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Orua - AI-generated fantasy Character

Orua

Half-Orc · Barbarian (Path of the Berserker) · Level 10 · Soldier

Orua

Quietly considerate and deliberate, Orua notices who has been left out of a meal or a conversation.
AC15
HP96/96
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 96 · 40 ft.
AlignmentNeutral GoodGenderMaleAgeThirty-two
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • IntimidationSTR
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One gaming set (bone dice),
Vehicles (land)

Languages

Common,
Orc

Features

17 features

Action

  • Intimidating PresenceLevel 10

    As an action, choose one creature within 30 feet that can see or hear you. It must make a DC 11 Wisdom saving throw or be frightened of you until the end of your next turn. On later turns, you can use your action to extend the effect on that creature until the end of your next turn. The effect ends if the creature ends its turn out of line of sight or more than 60 feet away. Once a creature succeeds, it is immune to this feature for 24 hours.

  • Extra AttackLevel 5

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

Bonus action

  • RageLevel 1

    You can enter a rage as a bonus action. You have 4 uses per long rest, and it lasts up to 1 minute. While raging, you have advantage on Strength checks and saves, deal +3 damage with Strength-based melee weapon attacks, and resist bludgeoning, piercing, and slashing damage. You cannot cast or concentrate on spells while raging.

  • FrenzyLevel 3

    Choose the Berserker path. When you rage, you can enter a frenzy. If you do, you can make one melee weapon attack as a bonus action on each of your turns after the turn you entered the rage. When the rage ends, you suffer one level of exhaustion.

Always on

  • Unarmored DefenseLevel 1

    While unarmored and not using a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

  • Feral InstinctLevel 7

    You have advantage on initiative rolls. If you are surprised at the start of combat and are not incapacitated, you can act normally on your first turn only if you enter your rage before doing anything else.

  • Brutal CriticalLevel 9

    Once on each of your turns when you score a critical hit with a melee weapon attack, roll one additional weapon damage die and add it to the critical hit’s damage.

  • Mindless RageLevel 6

    While raging, you cannot be charmed or frightened. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

  • Fast MovementLevel 5

    Your speed increases by 10 feet while you are not wearing heavy armor.

  • Relentless RageLevel 11

    You can make a DC 10 Constitution saving throw to remain at 1 hit point instead of dropping to 0 when you are raging. Each time you use this feature after the first before finishing a long rest, the DC increases by 5. The DC resets to 10 when you finish a short or long rest.

  • Ability Score ImprovementLevel 4

    At 4th and 8th level, you gained an Ability Score Improvement. The supplied ability scores are used as specified, with no additional ASI adjustments applied.

  • Relentless EnduranceLevel 1

    As a half-orc, when reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once used, this trait recharges after a long rest.

  • DarkvisionHalf-OrcYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though darkness appears in shades of gray.
  • MenacingHalf-OrcYou gain proficiency in the Intimidation skill.
  • Relentless EnduranceHalf-OrcOnce per long rest, when reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
  • Savage AttacksHalf-OrcWhen you score a critical hit with a melee weapon attack, roll one of the weapon’s damage dice one additional time and add it to the critical damage.
  • Military RankSoldier

    You can recognize military ranks and insignia, and veterans of your former organization will recognize you. You can secure an audience with local soldiers or officers, and find basic shelter and support among them, unless doing so would endanger them or conflict with their orders.

Gear

10 items

Weapons

  • Greataxe
    Two-handed martial melee weapon, 1d12 slashing damage.
  • 2×
    Handaxe
    Simple melee weapon, 1d6 slashing damage, light and thrown (range 20/60).
  • 4×
    Javelin
    Simple melee weapon, 1d6 piercing damage, thrown (range 30/120).

Gear

  • Explorer’s pack
    Pack containing a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
  • Military rank insignia
    A small insignia of rank from his former unit.
  • Trophy from a fallen enemy
    A token taken from a fallen enemy, kept as a reminder of the cost of service.
  • Bone dice
    A set of bone dice, worn from years of barracks games.
  • Common clothes
    Sturdy, plain clothes suitable for travel.
  • Belt pouch
    A pouch containing 10 gp.
  • Squad whistle
    An old wooden signal whistle, its mouthpiece worn smooth.

Appearance

Orua is broad through the shoulders, with green-gray skin, a blunt jaw, and lower tusks that show whenever he chews or laughs. He eats slowly and carefully, cutting food into small pieces rather than biting through it. A battered wooden whistle hangs on a cord at his neck, its mouthpiece worn smooth and pale from years of nervous rubbing.

Mannerisms

He rubs the whistle’s worn mouthpiece with his thumb before answering a difficult question. He chews with his mouth closed and pauses before laughing, as though checking that the room is safe for it.

Personality

Quietly considerate and deliberate, Orua notices who has been left out of a meal or a conversation. He is patient with fear, but has little patience for cruelty disguised as discipline.

Ideals

Protection. Strength is worth having only when it shields people who cannot protect themselves. A good soldier knows when orders serve the living and when they merely serve a chain of command.

Bonds

He carries the whistle because it belonged to the squad that trusted him to lead them home. He sends a share of his pay to the families of those who did not return, and will not abandon a frightened recruit or civilian if he can still stand between them and danger.

Flaws

He treats retreat as a personal failure, even when it is the sensible choice. When someone in authority speaks with confidence, he can mistake certainty for competence and follow a bad plan longer than he should.

Quirks

Counts heads whenever a group gathers, then counts again before anyone leaves.
Keeps the squad whistle polished everywhere except its pale, smooth mouthpiece.
Quietly cuts food into small pieces before eating.

Background

Orua grew up among half-orc families who worked the marsh road between scattered farms and the garrison at Sedgecut, a low place known for its sharp, sour reed smell. He enlisted young, less from love of marching than from a conviction that someone should stand between the road’s small settlements and the hungry things that came out of the wetland. In the ranks, he learned to carry a shield, keep a watch, and recognize the moment a frightened crowd was about to become a dangerous one. His battered whistle was issued to him as a signal instrument. He kept it after its cord snapped during a night retreat, when his squad followed its last clear note through smoke and rain.

“In the ranks, he learned to carry a shield, keep a watch, and recognize the moment a frightened crowd was about to become a dangerous one.”
From their backstory
Background
Soldier

Connections

Species

Half-Orc

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