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Murzol Half-Tooth - AI-generated fantasy Character

Murzol Half-Tooth

Half-Orc · Barbarian (Path of the Totem Warrior) · Level 20 · Sailor

Murzol Half-Tooth

Murzol is boisterous, fearless, and intensely loyal once someone has earned his trust.
AC18
HP226/226
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 226 · 40 ft.
AlignmentChaotic NeutralGenderMaleAge34 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • 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,
Improvised weapons

Tools

Navigator's tools,
Vehicles, water

Languages

Common,
Orc

Features

27 features

Bonus action

  • Enter Rage

    When Bonus action

    Murzol enters a rage as a bonus action, gaining resistance to most weapon damage, bonus melee damage, and advantage on Strength checks and Strength saving throws.

  • RageLevel 1

    Murzol can enter a battle frenzy as a bonus action, gaining advantage on Strength checks and Strength saving throws, a bonus to melee weapon damage, and resistance to bludgeoning, piercing, and slashing damage. He can rage six times per long rest, and his rage lasts for up to 1 minute.

Always on

  • Extra AttackLevel 5

    When Attack action

    Murzol attacks twice with his greataxe, handaxes, or other melee weapons when he takes the Attack action.

  • Reckless AttackLevel 2

    When First attack on his turn

    Murzol may attack recklessly for advantage on Strength-based attacks, leaving enemies with advantage against him until his next turn.

  • Brutal CriticalLevel 17

    When Critical hit with a melee attack

    Murzol makes a devastating critical hit, adding up to three additional weapon damage dice to the critical damage.

  • Danger SenseLevel 2

    Murzol has advantage on Dexterity saving throws against effects he can see, such as traps and spells. He gains this benefit only while he is not blinded, deafened, or incapacitated.

  • Primal Path, Path of the Totem WarriorLevel 3

    Murzol follows the Path of the Totem Warrior. He carries a bear totem and gains the Bear Totem Spirit feature.

  • Totem Spirit, BearLevel 3

    While raging, Murzol has resistance to all damage except psychic damage, unless he is wearing heavy armor.

  • Ability Score ImprovementLevel 4

    Murzol can increase one ability score by 2, or two ability scores by 1, subject to the normal maximum of 20.

  • Fast MovementLevel 5

    Murzol's speed increases by 10 feet while he is not wearing heavy armor.

  • Additional RageLevel 6

    Murzol gains one additional use of Rage, for a total of six uses per long rest.

  • Aspect of the Beast, EagleLevel 6

    Murzol can adopt the aspect of the Eagle Totem. He gains proficiency in the Perception skill, or another skill if already proficient. He can see up to 1 mile away without difficulty and discern fine details as though looking at something within 100 feet.

  • Ability Score ImprovementLevel 8

    Murzol can increase one ability score by 2, or two ability scores by 1, subject to the normal maximum of 20.

  • Indomitable MightLevel 9

    Murzol can reroll a failed Constitution saving throw to maintain his rage. He must use the new roll, and each use increases the DC of subsequent checks during that rage by 5.

  • Feral InstinctLevel 7

    Murzol gains advantage on initiative rolls. If he is surprised at the start of combat and is not incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else.

  • Ability Score ImprovementLevel 12

    Murzol can increase one ability score by 2, or two ability scores by 1, subject to the normal maximum of 20.

  • Totemic Attunement, WolfLevel 14

    Murzol can adopt the aspect of the Wolf Totem. While raging, his allies have advantage on melee attack rolls against hostile creatures within 5 feet of him.

  • Persistent RageLevel 15

    Murzol's rage ends early only if he falls unconscious or chooses to end it.

  • Ability Score ImprovementLevel 16

    Murzol can increase one ability score by 2, or two ability scores by 1, subject to the normal maximum of 20.

  • Ability Score ImprovementLevel 19

    Murzol can increase one ability score by 2, or two ability scores by 1, subject to the normal maximum of 20.

  • Primal ChampionLevel 20

    Murzol's Strength and Constitution scores increase by 4, and their maximums increase to 24. These increases are already reflected in his ability scores.

  • DarkvisionHalf-OrcMurzol can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • MenacingHalf-OrcMurzol is proficient in the Intimidation skill.
  • Relentless EnduranceHalf-OrcWhen reduced to 0 hit points but not killed outright, Murzol drops to 1 hit point instead. This can be used once per long rest.
  • Savage AttacksHalf-OrcWhen Murzol scores a critical hit with a melee weapon attack, he can roll one of the weapon's damage dice one additional time and add it to the extra damage.
  • TraitHalf-OrcOrcish blood gives Murzol a powerful presence, imposing physicality, and a natural connection to the Orc language.
  • Ship's PassageSailor

    Murzol can secure free passage on sailing vessels for himself and his adventuring companions, provided he is willing to serve as crew. He knows the workings of ships and boats, and can navigate by memory, instinct, and the stars.

