Seralim
Seralim
Sheet
AC 13 · HP 32 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresBonus action
- Vitality of the TreeLevel 3
When you activate your Rage and as a Bonus Action on later turns while raging, you can give yourself or an ally within 10 feet 2d6 temporary hit points.
Always on
- Greataxe Cleave
When Hitting a creature with a Greataxe
If you hit, you can make a second attack against a different creature within 5 feet of the first that is also within your reach. This second attack does not add your ability modifier to damage unless that modifier is negative.
- Handaxe Vex
When Hitting a creature with a Handaxe
If you hit a creature and deal damage, you have Advantage on your next attack roll against that creature before the end of your next turn.
- RageLevel 1
While raging, you have Resistance to Bludgeoning, Piercing, and Slashing damage. You have Advantage on Strength checks and saves. You add +2 to damage with Strength-based attacks.
- Unarmored DefenseLevel 1
While not wearing armor, your AC equals 10 + DEX mod + CON mod.
- Weapon MasteryLevel 1
You can use the mastery properties of two kinds of weapons (Greataxe: Cleave, Handaxe: Vex).
- Danger SenseLevel 2
You have Advantage on DEX saving throws against effects you can see, provided you aren't Incapacitated.
- Reckless AttackLevel 2
You can gain Advantage on STR-based attack rolls during your turn, but attack rolls against you have Advantage until your next turn.
- Primal Path: Path of the World TreeLevel 3
Your Rage is fueled by the cosmic vitality of the World Tree.
- Primal KnowledgeLevel 3
You gain an extra skill proficiency. While your Rage is active, you can make an Ability Check using Strength for any of the following skills: Acrobatics, Intimidation, Perception, Stealth, or Survival.
- ResourcefulHumanYou gain Heroic Inspiration whenever you finish a Long Rest.
- SkillfulHumanYou gain proficiency in one skill of your choice (Sleight of Hand).
- VersatileHumanYou gain one Origin feat of your choice (Tough).
- AlertCriminal
You add your Proficiency Bonus to Initiative rolls. You can swap your initiative with a willing ally at the start of combat.
Gear
6 itemsWeapons
- GreataxeA heavy two-handed axe.
- 2×HandaxeA light throwing axe.
- DaggerA concealable blade.
Tools
- Thieves' ToolsA set of tools for picking locks and disarming traps.
- CrowbarGrants advantage on Strength checks to pry things open.
Gear
- Explorer's PackContains a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
Appearance
Seralim is a lean, wiry human with cords of dense muscle and a body mapped in silver scars. He has sharp, sunken facial features and dark eyes that dart constantly, looking for exits. He wears rugged leathers over bare, scarred skin and carries a heavy greataxe wrapped in weathered twine. His most striking feature is the faint, glowing emerald veins that pulse under his skin when he is agitated.
Mannerisms
He speaks in short, clipped sentences and rarely makes eye contact for long. He has a habit of checking his boots for hidden knives every time he sits down.
Personality
He is a man of few words and even fewer smiles. Seralim treats every conversation like a negotiation where he is about to be cheated. He values silence and efficiency over glory, preferring to end a fight quickly through cunning or a well-placed strike rather than a protracted duel.
Ideals
Survival. The world is a predator, and I will not be the prey. Principles don't fill empty bellies.
Bonds
I still owe a debt to the one street urchin who didn't betray me. Everything I do is to ensure I never have to crawl back to the Broken Cog.
Flaws
I am pathologically suspicious and will assume even a gift is a trap. I have a short fuse for those I perceive as soft or privileged.
Quirks
Background
Seralim was born in the gutters of a dying port city, where the only thing cheaper than life was a promise. He spent his youth running messages for the Broken Cog, a ruthless criminal syndicate, learning that a quick knife and a silent step were the only ways to see the next sunrise. His reputation grew as a survivor who could escape any cell, but it also made him a target for rival gangs and the law alike, leaving him with a trail of burnt bridges and bloodied streets across several provinces. During a desperate flight from a botched heist, he fled into a forbidden, ancient grove where the ley lines of the world converged. There, bleeding and near death, he touched the root of an impossible tree that shouldn't have existed. Instead of dying, his spirit was tethered to a mysterious elemental power, a primal vitality that transformed his desperation into a quiet, surging rage. Now, he uses his criminal cunning and this strange, verdant power to survive a world that has always tried to kill him.
“During a desperate flight from a botched heist, he fled into a forbidden, ancient grove where the ley lines of the world converged.”
- Background
- Criminal
Connections
Species
Human
Media
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