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Modri - Hill Dwarf Outlander Wild Magic Barbarian


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Modri! - Hill Dwarf Outlander Wild Magic Barbarian

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Name: Modri

Character Concept: Gregarious, fun, reckless Dwarf who goes by the beat of his own drum. Willing to throw himself against more powerful foes, and break tradition in order to do what he feels is right. Easy to laugh, love, sing, and be dared into foolishness.

Race, Background, Subclass Class: Hill Dwarf Outlander Wild Magic Barbarian

Description: With a wild glint in both his green and light brown eye, Modri at first appears like many a Hill Dwarf who lives off the beaten path. If one looks closer, they can see the scars of someone who's had more than one scuffle with beasts, and if they look even closer can see the strange, overlapping tattoos. A mixture of Dwarven words like 'resilience' and 'determination', subtle Elvish insults, interconnected with old Primordial that twists and flows like fate, one wonders what madness inspired his body art. 

Shameless in being the life of the party, he's prone to drink, sing, dance, and cheer others on. One might think he doesn't take life seriously, but a closer look can see that he is very much in the moment, he makes the most of his time in the way he believes he can.  

Few things both him, even monsters he rarely takes offense to as they're just doing what they do. Exceptions include the Mountain Dwarves whom he takes their isolation personally, and the leaders of the Dragon Armies. The foot soldiers he respects enough, but those who'd lead such a terrible war are beyond redemption. 

Origin: Kalaman Northern Wastes

Your Character’s Plothook: Ipsin saved Modri's life when the latter was trying to fight a dire boar by himself. Suffice to say, it was too much for Modri alone. The Dwarf's laughing and shouting along with the boar's sounds of anger called Ipsin over and he ended of driving the beast away. Modri traveled with Ipsin to a nearby town to help rest and patch up his several wounds. Before the two parted ways, they competed for the affections of the same barmaid, Ipsin due to a legitimate interest, Modri more because of the sake of the challenge, though ended up both too drunk and laughing too hard and forget about the very short, not-particularly-serious rivalry. Ipsin's parting words were telling Modri not to get himself killed unless he had a very good reason and an audience to tell his tale.

Past is Prologue: Modri was born in the wilds to loving parents who believed in physical strength and might over the comforts of civilization. As such, though Modri grew up with affection and life lessons, he also grew up having to learn how to defend himself, that all hands were needed to survive both blistering summers and freezing winters. For Modri, this was fine, for he knew no other way to live.

He eventually set out on his own once he was able to survive and though it certainly wasn't an easy living, he took each lesson to heart. He learned the hard way which berries and plants were poisonous. He discovered which animals were worth the energy to hunt, and which would leave him with bites, scrapes, quills in his backside, or feeling ill for a week. Same with his shelters, figuring out how to keep one standing for more than a single night.

He moved a lot, occasionally wandering into Vogler, but would never stay for too long before heading out. Many a night alone made him appreciate the company of others, and he wasn't one to judge someone for living differently than he. After all, even if we prided himself on being hardy, he couldn't deny the wisdom of safety behind walls, and meals far more delicious than overcooked, tough, badland meat.

A great pivot in his life came from a vision he'd had. Learning from another survivalist about the visions she'd received after tasting a flower from a particularly rare cactus, Modri set off to do the same. The experience left him dazed for several days as he saw strange visions that baffled the mind. It was then that he had the inspiration for his signature tattoos, starting simply enough with Dwarvish words of skills and traits he admired. Then it became stranger when he wanted Elvish tattoos of taunts and japes. Finally, he connected everything in Primordial in what could only seem like the ravings of a madman. 

It's only been a couple months since the last tattoo was finished that he received the news of his old friend's passing, a sign of something ominous to come for the spirit Dwarf. 

Truths, Rumors, and Lies:

  1. True Rumor: His tattoos mean something, aren't just for show, but he won't tell anyone.
  2. False Rumor: He doesn't feel pain. Although very tough and hardy, he very much feels pain.
  3. True or False Rumor: He is only attracted to women with scars, the gnarlier the better. 

Include at least two of the following in your application:
Is Might Right? 

Yes and no. Yes, might is the one thing that can save someone in a tough world. This was instilled in Modri since birth. A giant spider cares not whether its prey is a bandit or poet, it matters on who can fend the monster away or at the very least sneak by unnoticed. It may not be just, but it's the rule of nature.

No, having might doesn't mean someone should be cruel to others. There's enough bad in the world, there's little purpose to make more of it just to get some extra riches, to claim another town or stretch of land. Of course, everyone has their own opinion of right and wrong and what's worth fighting for. Modri's test is to look at the reactions of the common folk to make up his own mind. If the common people are in distress, then someone should use their own might to do something about it.

Deity

Habbakuk. Modri respects a deity who expects their people to make their own way, and is a natural fit for Modri's outlander lifestyle. He'll usually offer a quick, casual prayer in the morning, and a toast when drinking.

