Skip to content
CreatePricing
gurT - AI-generated fantasy Character

gurT

Human · Barbarian (Path of the Berserker) · Level 15 · Folk Hero

gurT

gurT is warm, direct, and fiercely protective.
AC13
HP170/170
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 170 · 30 ft.
AlignmentChaotic GoodGenderMaleAge38 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One type of artisan's tools,
Vehicles, land

Languages

Common

Features

27 features

Action

  • Extra AttackLevel 5

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

Bonus action

  • RageLevel 1

    When Bonus action

    Enter a battle fury as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage, advantage on Strength checks and saves, and +3 melee damage while raging.

  • Relentless Assault

    When Attack action

    Make two attacks with the Attack action, or three attacks when using the Berserker frenzy bonus action after entering a rage.

  • FrenzyLevel 3

    When you rage, you can enter a frenzy. For the duration of that rage, you can make a single additional melee weapon attack as a bonus action on each of your turns after the turn you enter the rage. When the rage ends, you suffer one level of exhaustion.

Reaction

  • RetaliationLevel 14

    When A creature within 5 feet damages you

    After a nearby creature damages you, strike it with a melee weapon as a reaction.

  • Feral InstinctLevel 7

    You can enter a rage as a reaction if you are surprised at the start of combat, provided you are not incapacitated.

Always on

  • Intimidating PresenceLevel 10

    When Action

    Use your presence to frighten one creature within 30 feet that can see or hear you.

  • Unarmored DefenseLevel 1

    You are proficient with Strength and Constitution saving throws.

  • Unarmored DefenseLevel 1

    While not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. With your current scores, this would be AC 18. The displayed armor class uses the requested simple unarmored calculation of 10 + Dexterity modifier.

  • Danger SenseLevel 2

    You have advantage on Dexterity saving throws against effects you can see, such as traps and spells.

  • Reckless AttackLevel 2

    You can attack recklessly on your first attack during your turn, gaining advantage on Strength-based melee weapon attack rolls, but attack rolls against you have advantage until your next turn.

  • Primal Path: Path of the BerserkerLevel 3

    You follow the Path of the Berserker. Your path features include Frenzy, Mindless Rage, Intimidating Presence, and Retaliation.

  • Additional RageLevel 3

    You gain one additional use of Rage per long rest, for a total of 5 uses.

  • Ability Score ImprovementLevel 4

    You can choose one ability score to increase by 2, or two ability scores to increase by 1. This character's base ability scores and human bonuses are presented as provided, with no separate feat selected.

  • Fast MovementLevel 5

    Your speed increases by 10 feet while you are not wearing heavy armor.

  • Feral InstinctLevel 7

    You gain advantage on initiative rolls.

  • Ability Score ImprovementLevel 8

    You can choose one ability score to increase by 2, or two ability scores to increase by 1. This character's base ability scores and human bonuses are presented as provided, with no separate feat selected.

  • Brutal CriticalLevel 9

    You can roll one additional weapon damage die when determining the extra damage from a critical hit with a melee attack. You have two additional dice at this level.

  • Mindless RageLevel 6

    While raging, you are immune to being charmed or frightened. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration.

  • Ability Score ImprovementLevel 12

    You can choose one ability score to increase by 2, or two ability scores to increase by 1. This character's base ability scores and human bonuses are presented as provided, with no separate feat selected.

  • Relentless RageLevel 11

    If you drop to 0 hit points while raging and do not die outright, you can make a DC 10 Constitution saving throw to drop to 1 hit point instead. Each use after the first increases the DC by 5, and the DC resets after a short or long rest.

  • Persistent RageLevel 15

    Your rage ends early only if you fall unconscious or choose to end it. You can also maintain rage regardless of whether you attacked a hostile creature or took damage on a turn.

