Morn, the human Survivor\\ **Race:** Human\\ Height: Human\\ Weight: Human\\ Hair: Human\\ Eyes: Human\\ Age: Human\\ Language: Common, Elven\\ \\ **Background:** Urchin \\ You grew up on the streets alone, orphaned, and poor. You begin your adventuring career with enough money to live modestly but securely for at least ten days.\\ How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?\\ \\ **Personality Trait:**\\ I hide scraps of food and trinkets away in my pockets.\\ I bluntly say what other people are hinting at or hiding.\\ **Ideal:**\\ Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)\\ **Bond:**\\ I owe a debt I can never repay to the person who took pity on me.\\ **Flaw:**\\ It’s not stealing if I need it more than someone else.\\ -\\ Around reaching adulthood, Morn was "hired" as a gladiator, to which Morn learned much more about combat than he would have hoped.\\ Morn have a bizzare fighting style, it can best be described as the drunken mix of strength and dexterity, it looks really quite unimpressive, but the results speak for themselves.\\ ====== Class Overview ====== ^Lvl ^Class ^Prof ^Class Features ^ ^1 |Fighter |+2 |Fighting Style, Second Wind, Human Feat (//Medium Armor Master//)| ^2 |Fighter |+2 |Action Surge (One Use) | ^3 |Fighter |+2 |Martial Archetype (//Battle Master//), Student of War | ^4 |Fighter |+2 |Ability Score Improvement (Feat: //Defensive Duelist//) | ^5 |Fighter |+3 |Extra Attack | ^6 |Fighter |+3 |Ability Score Improvement (Feat: //Sentinel//) | ^7 |Barbarian |+3 |Rage, Unarmored Defense, Rages 2/rest, Rage Damage +2 | ^8 |Barbarian |+3 |Reckless Attack, Danger Sense | ^9 |Barbarian |+4 |Primal Path (//Path of the Berserker//), Rages 3/rest | ====== Attributes ====== ^ ^Total ^Race ^lvl ^Original ^ ^STR |16 |+1 | |15 | ^DEX |16 |+1 | |15 | ^CON |14 | | |14 | ^INT |10 | | |10 | ^WIS | 8 | | | 8 | ^CHA | 8 | | | 8 | ^ Hitpoints ^ |**Saves:** \\ \\ +7 Str (P) \\ +3 Dex \\ +6 Con (P) \\ +0 Int \\ -1 Wis \\ -1 Cha **HP:** 79\\ \\ 10 (Fighter1) \\ 6*5 (Fighter2-6) \\ 7*3 (Barbarian1-3) \\ 2*9 (CON)| ====== Features ====== ^**Fighter:**^^ |City Secrets:| When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast.| |All Armor Proficiency|| |Shield Proficiency|| |Simple Weapon Proficiency|| |Martial Weapon Proficiency|| |Fighting Style:| **Defense:** While you are wearing armor, you gain a +1 bonus to AC.| |Second Wind:| Once per short rest: On your turn, you can use a bonus action to regain hit points equal to 1d 10 + your fighter level (1d10+6).| |Action Surge:| Once per short rest: On your turn, you can take one additional action.| |Extra Attack:| you can attack twice, instead of once, whenever you take the Attack action on your turn.| ^**Barbarian:**^^ |Rage:| Thrice per long rest: On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\\ • You have advantage on Strength checks and Strength saving throws.\\ • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll.\\ • You have resistance to bludgeoning, piercing, and slashing damage.\\ Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.| |Unarmored Defense:| While you are not wearing any armor, your Arm or Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.| |Reckless Attack:| When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.| |Danger Sense:| You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.| |Path of the Berserker:| **Frenzy:** You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.| ====== Skills ====== ^Total ^Skill ^Attr ^Proficiency ^ |+7 |**Acrobatics** |(Dex) |+4 (Fighter)| |-1 |**Animal Handling** |(Cha) | | |+0 |**Arcana** |(Int) | | |+7 |**Athletics** |(Str) |+4 (Fighter)| |-1 |**Deception** |(Cha) | | |+0 |**History** |(Int) | | |-1 |**Insight** |(Wis) | | |-1 |**Intimidation** |(Cha) | | |+0 |**Investigation** |(Int) | | |-1 |**Medicine** |(Wis) | | |+0 |**Nature** |(Int) | | |+3 |**Perception** |(Wis) |+4 (Human) | |-1 |**Performance** |(Cha) | | |-1 |**Persuasion** |(Cha) | | |-1 |**Religion** |(Wis) | | |+7 |**Sleight of Hand** |(Dex) |+4 (Urchin) | |+7 |**Stealth** |(Dex) |+4 (Urchin) | |-1 |**Survival** |(Wis) | | ====== Combat Stats ====== ^ Melee Attack ^ |**ATK:** +7 \\ +4 (Prof) +3 (Str)**DMG:** 1d8+3 \\ 1d8 (Warhammer) +3 (Str) | ^ Rage Attack ^ |**ATK:** +7 \\ +4 (Prof) +3 (Str)**DMG:** 1d8+5 \\ 1d8 (Warhammer) +3 (Str) +2 (Rage) | ^ Ranged Attack (Thrown) ^ |**ATK:** +7 \\ +4 (Prof) +3 (Str)**DMG:** 1d8+3 \\ 1d8 (Handaxe) +3 (Str) | ^ Defense ^ |**AC:** 21 \\ 10 (Base) +5 (Armor) +3 (Dex) +2 (Shield) +1 (Fighting Style) \\ \\ | ====== Feat Descriptions ====== ^**Defensive Duelist:**^^ |Prerequisite: |Dexterity 13 or higher| |Benefit: |When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.