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Brannigan Musclerib - AI-generated fantasy Character

Brannigan Musclerib

Human · Barbarian (Path of the Ancestral Guardian) · Level 6 · Soldier

Brannigan Musclerib

Blunt, warm-hearted, and cheerfully argumentative, Brannigan notices who is being overlooked and tries to make room for them, sometimes by taking up far too much of it himself.
AC10
HP47/47
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 10 · HP 47 · 40 ft.
AlignmentChaotic GoodGenderMaleAge38
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsSTR
  • Animal HandlingWIS
  • 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

Tools

One gaming set (dice),
Vehicles (land)

Languages

Common,
Dwarvish

Features

14 features

Bonus action

  • RageLevel 1

    Brannigan can enter a battle rage as a bonus action, gaining advantage on Strength checks and saves, bonus rage damage of +2 on Strength-based melee weapon attacks, and resistance to bludgeoning, piercing, and slashing damage. Rage lasts up to 1 minute, ends early if he is knocked unconscious or has not attacked or taken damage since his previous turn, and cannot be used while wearing heavy armor. He can rage 4 times per long rest.

Always on

  • Unarmored DefenseLevel 1

    While not wearing armor, Brannigan's AC equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.

  • Reckless AttackLevel 2

    On his turn, Brannigan can choose to attack recklessly, gaining advantage on Strength-based melee weapon attack rolls that turn. Until his next turn, attack rolls against him have advantage.

  • Danger SenseLevel 2

    Brannigan has advantage on Dexterity saving throws against effects he can see, such as traps and spells, unless he is blinded, deafened, or incapacitated.

  • Path of the Ancestral Guardian: Ancestral ProtectorsLevel 3

    Brannigan follows the Path of the Ancestral Guardian. While raging, the first creature he hits on each of his turns is marked by ancestral spirits. Until the start of his next turn, that creature has disadvantage on attacks against anyone other than Brannigan, and those other creatures have resistance to damage from the marked creature's attacks.

  • Ability Score ImprovementLevel 4

    Brannigan increases his Strength score by 2, from 11 to 13.

  • Extra AttackLevel 5

    Brannigan can make two attacks, instead of one, whenever he takes the Attack action on his turn.

  • Fast MovementLevel 5

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

  • Path of the Ancestral Guardian: Spirit ShieldLevel 6

    While raging, Brannigan can use his reaction to reduce the damage a creature he can see within 30 feet takes from an attack by 2d6. The ancestral spirits intervene to shield the creature.

  • Ability Score IncreaseHumaneach of six ability scores increases by 1.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • LanguagesHumanCommon and one additional language of choice.
  • Military RankSoldier

    Brannigan retains the rank and standing he earned in his former army. Soldiers who recognize it may defer to him, and he can usually find a place to rest or obtain modest assistance among other military personnel.

Gear

9 items

Weapons

  • Greataxe
    A heavy, two-handed martial weapon chosen as the class's first equipment option.
  • 2×
    Handaxe
    Light thrown weapons, each suitable for a quick ranged attack.
  • 4×
    Javelin
    Thrown weapons carried for ranged attacks.

Tools

  • Gaming set
    A set of gaming dice he uses to settle arguments and pass long watches.

Gear

  • Explorer's pack
    A sturdy pack containing basic provisions for travel.
  • Insignia of rank
    A small badge of rank from his former military unit.
  • Trophy from a fallen enemy
    A keepsake taken from a defeated enemy, kept more for the story than its value.
  • Common clothes
    Plain, sturdy clothes from his soldiering days.

Purse

  • Pouch with 10 gp
    A small pouch holding his remaining coin.

Appearance

Brannigan is a broad, powerfully built human who makes even a crowded doorway feel narrower. He keeps his dark hair clipped close and his thick moustache carefully combed, a small daily ritual of order on an otherwise rumpled soldier. His armorless arms are crossed more often than not, though he tries to remember to step back when people lean away.

Mannerisms

He unconsciously squares his shoulders when someone gives an order, then relaxes them when he decides whether the order deserves obeying. When listening closely, he leans in until he remembers that not everyone likes being loomed over.

Personality

Blunt, warm-hearted, and cheerfully argumentative, Brannigan notices who is being overlooked and tries to make room for them, sometimes by taking up far too much of it himself. He likes practical plans, dislikes cruelty disguised as discipline, and laughs loudest when someone else gets the credit.

Ideals

Freedom. A uniform can demand obedience, but a decent person chooses whom to protect. (Chaotic)

Bonds

He still carries the unit's battered insignia, and he will risk himself to protect the former comrades who covered for him. He also feels responsible for the families he helped escape, though he has never learned where they settled.

Flaws

He takes disobedience personally when it puts others at risk, and his temper can outrun his judgment. He also mistakes people backing away for an invitation to speak louder.

Quirks

Names tools and weapons as if introducing them to a new recruit.
Keeps his moustache comb tucked into the same pocket as his dice.
Insists on carrying the heaviest shared load, then claims it is convenient.
Collects scraps of paper bearing directions, even when he can remember the route.

Background

Brannigan Musclerib was born in a noisy human port town and grew up carrying crates for his family's cramped little chandlery. The work gave him a formidable back, but it was the army that taught him how to use it. He served in a bridge crew, hauling timbers, dragging the wounded, and arguing with officers who thought a map mattered more than the people standing on it. His comrades started calling him Musclerib after he once carried a cracked field cannon wheel halfway to camp under one arm, insisting it was “still useful.” When his unit was ordered to clear a riverside settlement to deny supplies to an enemy, Brannigan refused to drive out the families who had nowhere else to go. He helped them slip away, then took the blame loudly enough that his fellow soldiers could keep their commissions. He left with his rank, his old unit's respect, and a conviction that orders are only worth following when they protect someone. Now he wanders where trouble is brewing, offering his strength to people who need it and occasionally unsettling them by standing much too close while he offers.

“The work gave him a formidable back, but it was the army that taught him how to use it.”
From their backstory
Background
Soldier

Connections

Species

Human

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