Brukha Vezh
Brukha Vezh
Sheet
AC 16 · HP 18 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- IntimidationCHA
- NatureINT
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresBonus action
- RageLevel 1
When Bonus Action
Enter a battle fury as a Bonus Action, gaining the benefits of Rage for up to 10 minutes while meeting its maintenance requirements.
- Adrenaline RushOrcAs a Bonus Action, you can take the Dash action and gain Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, regaining all expended uses after a Long Rest.
Always on
- Reckless AttackLevel 2
When On your first attack roll each turn
Make a melee weapon attack with advantage using Strength. Until the start of your next turn, attack rolls against you have advantage.
- Greataxe Cleave
When When you hit a creature with a greataxe and meet the Cleave conditions
Use the Cleave property of your greataxe when its weapon mastery conditions are met, potentially striking a second creature without adding your ability modifier to the extra damage.
- Handaxe Vex
When When you hit a creature with a handaxe
Use the Vex property of your handaxe after hitting a creature, gaining advantage on your next attack roll against that creature before the end of your next turn.
- Unarmored DefenseLevel 1
While not wearing Heavy Armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. With your current ability scores, this would be 8 before other modifiers.
- Weapon MasteryLevel 1
You can use the Mastery properties of two weapons with which you have proficiency. You have selected Greataxe, using Cleave, and Handaxe, using Vex.
- Danger SenseLevel 2
You have advantage on Dexterity saving throws against effects you can see, such as traps and spells, unless you are Incapacitated.
- Primal KnowledgeLevel 2
You gain proficiency in one additional skill from the Barbarian skill list, Survival. While raging, you can use Strength for certain ability checks that normally use another ability, as allowed by the feature.
- Path of the Berserker: FrenzyLevel 3
When you enter your Rage, you can activate Frenzy. Once per turn while raging, when you hit with a melee weapon attack using Strength, you can deal extra damage equal to your Rage Damage bonus if you had advantage on the attack or used Reckless Attack this turn. The extra damage is 2d6 at this level.
- DarkvisionOrcYou can see in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light.
- Relentless EnduranceOrcWhen reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once used, this trait refreshes after a Long Rest.
- AlertSoldier
You have Alertness. Add your Proficiency Bonus to Initiative rolls. Immediately after rolling Initiative, you can switch your Initiative with one willing ally in the same combat, provided neither of you is Incapacitated.
Gear
10 itemsWeapons
- GreataxeA heavy two-handed axe with a broad iron head, maintained more carefully than its battered appearance suggests.
- 2×HandaxeLight throwing axes balanced for quick draws and close fighting.
- 4×JavelinLong-shafted spears suitable for throwing or forming a defensive line.
Armor
- Chain MailRiveted chain armor taken from the army quartermaster after Brukha completed his first campaign.
Tools
- Gaming SetA set of marked knucklebones used for gambling during long marches.
Gear
- Explorer's PackRough military travel gear containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Soldier's CloakA plain red cloak bearing the faded colors of Brukha's former unit.
- Military InsigniaA small metal insignia stamped with the emblem of the Red Cairn garrison.
- Traveler's ClothesA spare set of common traveler's clothes.
Purse
- 14×Gold PiecesLoose coin saved from military pay and escort work.
Appearance
A compact, broad-shouldered orc with weathered green-gray skin, a broken lower tusk, and a long black braid threaded with dull copper rings. His left ear is notched from military service, and his knuckles are scarred from years of shield drills and close combat. He wears battered chain mail beneath a faded red soldier's cloak, with a greataxe strapped across his back and a pair of handaxes at his belt.
Mannerisms
Brukha counts under his breath before entering danger, taps two fingers against his greataxe haft when thinking, and always checks the exits before sitting down. He speaks in clipped military phrases until someone earns his trust, after which his humor becomes surprisingly dry.
Personality
Brukha is blunt, watchful, and deeply dependable. He distrusts grand speeches but respects anyone who keeps a promise when it becomes inconvenient. He has a soldier's instinct for organizing chaos, though he becomes awkward when asked to discuss his own feelings. Around children, animals, and frightened recruits, his rough manner softens immediately.
Ideals
Duty means protecting the people beneath your command, not blindly obeying the person giving commands.
Bonds
I carry the torn standard of the survivors of Red Cairn Pass, and I will protect every one of them as long as I draw breath.
Flaws
I cannot let an unjust order go unanswered, even when obeying it would be safer for everyone around me.
Quirks
Background
Brukha Vezh was born in a border settlement where orc clans, human caravans, and mountain shepherds traded under uneasy truces. He learned early that strength was useful, but predictable strength was easy to exploit. His mother taught him the old marching songs of his clan, while a retired caravan guard taught him to read tracks, judge distances, and keep his head when everyone else was shouting. Brukha joined the local army after a winter raid destroyed three outlying farms. He expected glory. Instead, he found mud, hunger, bad orders, and frightened recruits who needed someone to stand between them and the enemy. His temper first became famous during the retreat from Red Cairn Pass. When his captain ordered the youngest soldiers abandoned, Brukha disobeyed, dragged six wounded troops through a snow-choked ravine, and held off pursuing raiders until dawn. He was court-martialed, stripped of rank, and quietly thanked by every survivor. Now he travels as a sellsword and escort, carrying the unit's faded standard in his pack. He fights with the controlled fury of a soldier who has seen what panic costs, and he is searching for the commander who gave the order that nearly killed his people.
“He learned early that strength was useful, but predictable strength was easy to exploit.”
- Background
- Soldier
Connections
Species
Orc
Media
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