Music

He is loud and off-key and doesn't care. He used to own bagpipes but it "mysteriously disappeared". He'd get better with practice, but he may never get that chance. That being said, he at least knows to be quieter than the actual performer so he and others can listen.

"Worst Bagpiper in the World"

Connections

Modri's parents, Murri and Alda, are still alive and well. They'd be hospitable in their own way, but expect guests to pitch in their fair share of the chores such as hunting, cooking, cleaning, etc. Modri loves them and respects them, but there's little clinginess on either side.

Torgloda is a Dwarf mercenary that Modri had a short yet passionate tryst with. Modri thought it was a one night affair thinking the veteran warrior wouldn't be interested in him in any serious way, and left early in the morning, finding out too late his error. She's one of the few things he fears, knowing he's in the wrong, still has some confusing feelings for, and also as someone who can easily take him down in a fight. 

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In order: Murri, Alda, Torgloda

Edited by Peacemonger (see edit history)
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Hill Dwarf Lineage

Ability Scores: Str +1; Con +2
Size: Medium
Speed: 25 ft.

Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. ON average, the live about 350 years.

Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is medium.

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Source: PHB, page 20. Available in the Basic Rules. Tasha's Cauldron of Everything, page 7 (Custom ASI).

Edited by Peacemonger (see edit history)
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Outlander Background

Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of gaming set (Cards)
Languages: One of your choice (Elvish)
Equipment:
 A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp

Feature: Wanderer

   You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Suggested Characteristics

   Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.

d8 Personality Trait
1 I'm driven by a wanderlust that led me away from home.

4 I have a lesson for every situation, drawn from observing nature.

d6 Ideal
2 Greater Good.
It is each person's responsibility to make the most happiness for the whole tribe. (Good)
6 Glory. I must earn glory in battle, for myself and my clan. (Any)

d6 Bond
5
I suffer awful visions of a coming disaster and will do anything to prevent it. 

d6 Flaw
2
There's no room for caution in a life lived to the fullest.

Source: PHB, page 135. Available in the Basic Rules.

Edited by Peacemonger (see edit history)
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Wild Magic Barbarian
Level Proficiency Bonus Features
1st +2 Rage, Unarmored Defense

Hit Points/Hit Dice: 1d12
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Barbarian level after 1st

Proficiencies

Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose 2 from
Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Starting Equipment

   You start with the following items, plus anything provided by your background.

  • (a) a greataxe or (b) any martial melee weapon (warhammer)
  • (a) two handaxes or (b) any simple weapon
  • An explorer's pack and four javelins

   Alternatively, you may start with 2d4 × 10 gp to buy your own equipment.

L1. Rage

In battle, you fight with primal ferocity. 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 that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

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.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

L1. Unarmored Defense

   While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

L2. Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. 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.

L2. Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. 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.

 

L3. Primal Knowledge

When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level. (Nature)

 

L3. Magic Awareness

When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

L3. Wild Surge

Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Wild Magic
d8 Effect
1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

 

L5. Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

L5. Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Edited by Peacemonger (see edit history)
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Feats

1st-Level Bonus Feat

Tough

   Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Source: PHB, page 170

 

Sentinel

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures 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.

 Source: PHB

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Inventory

Worn

  1. a pouch containing 10 gp, 18 copper 
  2. a set of traveler's clothes - Starting equipment (background)
  3. a shield (AC +2) - 10 gp - bought from starting gold
  4. animal trophy (boar pelt) - Starting equipment (background)

Weapons

  1. warhammer (1d8 bludegoning - versatile (1d10)) - Starting equipment (class)
  2. 2 handaxes (1d6 slashing - light, thrown (range 20/60)) - Starting equipment (class)
  3. 4 javelins (1d6 piercing - thrown (range 30/120)) - Starting equipment (class)

Instruments & Tools

Other

  1. an an explorer’s pack - Starting equipment (class)
    • a backpack
    • a bedroll
    • a mess kit
    • a tinderbox
    • 10 torches
    • 10 days of rations
    • a waterskin
    • 50 feet of hempen rope
  2. a staff - Starting equipment (background)
  3. a hunting trap - Starting equipment (background)

Money

Money
Platinum (pp) Gold (gp) or Steel (stl) Bronze (bp) or Silver (sp) Copper (cp)
0 0 0 0

Trinket

56 - An old key (PHB 160)

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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 75/75 (5d12+20Con Modifier 4*Level+10Tough Feat: 2*Level+5Dwarven Toughness: 1*Level) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
StrSave: +6
Athletics: +6
Carrying Capacity: 240 lb.
Lift/Push/Drag: 480 lb.
:
16 (+3) | DexSave: +1
Acrobatics: +1
Slight-of-Hand: +1
Stealth: +1
:
 13 (+1) | ConSave: +7: 18 (+4) | IntSave: +0
Arcana: +0
History: +0
Investigation: +0
Nature: +3
Religion: +0
:
10 (+0) | WisSave: +1
Animal Handling: +4
Insight: +1
Medicine: +1
Perception: +1
Survival: +4
:
12 (+1) | ChaSave: -1
Deception: -1
Intimidation: +2
Performance: -1
Persuasion: -1
:
 8 (-1)

Languages: You can speak, read, and write Common, Dwarvish, Elvish

Wild Surge Rages: 3/3 | Magic Awareness: 2/2

Darkvision 60' | Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. | StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. | Unarmored DefenseWhile you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. | Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. 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. | Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. 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. | Extra Attack | Fast MovementStarting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.