Gear

10 items

Weapons

  • Greataxe
    A massive two-handed axe with a salt-blackened haft and a blade nicked by years of boarding actions.
  • 2×
    Handaxe
    Balanced handaxes designed for throwing across a ship's deck or fighting in close quarters.
  • 4×
    Javelin
    Short spears useful for throwing, bracing against boarding enemies, or hunting at sea.
  • Shortsword
    A practical short blade issued to sailors and useful for cutting rope, food, or enemies.

Armor

  • Leather armor
    A small leather jacket and reinforced clothing. Murzol generally travels without wearing it in combat because his unarmored defense is superior.

Tools

  • Belaying pin
    A heavy belaying pin taken from the Black Gull. Murzol uses it as a club, keeps it near his bed, and refuses to lend it to anyone.

Gear

  • Explorer's Pack
    A sturdy pack containing bedroll, mess kit, tinderbox, rations, waterskin, rope, and other travel necessities.
  • Lucky charm
    A small lucky charm, a black sea-glass tooth wrapped in copper wire.
  • Common clothes
    A set of common sailor's clothes, patched repeatedly with different colored thread.

Purse

  • 10×
    Gold pieces
    Starting coin carried in a salt-stained purse.

Appearance

Murzol is a towering half-orc with slate-green skin, a broad jaw, and one prominent lower tusk broken nearly in half. His black hair is shaved on the sides and bound into a short, salt-stiffened braid. Numerous pale scars cross his arms, chest, and neck, including a long cut across his left eyebrow. He wears battered sailor's clothing beneath a weathered hide harness, with bronze rings and bits of colored rope tied into his beard. His eyes are dark, alert, and constantly searching the horizon.

Mannerisms

Murzol constantly rolls a coin or belaying pin across his knuckles. He sniffs the air before entering a room, pauses before stepping aboard any ship, and refers to landlocked people as shore barnacles. When angry, he becomes very polite and speaks in a soft voice. When amused, he laughs like a cannon misfiring.

Personality

Murzol is boisterous, fearless, and intensely loyal once someone has earned his trust. He loves storms, strong drink, bad singing, and stories that become less believable every time he tells them. He dislikes formal authority, quiet rooms, and people who use complicated words to conceal simple cowardice. Beneath his swagger is a sharp observer who notices changes in weather, tone, and body language almost immediately.

Ideals

Freedom. No captain, king, god, or chain has the right to decide where a person belongs. The sea belongs to anyone bold enough to face it.

Bonds

The surviving crew of the Black Gull are Murzol's family. He will cross any sea and challenge any power to protect them or uncover the truth about the captain who betrayed them.

Flaws

Murzol treats caution as cowardice and often turns a manageable problem into a legendary disaster. He is quick to anger when someone questions his loyalty, and once he has decided that a person is an enemy, evidence rarely changes his mind. He also has a deep fear of drowning that he disguises with loud jokes and reckless bravado.

Quirks

Keeps a running tally of insults received and repaid.
Names every ship he boards, even if he is aboard for only a minute.
Refuses to eat fish unless he personally saw it caught.
Ties a new colored thread into his beard after every major victory.
Sleeps with one hand wrapped around his belaying pin.

Background

Murzol Half-Tooth was born in a coastal war camp where half-orc children were expected to become raiders, guards, or corpses. He chose the sea instead. As a young man, he joined the crew of the merchant vessel Black Gull, first as a deckhand and later as its most feared boarding fighter. He learned to read storms by the taste of the wind, to sleep through cannon fire, and to settle disputes with either a rope knot or a headbutt, depending on how much time remained before supper. The Black Gull was destroyed during a mutiny led by its own captain, who sold the crew to pirates and abandoned the ship in a reef-choked channel. Murzol survived by clinging to a broken mast for three days. When he finally reached shore, he hunted down the mutineers one by one, but spared the youngest sailor among them. That survivor became his closest companion and eventually revealed that the captain still lived. Murzol now travels from port to port, taking dangerous work, seeking the captain's trail, and collecting a crew of people who understand that loyalty is worth more than gold. He fights like a storm breaking over open water, laughing when the odds turn impossible and trusting instinct more than any map.

“As a young man, he joined the crew of the merchant vessel Black Gull, first as a deckhand and later as its most feared boarding fighter.”
From their backstory
Background
Sailor

Connections

Species

Half-Orc

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