Charlie
Charlie
Sheet
AC 16 · HP 105 · 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
26 featuresBonus action
- Enter Rage
When Bonus action
As a bonus action, Charlie enters a rage, gaining his rage benefits for up to 1 minute. He can do this 4 times per long rest.
- RageLevel 1
Charlie can enter a rage as a bonus action. He has 4 rages per long rest. While raging, he gains advantage on Strength checks and Strength saving throws, deals +3 damage with Strength-based melee attacks, and has resistance to bludgeoning, piercing, and slashing damage.
Reaction
- Ancestor's Intercession
When A creature within 30 feet takes damage
Charlie reduces damage to a creature within 30 feet by 2d6 + 3 as a reaction while raging.
- Spirit Shield ImprovementLevel 10
Charlie can use his ancestral spirits to protect one creature within 30 feet whenever he is raging, reducing damage to that creature by 2d6 + 3 as a reaction.
Always on
- Twin Axe Assault
When Attack action
Charlie makes two melee weapon attacks with Dock-Breaker. He commonly attacks recklessly, accepting danger in order to force his ancestral mark onto the most threatening enemy.
- Ancestral Mark
When First melee hit while raging each turn
The first creature Charlie hits while raging is harried by spectral sailors and has disadvantage attacking anyone except Charlie until the start of his next turn.
- Ask the Dead
When During a short or long rest
Charlie can cast Augury or Clairvoyance through his ancestral spirits once per long rest each, following the Ancestral Guardian feature's restrictions.
- Unarmored DefenseLevel 1
While not wearing armor, Charlie's AC equals 10 + Dexterity modifier + Constitution modifier. His enchanted coat increases this total by 1.
- Reckless AttackLevel 2
Charlie has advantage on Strength (Athletics) checks and can use Reckless Attack to gain advantage on all melee weapon attack rolls using Strength during his turn, while granting attackers advantage against him until his next turn.
- Danger SenseLevel 2
Charlie has advantage on Dexterity saving throws against effects he can see, such as traps and spells. He cannot use this feature while blinded, deafened, or incapacitated.
- Primal PathLevel 3
Charlie follows the Path of the Ancestral Guardian. His ancestors manifest as protective spirits shaped by the dead sailors and laborers whose names he carries.
- Ancestral ProtectorsLevel 3
While raging, the first creature Charlie hits with a melee attack on his turn becomes marked by his ancestral protectors until the start of his next turn. The marked creature has disadvantage on attack rolls that do not target Charlie, and creatures other than Charlie gain resistance to its damage against targets other than Charlie.
- Ability Score ImprovementLevel 4
Charlie gains an Ability Score Improvement. He increased his Strength by 2, raising it to 19.
- Extra AttackLevel 5
Charlie can attack twice, instead of once, whenever he takes the Attack action on his turn.
- Fast MovementLevel 5
His speed increases by 10 feet while he is not wearing heavy armor.
- Consult the SpiritsLevel 6
Charlie can consult his ancestral spirits during a short or long rest. He can cast Augury or Clairvoyance without a spell slot or material components, using Wisdom as his spellcasting ability. Once he casts either spell with this feature, he cannot use that spell again until he finishes a long rest.
- Ability Score ImprovementLevel 8
Charlie gains an Ability Score Improvement. He increased his Strength by 1 and Constitution by 1, raising them to 20 and 16.
- Feral InstinctLevel 7
Charlie has 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 by entering his rage before doing anything else.
- Brutal CriticalLevel 9
Once per turn when he scores a critical hit with a melee weapon attack, Charlie rolls one additional weapon damage die.
- Spirit ShieldLevel 6
While raging, Charlie can use his reaction to reduce the damage taken by a creature he can see within 30 feet by 2d6 + 3. His ancestral spirits appear and absorb part of the blow.
