gurT
gurT
Sheet
AC 13 · HP 170 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
27 featuresAction
- 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 itemsWeapons
- GreataxeHeavy two-handed melee weapon, damage 1d12 slashing.
- 2×HandaxeLight thrown melee weapons, damage 1d6 slashing, range 20/60 feet.
- 4×JavelinThrown melee weapons, damage 1d6 piercing, range 30/120 feet.
Tools
- Artisan's ToolsOne type of artisan's tools used for a rural trade.
- ShovelA practical implement used for farming, digging, and occasionally breaking down doors.
Gear
- Explorer's PackPack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Common ClothesSimple clothing suitable for village life and travel.
Purse
- 10×Gold PiecesStarting 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
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.”
- Background
- Folk Hero
Connections
Species
Human
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