  • Ability Score IncreaseHuman+1 to all six ability scores
  • SizeHumanMedium
  • SpeedHuman30 feet
  • LanguagesHumanCommon and one additional language, not selected in the provided parameters
  • Rustic HospitalityFolk Hero

    Commoners recognize gurT as one of their own and provide shelter, food, and assistance when he is traveling through rural communities, though they will not risk their lives for him.

Gear

8 items

Weapons

  • Greataxe
    Heavy two-handed melee weapon, damage 1d12 slashing.
  • 2×
    Handaxe
    Light thrown melee weapons, damage 1d6 slashing, range 20/60 feet.
  • 4×
    Javelin
    Thrown melee weapons, damage 1d6 piercing, range 30/120 feet.

Tools

  • Artisan's Tools
    One type of artisan's tools used for a rural trade.
  • Shovel
    A practical implement used for farming, digging, and occasionally breaking down doors.

Gear

  • Explorer's Pack
    Pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Common Clothes
    Simple clothing suitable for village life and travel.

Purse

  • 10×
    Gold Pieces
    Starting currency from the Folk Hero background.

Appearance

A broad-shouldered human with weathered bronze skin, a crooked nose, and thick dark hair braided with bits of copper wire. Old farm scars cross his forearms, and a pale crescent-shaped scar runs from his left temple to his jaw. He wears practical travel leathers, a faded red cloak, and a belt strung with wooden tokens carved by villagers he has helped. His greataxe is nicknamed Hearthbreaker, its haft polished smooth from years of use.

Mannerisms

gurT rolls his shoulders before a fight, taps the wooden wheel token at his belt when thinking, and addresses animals as if they are fellow villagers. He laughs loudly at his own mistakes, then becomes completely silent when someone mentions a burned farmstead.

Personality

gurT is warm, direct, and fiercely protective. He treats strangers like neighbors until they prove otherwise, shares food without being asked, and has a talent for turning tense campfire silence into an absurd story. He prefers honest strength to clever manipulation, but he is perceptive about suffering and notices when someone is pretending not to be afraid.

Ideals

Community. A person is only as strong as the people willing to stand beside them. No one should face hunger, violence, or tyranny alone.

Bonds

The people of his birthplace are his family, and he will return to defend them whenever they call. He also carries a small wooden wheel carved by his younger sister, who disappeared during the first raid.

Flaws

He believes every problem can be solved by standing in front of it and hitting it harder. He has little patience for careful plans, polished authority figures, or anyone who says a sacrifice is necessary without naming who must make it. When exhausted or ashamed, he becomes stubbornly cheerful and refuses to admit that he needs help.

Quirks

Names every weapon and tool he owns.
Keeps a running tally of repaired fences in his travel journal.
Offers enemies one chance to leave before attacking.
Sleeps with one hand on his greataxe.
Collects small wooden tokens from communities he protects.

Background

gurT was born in a small farming settlement where every person knew how to mend a fence, deliver a calf, and stand watch when raiders came down from the hills. He was never the cleverest villager, but he was strong, quick to laugh, and impossible to frighten when someone weaker needed protecting. During a brutal winter, a band of marauders demanded the village's food stores. gurT answered by lifting the iron gate from its hinges and using it as a shield while the villagers escaped into the woods. By dawn, the raiders were gone, their leader was dead, and gurT was the reluctant hero of the valley. He left home after discovering that the raiders had been driven by a larger warlord who intended to seize the entire region. With a greataxe in hand and a pack of hard-earned provisions on his back, gurT began traveling from village to village, gathering stories, allies, and promises of aid. His rage is not mindless, though it often looks that way. It is the fury of a farmer who has seen children go hungry, of a neighbor who remembers every burned barn, and of an ordinary human who refuses to let powerful people decide that ordinary lives are expendable. He adventures to break the warlord's network and to make certain no village stands alone again.

“He was never the cleverest villager, but he was strong, quick to laugh, and impossible to frighten when someone weaker needed protecting.”
From their backstory
Background
Folk Hero

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn gurT into a sheet

A high-res, share-ready sheet you can post or print.