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Sigrith Vash - AI-generated fantasy Character

Sigrith Vash

Half-Orc · Barbarian (Path of the Zealot) · Level 5 · Outlander

Sigrith Vash

Sigrith is blunt, vigilant, and intensely protective of people who are overlooked or powerless.
AC14
HP50/50
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 50 · 40 ft.
AlignmentChaotic NeutralGenderFemaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One musical instrument, drum

Languages

Common,
Orcish,
Giant

Features

17 features

Always on

  • RageLevel 1

    When Bonus action

    Sigrith enters a battle trance, gaining advantage on Strength checks and saving throws, bonus melee damage, and resistance to bludgeoning, piercing, and slashing damage.

  • Twin Strikes

    When Attack action

    Sigrith attacks twice with her greataxe or another weapon when she takes the Attack action.

  • Reckless Attack

    When First melee weapon attack on her turn

    Sigrith makes a reckless attack, gaining advantage on all melee weapon attack rolls using Strength during the turn, while attacks against her have advantage until her next turn.

  • Sacred Fury

    When First weapon hit during rage

    Sigrith adds 1d6 + 2 radiant damage to the first creature she hits with a weapon attack during each rage.

  • Unarmored DefenseLevel 1

    While not wearing armor, Sigrith's Armor Class equals 10 + her Dexterity modifier + her Constitution modifier. She can still use a shield and retain this benefit.

  • Primal Path: Path of the ZealotLevel 3

    Sigrith chooses the Path of the Zealot, channeling a battle spirit that turns conviction into violence.

  • Divine FuryLevel 3

    Once on each of her turns while raging, the first creature she hits with a weapon attack takes an extra 1d6 + 2 radiant damage.

  • Danger SenseLevel 2

    Sigrith has advantage on Dexterity saving throws against effects she can see, such as traps and spells. She cannot use this benefit while blinded, deafened, or incapacitated.

  • Extra AttackLevel 5

    Sigrith can attack twice, instead of once, whenever she takes the Attack action on her turn.

  • Fast MovementLevel 5

    Her speed increases by 10 feet while she is not wearing heavy armor.

  • Warrior of the GodsLevel 3

    Sigrith is easier to bring back from death because a battle spirit watches over her. Spells such as revivify can restore her to life without requiring material components.

  • TraitHalf-OrcDarkvision, Sigrith can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • TraitHalf-OrcMenacing, Sigrith is proficient in the Intimidation skill.
  • TraitHalf-OrcRelentless Endurance, when reduced to 0 hit points but not killed outright, Sigrith can drop to 1 hit point instead once per long rest.
  • TraitHalf-OrcSavage Attacks, when Sigrith scores a critical hit with a melee weapon, she rolls one additional weapon damage die.
  • TraitHalf-OrcOrcish blood, Sigrith speaks Orcish in addition to Common and has a natural affinity for harsh mountain cultures.
  • WandererOutlander

    Sigrith has an excellent memory for maps, terrain, and natural landmarks. She can find food and fresh water for herself and up to five other people each day, provided the land offers suitable sources.

Gear

11 items

Weapons

  • Greataxe
    A heavy two-handed axe with a broad iron head, maintained obsessively despite its battered appearance.
  • 2×
    Handaxe
    Light throwing axes balanced for close combat or sudden attacks.
  • 4×
    Javelin
    Four short spears suitable for throwing or close defense.

Tools

  • Staff
    A tough walking staff cut from mountain ash.
  • Hunting trap
    A concealed metal trap used for hunting small and medium beasts.
  • Drum
    A small frame drum used to mark walking cadence and remember the names of the dead.

Gear

  • Explorer's pack
    A pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Trophy from a slain animal or enemy
    A braided strip of red wool taken from the banner of the warlord who occupied Sigrith's valley.
  • Traveler's clothes
    Plain, weatherproof clothing patched at the elbows and knees.
  • Pouch
    A small pouch containing her remaining starting funds.

Purse

  • 10×
    Gold pieces
    Coins used for ordinary travel and supplies.

Appearance

Sigrith is a broad-shouldered half-orc woman with weathered olive-gray skin, a broken nose, prominent lower tusks, and thick black hair braided with strips of red wool. Her left ear is notched from an old raid, and pale scars cross her forearms like white roots. She wears battered hide armor beneath a soot-darkened cloak and carries a massive greataxe whose haft is wrapped in faded prayer cords.

Mannerisms

Sigrith speaks in a low, breathy voice and pauses before answering as if weighing whether the listener deserves words. When angry, she becomes quieter instead of louder. She taps two fingers against the head of her axe whenever someone makes a promise.

Personality

Sigrith is blunt, vigilant, and intensely protective of people who are overlooked or powerless. She dislikes ceremony, euphemisms, and anyone who uses polished language to conceal cowardice. She shows affection through practical acts, such as repairing armor, standing watch, or silently handing someone the larger portion of a meal.

Ideals

No one is expendable. Leaders who demand sacrifice must be willing to stand in the same blood themselves.

Bonds

She carries the broken iron gate hinge from her home valley and will never abandon a village threatened by soldiers, raiders, or monsters.

Flaws

When someone tells her to calm down, she immediately assumes they are hiding guilt. She would rather lose a fight than admit she was wrong, and her anger often outlives the injustice that caused it.

Quirks

She counts doorways under her breath when entering unfamiliar buildings.
She names every campfire and refuses to let anyone insult it.
She keeps broken metal objects because they remind her that failure can still be useful.
She sleeps with one hand wrapped around her greataxe haft.
She smiles only when someone makes an unexpectedly cruel joke about a tyrant.

Background

Sigrith was born in a wind-cut valley where human shepherds and half-orc hunters shared a narrow strip of workable ground. Her mother taught her to read weather in the clouds and tracks in the mud, while her human father taught her that a promise was worth more than a full purse. When a local warlord seized the valley, Sigrith joined the resistance, not out of patriotism, but because the warlord's men burned the winter stores and laughed while children starved. She became the resistance's pathfinder, ambusher, and most frightening negotiator. The rebellion ended in victory, but not cleanly. Sigrith's younger brother died during the final assault after the village elders refused to open the gates, fearing punishment. She has never forgiven the elders, herself, or the gods who allowed the choice to matter. During a pilgrimage through a ruined mountain shrine, she heard a nameless battle spirit answer her rage with a single command, rise. Since then, her fury has sometimes carried a strange, sacred force. Sigrith now wanders from conflict to conflict, hunting tyrants, oath-breakers, and anyone who treats helpless people as acceptable losses. She insists she is not a hero. She simply has a very long memory.

“She became the resistance's pathfinder, ambusher, and most frightening negotiator.”
From their backstory
Background
Outlander

Connections

Species

Half-Orc

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