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Ruzam Barazai - AI-generated fantasy Character

Ruzam Barazai

Dwarf · Barbarian (Path of the Battlerager, legacy subclass conversion requiring Dungeon Master approval) · Level 3 · Soldier

Ruzam Barazai

Ruzam is blunt, warm-hearted, and intensely practical.
AC16
HP21/21
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 21 · 30 ft.
AlignmentChaotic GoodGenderMaleAgeFifty-eight years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • Animal HandlingWIS
  • 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 from Barbarian weapon training where applicable under the 2024 rules,
Warhammers are martial weapons and are included in this proficiency.

Tools

Gaming set,
Land vehicles

Languages

Common,
Dwarvish

Features

13 features

Bonus action

  • RageLevel 1

    When Bonus Action

    Enter a battle frenzy as a Bonus Action, if not wearing Heavy armor. While raging, gain resistance to Bludgeoning, Piercing, and Slashing damage and deal +2 damage with Strength-based attacks.

  • Spiked Armor Attack

    When While raging and wearing approved spiked armor

    Make a spiked armor attack as a Bonus Action while raging, dealing 1d4 piercing damage plus your Strength modifier, or attempt a grapple with the armor's spikes if the DM approves the legacy conversion.

  • Spiked ArmorLevel 3

    While wearing spiked armor, you can make a special melee attack with the armor as a Bonus Action while raging. On a hit, the target takes 1d4 piercing damage plus your Strength modifier. You can also use a Bonus Action to make a grapple attempt against a creature within 5 feet, using the armor's spikes to hold it. Under strict 2024 rules, this legacy subclass feature requires the DM to approve the conversion and the character cannot Rage while wearing Heavy armor.

  • TraitDwarfStonecunning, as a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes while touching a stone surface. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

Always on

  • Reckless AttackLevel 2

    When When making your first attack on your turn

    Make a melee attack with Advantage using Strength. Until the start of your next turn, attack rolls against you have Advantage.

  • Unarmored DefenseLevel 1

    While not wearing armor, your base AC equals 10 + your Dexterity modifier + your Constitution modifier. A Shield does not alter this calculation.

  • Danger SenseLevel 2

    You have Advantage on Strength checks and Strength saving throws. You also have Advantage on attack rolls using Strength against a creature if you have Reckless Attack available and choose to use it.

  • Barbarian SubclassLevel 3

    You gain the Path of the Battlerager subclass. Its signature spiked armor feature is available only when using the Battlerager tradition and suitable spiked armor. The armor is not part of the 2024 SRD and requires Dungeon Master approval.

  • TraitDwarfDarkvision, you can see in dim light within 120 feet as if it were bright light and in darkness as if it were dim light.
  • TraitDwarfDwarven Resilience, you have Resistance to Poison damage and Advantage on saving throws you make to avoid or end the Poisoned condition.
  • TraitDwarfDwarven Toughness, your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.
  • TraitDwarfDwarf Speed, your Speed is 30 feet and is not reduced by wearing Heavy armor.
  • Military RankSoldier

    You retain the respect and assistance of soldiers and veterans who recognize your service. You can usually secure modest shelter, food, or basic aid from military organizations and sympathetic veterans, provided doing so does not endanger them.

Gear

7 items

Weapons

  • 2×
    Heavy warhammer
    Martial melee weapon, used as a paired weapon. Each warhammer deals 1d8 bludgeoning damage when held in one hand and has the Versatile property for 1d10 damage when held in two hands.

Armor

  • Heavy spiked armor
    Custom heavy spiked armor inspired by the legacy Battlerager tradition. Treat as heavy armor with AC 16 for this character. The character is not proficient with heavy armor, and Rage cannot be used while wearing it under 2024 rules.

Tools

  • Gaming set
    A set of carved dwarf knucklebones used for gambling and reading the mood of soldiers.

Gear

  • Explorer's pack
    A pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Unit pennant
    A small red pennant bearing the symbol of Ruzam's former mountain garrison.
  • Healer's kit
    Used to treat battlefield injuries and stabilize the wounded.

Purse

  • 14×
    Gold pieces
    A pouch containing 14 gold pieces.

Appearance

A broad, powerfully built mountain dwarf with long crimson hair and a matching heavy beard, both carefully braided with plain iron rings. His thick crimson eyebrows nearly meet over a blunt, weathered face. He keeps his beard meticulously combed despite the dents and soot on his armor. In any room, his eyes immediately seek exits, weapons, and whoever looks most frightened. He wears heavy spiked armor, reinforced with overlapping iron plates and blunt defensive studs, and carries two enormous warhammers at his hips.

Mannerisms

Ruzam rolls his shoulders before entering a room, checks the nearest exit, and quietly counts visible weapons. When angry, he becomes unusually polite and addresses everyone as "friend". Before battle, he tightens the lowest braid in his beard and taps both warhammers together three times.

Personality

Ruzam is blunt, warm-hearted, and intensely practical. He speaks to strangers as though they are recruits who have not yet learned the value of standing together. He has little patience for ceremony, but surprising patience for frightened people, injured animals, and anyone trying honestly to improve. Beneath his ferocious appearance is a man who notices every empty chair at a campfire and remembers exactly who should be sitting in it.

Ideals

Protection. The strong are obligated to stand between danger and those who cannot withstand it. Any strength used only for pride is wasted strength.

Bonds

The mountain village of Durnaz Hollow survived because of him, and he will answer any call for aid from its people. He also carries his former unit's battered red pennant, refusing to let their sacrifices be forgotten.

Flaws

He mistakes caution for cowardice and treats competent authority with immediate suspicion. Once he decides someone is being bullied, he becomes nearly impossible to reason with, even when a subtler solution would save lives.

Quirks

Keeps his beard cleaner than his armor.
Names every warhammer after a deceased comrade, but changes the names if the weapons are damaged.
Leaves the best portion of any meal for the quietest person nearby.
Collects broken shield bosses as reminders of battles survived.
Refuses to sleep with his back to a door.
Whistles softly when he is deciding whether to forgive someone.

Background

Ruzam Barazai was born beneath the red-lit caverns of a mountain fortress in the northern reaches of Faerûn. His clan forged weapons for border garrisons, but Ruzam preferred testing them in the field. He served as a shock trooper, breaking shield walls with two warhammers while wearing a brutal suit of spiked armor modeled after the old battlerager traditions. His poor judgment and reckless charges repeatedly saved comrades, while also causing enough trouble to earn him a permanent place on every quartermaster's list of concerns. When a mercenary captain abandoned a mountain village during a goblin assault, Ruzam disobeyed orders and led a handful of soldiers back through the pass. They saved most of the villagers, but the fortress command blamed him for the loss of military supplies and stripped him of formal rank. Ruzam now travels as a wandering soldier, seeking honest causes, worthy enemies, and proof that strength is meant to protect people rather than merely preserve the powerful. He believes every fight should leave someone safer than before.

“His clan forged weapons for border garrisons, but Ruzam preferred testing them in the field.”
From their backstory
Background
Soldier

Connections

Species

Dwarf

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