| ^**Medium Armor Master:**^^ |Prerequisite: | Proficiency with medium armor| |Benefit: |You have practiced moving in medium armor to gain the following benefits:\\ • Wearing medium armor doesn’t im pose disadvantage on your Dexterity (Stealth) checks.\\ • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.| ^**Sentinel:**^^ |Benefits:| • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.\\ • Creatures within 5 feet of you provoke opportunity attacks from you even if they take the //Disengage// action before leaving your reach.\\ • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.| ====== Battlemaster ====== **Student of War:**\\ You gain proficiency with one type of artisan’s tools of your choice (//Cobblers Tools//).\\ **Maneuvers:**\\ You learn three maneuvers of your choice.\\ You can use only one maneuver per attack.\\ **Superiority Dice:**\\ 4d8 Superiority dice each short rest.\\ The saving throw DC is calculated as follows:\\ Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)\\ **Menacing Attack:**\\ When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target.\\ You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw.\\ On a failed save, it is frightened of you until the end of your next turn.\\ \\ **Pushing Attack:** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back.\\ You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw.\\ On a failed save, you push the target up to 15 feet away from you.\\ \\ **Trip Attack:**\\ When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down.\\ You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw.\\ On a failed save, you knock the target prone.\\ ====== Equipment ====== Tool Proficiencies: Disguise Kit, Thieves’ Tools, Cobblers Tools Equipment • Fighter - Longbow (50 gp) (dam 1d8 piercing) (weight 2 lb.) (range 150/600) (properties Ammunition, heavy, two-handed) - 20 arrows - Warhammer (15 gp) (1d8 bludgeoning) (2 lb.) (Property Versatile (1d10)) - Shield (10 gp) (ac +2) (weight 6 lb.) - Handaxe (5 gp) (1d6 slashing) (2 lb.) (properties Light, thrown) (range 20/60) • Dungeoneer’s pack - a backpack - crowbar - hammer - 10 pitons - 10 torches - tinderbox - 10 days of rations - waterskin. - The pack also has 50 feet of hempen rope strapped to the side of it. • Urchin - A small knife - a map of the city you grew up in - a pet mouse - a token to remember your parents by - Old shoe - a set of common clothes - a belt pouch containing 10 gp • Bought - Half plate: (750 gp) (ac 15 + Dex modifier (max 2)) (stealth Disadvantage) (weight 40 lb.) - Dagger (2 gp) (dam 1d4 piercing) (weight 1 lb.) (range 20/60) (properties Finesse, light, thrown) - Dagger (2 gp) (dam 1d4 piercing) (weight 1 lb.) (range 20/60) (properties Finesse, light, thrown) - Dagger (2 gp) (dam 1d4 piercing) (weight 1 lb.) (range 20/60) (properties Finesse, light, thrown) - Dagger (2 gp) (dam 1d4 piercing) (weight 1 lb.) (range 20/60) (properties Finesse, light, thrown) - Dagger (2 gp) (dam 1d4 piercing) (weight 1 lb.) (range 20/60) (properties Finesse, light, thrown) - Poison, basic (vial) (100 gp) - Potion of healing (50 gp) (weight 1/2 lb.) - Potion of healing (50 gp) (weight 1/2 lb.) - Additional 40 gp of coin (arena winnings) Poison, Basic. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. Potion of Healing. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. Scrapped Starter Items: - Leather (10 gp) (ac 11 + Dex modifier) (weight 10 lb.) Goblin Loots 11gp Glass Eye Urn with Ashes Glass Phial filled with Toe Nails 1 Orange with a bite taken off.