William The Bloody (Spike)
William The Bloody (Spike)
Sheet
AC 12 · HP 85 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- IntimidationCHA
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
21 featuresBonus action
- RageLevel 1
You can enter a battle fury as a bonus action, gaining temporary hit points and advantage on Strength checks and Strength saving throws. While raging, you deal bonus damage with Strength-based attacks, have resistance to bludgeoning, piercing, and slashing damage, and can’t cast or concentrate on spells.
- Instinctive PounceLevel 7
As part of the bonus action you use to enter your Rage, you can move up to half your Speed.
Reaction
- RetaliationLevel 10
When a creature within 5 feet of you damages you, you can use your reaction to make one melee attack against that creature with a weapon or an Unarmed Strike.
Always on
- Savage Attacker
When Once per turn when you hit with a weapon attack
Savage attacks with a weapon, rolling the weapon’s damage dice twice and using either result once per turn.
- Unarmored DefenseLevel 1
While you aren’t wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
- Weapon MasteryLevel 2
You are trained to use the mastery properties of two kinds of simple or martial melee weapons, and you can change one choice whenever you finish a long rest. Chosen weapons: Greataxe and Handaxe.
- Danger SenseLevel 2
You have advantage on Dexterity saving throws unless you are incapacitated.
- Reckless AttackLevel 2
You can throw aside defense to attack with wild ferocity. When you make your first attack roll on your turn, you can choose to attack recklessly. If you do, you gain advantage on Strength-based attack rolls until the start of your next turn, and attack rolls against you have advantage until then.
- Primal KnowledgeLevel 3
You gain proficiency in two skills of your choice that are tied to primal aptitude or hard survival. Chosen skills: Animal Handling and Survival.
- Barbarian SubclassLevel 3
You gain the Path of the Berserker subclass.
- FrenzyLevel 3
When you are raging and use Reckless Attack, the first target you hit on your turn with a Strength-based attack takes extra damage equal to your Rage Damage bonus in d6s.
- Mindless RageLevel 6
You gain proficiency in Intimidation, and while your Rage is active, you are immune to the Charmed and Frightened conditions. If you are charmed or frightened when you enter your Rage, the condition ends.
- Feral InstinctLevel 7
You gain advantage on Initiative rolls.
- Brutal StrikeLevel 9
If you use Reckless Attack, you can forgo advantage on one Strength-based attack roll you make on your turn. If that attack hits, it deals an extra 1d10 damage of the weapon's type, and you can apply a Brutal Strike effect such as pushing the target 15 feet straight away or reducing its Speed.
- Creature TypeHumanHumanoid
- SizeHumanMedium
- SpeedHuman30 feet
- TraitHumanResourceful, you gain Heroic Inspiration whenever you finish a Long Rest.
- TraitHumanSkillful, you gain proficiency in one skill of your choice.
- TraitHumanVersatile, you gain an Origin feat of your choice. Chosen feat: Savage Attacker.
- Military RankSoldier
His military training gives him an easy way with ranks, camps, and veterans. Other soldiers recognize his experience, and he can usually navigate a martial chain of command or find basic respect among those who have served.
Gear
12 itemsWeapons
- GreataxeA heavy two-handed axe, his favored battlefield weapon.
- 4×HandaxeBalanced throwing axes for close work and pursuit.
- SpearA spear carried from his soldier days, useful for reach and throwing.
- ShortbowA simple ranged weapon for battlefield support.
Tools
- Gaming SetA martial gaming set chosen to represent camp life and soldierly downtime.
Gear
- Explorer's PackBasic traveling gear with bedroll, rations, and other necessities.
- 20×ArrowsArrows for the shortbow.
- Healer's KitA compact first-aid kit from military service.
- QuiverCarrying case for the arrows.
- Traveler's ClothesRugged clothing suited to travel and campaign life.
Purse
- 15×Gold PiecesCoins left after choosing the barbarian starting equipment package.
- 14×Gold PiecesCoins left after choosing the soldier starting equipment package.
Appearance
Lean but hard-muscled human man, pale skin, sharp cheekbones, and a predatory grin. He wears his dark blond hair short and rough, with a few longer strands falling over tired blue eyes. His soldiers' gear is battered from long campaigns, scarred leather, a worn cloak, heavy boots, and a greataxe kept polished out of habit rather than vanity. A few old cuts line his hands and forearms, and he carries himself like someone who expects trouble and welcomes it.
Mannerisms
Speaks with dry, cutting humor and a soldier's economy of words. When thinking, he rolls his shoulders as if bracing for impact. In tense moments he smiles like he has already chosen violence, then does something unexpectedly kind.
Personality
Cocky, quick-witted, and openly defiant, William masks a deeply loyal heart under barbed remarks and a permanent battle-ready stance. He is happiest when the odds are terrible, the enemy is arrogant, and there is someone innocent nearby who needs a monster to scare away worse monsters.
Ideals
Loyalty, but not blind obedience. People are worth more than banners, and a promise made in the mud matters more than a parade of flags. If someone can’t protect themselves, then someone like him should.
Bonds
He keeps a battered token from his old unit, and he will cross a kingdom to repay a debt to anyone who stood in the line with him. If he ever learns the fate of the comrades who vanished in his last campaign, he will not rest until he knows whether they lived or died.
Flaws
He laughs at danger instead of admitting when he is afraid, and that can push him into stupid fights. He has trouble trusting officers, prophets, and anyone who speaks in neat plans, because war taught him that the cleanest orders often cost the most lives.
Quirks
Background
William The Bloody, called Spike by the men who survived beside him, enlisted young and fought long enough for war to stop feeling like duty and start feeling like weather. He learned quickly that the honest parts of battle were the ones people rarely sang about, the cold, the hunger, the panic before the charge, the looks exchanged between comrades when they knew a line was about to break. He was good at it, too good to be comfortable, and in time his superiors learned that a grinning brute with a greataxe could hold a breach when orders and banners failed. He earned scars, bruises, and a reputation for being impossible to kill, but what he really earned was a habit of standing between danger and the helpless whether command approved or not. After one campaign too many, William walked away from the army instead of letting the army bury what was left of him. He still carries the discipline in his stance and the battlefield in his eyes, but he refuses to let rank decide who deserves saving. He drinks, jokes, and taunts like a man who would rather make the world flinch first, yet every nasty laugh covers a soldier's instinct to protect the person beside him. He does not believe in noble causes very much, only in the people who are there when the smoke clears.
“After one campaign too many, William walked away from the army instead of letting the army bury what was left of him.”
- Background
- Soldier
Connections
Species
Human
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