“My words,” Modri said. | ‘My thoughts,’ Modri thought. | My actions . . .


Modri did some things. He said some things. He did some more things.

OOC

I don’t always put OOC content in my posts, but when I do, I put it in here.

 

Edited by Peacemonger (see edit history)
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Statblock

Medium humanoid (hill dwarf), Chaotic Good
Age: 52 years old | Height: 4′7″ (140 cm) | Weight: 200 lbs. (91 kg)
Armor Class: 17 (10 base + 1 dex + 4 con + 2 shield) | Max HP: 75 (5d12 + 20 + 10 tough + 5 hill dwarf)
Speed: 25 ft.
Proficiency Bonus: +3

STR
16 (+3)

Save: +6
Athletics: +6
Carrying Capacity: 240 lb.
Lift/Push/Drag: 480 lb.

 

DEX
13 (+1)

Save: +1
Acrobatics: +1
Slight-of-Hand: +1
Stealth: +1

 

CON
18 (+4)

Save: +7





 

INT
10 (+0)
Save: +0
Arcana: +0
History: +0
Investigation: +0
Nature: +3
Religion: +0
WIS
12 (+1)
Save: +1
Animal Handling: +4
Insight: +1
Medicine: +1
Perception: +1
Survival: +4
CHA
8 (-1)
Save: -1
Deception: -1
Intimidation: +2
Performance: -1
Persuasion: -1

 

 

Damage Resistances: Poison, (Bludgeoning, Piercing, Slashing when Raging)
Damage Immunities:
Senses: passive Perception 11, passive Insight 11, passive Investigation 10
Languages: You can speak, read, and write Common, Dwarvish, and Elvish
Proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons, brewer's supplies, playing cards

Actions

Warhammer (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage.
Versitile damage: 8 (1d10 + 3) bludgeoning damage.
Handaxe (light, thrown). Ranged Weapon Attack: +6 to hit, ranged 20/60 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Javelin (loading, two-handed). Ranged Weapon Attack: +2 to hit, ranged 30/120 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.

Bonus Actions

Rage. 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 that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

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.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Reactions

Edited by Peacemonger (see edit history)
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Lines & Veils

Lines

  • Agreed with the example application, no need to go into sexual violence or graphic violence against children, plenty of other ways to add danger and evil into the world.
  • In general, if 6 players are fine with something, but 1 is not, should respect the 1 when it comes to triggers. 

Veils

  • Agreed on the sex scenes being "fade to black" as I'm pretty sure it's site rules anyways.
  • Best to veil things like graphic torture as well if it even comes up in this game.

Thumbs-Up (stuff you’d actually be happy to see!)

  • Moral grey situations
  • Real possibility of PC death now and then
  • Consequences for actions

Otherwise, think it comes down to good communication and being cool to one another. IC drama is great, OOC drama not so much. 

 

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  • 4 weeks later...
  • 2 months later...

HP Tracker

Level 1

  • + 12 (Max HP) + 3 (Con Modifier) + 2 (Tough Feat) + 1 (Hill Dwarven Toughness)
  • 18 Total

Level 2

  • + 7 (Average HP) + 3 (Con Modifier) + 2 (Tough Feat) + 1 (Hill Dwarven Toughness)
  • Additional 13
  • 31 Total

Level 3

  • + 7 (Average HP) + 3 (Con Modifier) + 2 (Tough Feat) + 1 (Hill Dwarven Toughness)
  • Additional 13
  • 44 Total

Level 4

  • +7 (Average HP) + 4 (Con Modifier) + 2 (Tough Feat) + 1 (Hill Dwarven Toughness) + 3 (Additional Con for previous levels)
  • Additional 17
  • 61 Total

Level 5

  • +7 (Average/Rolled HP) + 4 (Con Modifier) + 2 (Tough Feat) + 1 (Hill Dwarven Toughness)
  • Additional 14
  • 75 Total

 

 

Edited by Peacemonger (see edit history)
Name
Modri Level 2 HP Roll
1
1d12 1
Modri Level 3 HP Roll
2
1d12 2
Modri Level 4 HP Roll
3
1d12 3
Modri Level 5 HP Roll
7
1d12 7
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