Murzol Half-Tooth
Murzol Half-Tooth
Sheet
AC 18 · HP 226 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
27 featuresBonus 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 itemsWeapons
- GreataxeA massive two-handed axe with a salt-blackened haft and a blade nicked by years of boarding actions.
- 2×HandaxeBalanced handaxes designed for throwing across a ship's deck or fighting in close quarters.
- 4×JavelinShort spears useful for throwing, bracing against boarding enemies, or hunting at sea.
- ShortswordA practical short blade issued to sailors and useful for cutting rope, food, or enemies.
Armor
- Leather armorA small leather jacket and reinforced clothing. Murzol generally travels without wearing it in combat because his unarmored defense is superior.
Tools
- Belaying pinA 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 PackA sturdy pack containing bedroll, mess kit, tinderbox, rations, waterskin, rope, and other travel necessities.
- Lucky charmA small lucky charm, a black sea-glass tooth wrapped in copper wire.
- Common clothesA set of common sailor's clothes, patched repeatedly with different colored thread.
Purse
- 10×Gold piecesStarting 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
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.”
- Background
- Sailor
Connections
Species
Half-Orc
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