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Feyd was born to a family living in a Selesnya Conclave vernadi, where he spent the majority of his childhood and much of his young adulthood. Aside from his cousin, his family still lives there and are actively part of the Conclave. Feyd left as a young adult, not so much because he disagreed with the ideals- he very much still does- of the Conclave but because he felt that some part of him simply didn’t fit there.   He was more interested in fighting and violence than almost any Selesnyan he’d ever met, and although they certainly have their warriors (Ledev most notably), his fighting style did not match up with the expectations of his family, let alone the Conclave in general.   Upon leaving, Feyd quickly discovered that the rest of Ravnica wasn’t anything like life in the mostly-peaceful Conclave; it’s hectic at very best and unjust at worst. Though it certainly has its appeal- or he’d have gone home by now- Feyd was honestly take aback by the very basics of life in Ravnica. Being young and idealistic, he’d decided he wanted to do something about the injustices of Ravnica, somehow. Ultimately, that’s how he became a soldier, enlisting in the Boros military [eta, or a small mercenary group if this makes no sense]- which, though ultimately very, very wrong for him, did teach Feyd quite a lot.   Truthfully it was only a matter of time before he left that lifestyle, if not because of its too-rigid requirements for everyday living then because he was always one rage away from trouble with his superiors. Fortunately he left on decent enough terms- but he did leave.   Since then, he’s been at a bit of a loss as to what his purpose should be- he’s no good at much besides fighting, and clearly being an actual soldier wasn’t quite for him. That’s how he ended up working with Sorshal- none of the guilds seemed, to him, to be… right. They take jobs, sometimes together and sometimes solo, from various guilds, as they have been disillusioned by the whole guild business in general. Instead, they have formed their own very small and very exclusive "goody two-shoes" gang.

Physical Description

General Physical Condition

Feyd is very fit, not surprisingly, since he spends most of his time fighting in one form or another.

Body Features

Medium brown skin (picture is a bit too light), dark wavy hair.

Facial Features

Feyd has rather large dark eyes, which do lend themselves well to making puppy dog eyes.

Identifying Characteristics

He has really just the one tattoo, but it covers a lot of his body- it's a tree branching out from his back over his shoulders and down his arms. He also has more than his fair share of scars for what I assume are obvious reasons.

Specialized Equipment

He is always carrying his greataxe with him.

Mental characteristics


Feyd can't read and no one fucking knows.

Morality & Philosophy

Feyd is a very idealistic person, and tends to be fairly radical in terms of the sort of social change that's needed. He believes everyone is inherently good, and will always give people second and third (and maybe fourth) chances. He also believes very strongly in freedom, both personally and collectively, and finds most guilds to be lacking in that department.

Personality Characteristics

Likes & Dislikes

  • Likes - basketweaving, axes
  • Dislikes - tea


Family Ties

  • Mother - Marista
  • Sister - Tani
  • Brother-in-law - Estyn
  • Niece - Lira
  • Cousin - Arys
  • Deceased Family - Father Feir, Nephew Shan

Social Aptitude

Not great

Hobbies & Pets

Basketweaving. So many baskets. Apology baskets, birthday baskets, you name it.


Feyd tends to say what he means, no additions. He's rarely mean to anyone, so if insults are being traded, he's not very quick on the draw.

Year of Birth
9677 ZC 322 Years old
A Selesnya vernadi
Current Residence
In the Smelting Quarter, near Foundry Street
Biological Sex
Mostly straight (there was that one time)
Gender Identity
Dark brown
Dark brown
Aligned Organization
Selesnya Conclave
Character Prototype
Oscar Isaac of course

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Barbarian - Berserker 3 Class & Level
Soldier Background
Elf (Silhana) Race
Chaotic Good Alignment

Strength 15
Dexterity 14
constitution 16
intelligence 8
wisdom 10
charisma 10
Total Hit Dice 3
Hit Die 1d12+3
2 proficiency bonus
12 Passive perception
4 Strength
2 Dexterity
5 Constitution
-1 Intelligence
0 Wisdom
0 Charisma
saving throws
2 Acrobatics
0 Animal Handling
-1 Arcana
4 Athletics
0 Deception
-1 History
0 Insight
2 Intimidation
-1 Investigation
0 Medicine
-1 Nature
2 Perception
0 Performance
0 Persuasion
-1 Religion
2 Sleight of Hands
2 Stealth
0 Survival
Hit Points
35 ft

  • Languages - Common, Elvish

  • Ability Scores - Str, Con

  • Skills - Athletics, Intimidation, Perception

  • Armor - Light, Medium, Shields

  • Weapons - Simple, Martial

Greataxe 1d20+4 1d12+2 Slashing
Handaxes (2) 1d20+4 1d6+2 Slashing
Javelins (4) 1d20+4 1d6+2 Piercing


  • Backpack

  • Bedroll

  • Mess Kit

  • Tinderbox

  • Torches (10)

  • Rations (10)

  • Waterskin

  • Hempen Rope (50ft)

  • Soldier Rank Insignia

  • Dagger (trophy)

  • Common Clothes

  • Belt Pouch

  • Crowbar

  • If someone is in trouble, I'm always willing to lend help.

  • When I set my mind to something, I follow through no matter what gets in my way.

  • My friends know they can rely on me, no matter what.

Personality Traits
Freedom. Chains are meant to be broken, as are those who would forge them.
I protect those who cannot protect themselves.

  • Violence is my answer to almost any challenge.

  • If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.

  • There's no room for caution in a life lived to the fullest.


  • Saving Throw Adv/Disadvantages

    • Adv. on Str saves in rage

    • Adv. on Dex saves vs. seen effects

    • Magic can't put to sleep

    • Adv. on saves vs. charmed]

  • Wood Elf (+2 Dexterity +2 Con, +1 Wisdom)

    • Darkvision - 60 ft

    • Trance - Elves don't need to sleep, but meditate semiconsciously, for 4 hours a day. While meditating, I can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, I gain the same benefit that a human does from 8 hours of sleep, thus needing only 4 hours for a long rest.

    • Mask of the Wild - I can attempt to hide even when I am only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

  • Rage (Barbarian 1, PHB 48) [+2 melee damage, 3× per long rest] - Start/end as bonus action; add damage to melee weapons that use Str; lasts 1 min Adv. on Strength checks/saves (not attacks resistance to bludgeoning/ piercing/ slashing. Stops if I end turn without attacking or taking damage since last turn, or unconscious

  • Unarmored Defense (Barbarian 1, PHB 48) - Without armor, my AC is 10 + Dexterity modifier + Constitution modifier + shield

  • Danger Sense (Barbarian 2, PHB 48) - Adv. on Dexterity saves against seen effects (not blinded/deafened/incapacitated)

  • Reckless Attack (Barbarian 2, PHB 48) - Adv. on melee weapon attacks during my turn, but attacks vs. me adv. until next turn

  • Frenzy (Path of the Berserker 3, PHB 49) - Melee attack as bonus action each turn while raging; +1 level of exhaustion after rage

  • Military Rank - I have a military rank from my career as a soldier. Soldiers loyal to my former military organization still recognize my  ity and influence. I can invoke my rank to influence soldiers and temporarily requisition simple equipment or horses. I can usually gain access to friendly military encampments and fortresses where my rank is recognized.

Features & Traits


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