- TraitHalf-OrcDarkvision, 60 feet
- TraitHalf-OrcRelentless Endurance, when reduced to 0 hit points but not killed, Charlie drops to 1 hit point instead, once per long rest
- TraitHalf-OrcSavage Attacks, when scoring a critical hit with a melee weapon, roll one additional weapon damage die
- TraitHalf-OrcMenacing, proficiency in Intimidation
- TraitHalf-OrcOrc blood grants endurance, fierce instincts, and a reputation that often arrives before Charlie does
- Ship's PassageSailor
Charlie can secure free passage on sailing ships for himself and his adventuring companions in exchange for services. He knows the working habits of sailors, the layout of ships and ports, and enough nautical lore to find passage or employment almost anywhere there is a dock.
Gear
8 itemsWeapons
- Dock-Breaker, +1 greataxeA +1 greataxe named Dock-Breaker. It is a heavy, two-handed magic weapon with a plain iron head and a haft wrapped in old ship's rope. It grants a +1 bonus to attack and damage rolls.
- 4×JavelinFour balanced throwing spears used by sailors to secure lines, hunt deck vermin, and fight at range.
- 2×HandaxeA pair of handaxes with chipped blades and wrapped leather grips.
Tools
- Belaying PinA belaying pin from the Brisk Heron, usable as a club and kept as a keepsake.
- Navigation ChartA worn navigational chart marked with ports, shoals, reefs, and several locations Charlie refuses to explain.
Gear
- Coat of the Sure WindA salt-stiffened enchanted wool coat. While worn, it grants a +1 bonus to Armor Class and saving throws. It is Charlie's one magic item of clothing.
- Explorer's PackA sturdy explorer's pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and fifty feet of hempen rope.
- Sailor's KeepsakesA lucky charm made from a ship's broken compass, a set of common clothes, and a pouch containing 10 gp.
Appearance
Charlie is a broad-shouldered half-orc with iron-gray eyes, a flattened nose, and coarse black hair worn in a short, uneven braid. His lower tusks are capped with small brass rings, each engraved with the name of someone he failed to save. He wears a weather-stained blue wool coat reinforced with leather panels, the enchanted lining stitched with tiny silver knots. His hands are scarred from rope burns, axe hafts, and years of hauling cargo through bad weather.
Mannerisms
Charlie checks knots, buckles, and door latches whenever he enters a room. He speaks in short practical sentences, refers to storms as if they have personalities, and taps the brass rings on his tusks when trying not to lose his temper.
Personality
Charlie is blunt, watchful, and unexpectedly gentle with people who are inexperienced or afraid. He dislikes grand speeches but remembers everyone's preferred food, strongest hand, and worst injury. Around a campfire he becomes a dry storyteller, delivering absurdly detailed accounts of maritime disasters as though they were cooking recipes.
Ideals
No one gets left below deck. Strength is not measured by how much pain a person can cause, but by how much danger they are willing to carry for someone weaker.
Bonds
The battered river barge called the Brisk Heron was the first place Charlie was treated as family. He keeps its cracked brass compass and intends to rebuild the vessel someday, even though the original crew is scattered and the hull was sold for scrap. He also searches for the missing deckhand whose disappearance began the mutiny that changed his life.
Flaws
Charlie assumes every authority figure is one bad decision away from abandoning everyone else. He reacts to betrayal with immediate violence, then spends days insisting that the violence was the reasonable part. He cannot admit when he is frightened, so he becomes irritable, controlling, and impossible to reassure.
Quirks
Background
Charlie was raised among dockworkers, ferrymen, and tide-worn families in a port where half-orc children were expected to be either useful or gone. He became useful early. He could haul anchor chains before he could read, and by thirteen he had learned that a ship survives storms through small acts of discipline, a knot checked twice, a lantern shuttered before the wind turns, a frightened deckhand given a job. His temper first became famous when a captain abandoned a sinking vessel with thirty crew still aboard. Charlie broke the captain's jaw, took command of the remaining lifeboats, and carried half the survivors through freezing rain.
“His temper first became famous when a captain abandoned a sinking vessel with thirty crew still aboard.”
- Background
- Sailor
Connections
Species
Half-Orc
Media
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