Falzok Character in The Sundered Worlds | World Anvil
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Falzok (FAL-zock)

CW: natural habitat destruction, violent beasts, leaving home unwittingly, flying insects, preserved animal parts

Falzok has wanted to be a warden since the remorhaz.
When Falzok was very young, a wild magic surge opened a portal to Stygia just long enough for a fiend-corrupted remorhaz to break through. It rampaged, destroying most of the settlement, an established beaver dam, and more than an acre of pre-Sundering vegetation. The skreinvekke were almost entirely powerless against it, only able to protect the Zekke in their care long enough for wardens to arrive.
And arrive they did. One trio rode in on hydra mounts, while another bounded onto the scene to a song made of thunder. The fight was spectacular, and young Falzok was entranced. Afterward, a warden gave him a shard of the beast's carapace, an insignificant indulgence that nevertheless altered the course of the boy's life.
That boy grew into a man dedicated to defending the Hinterland Swamp against everything that would harm it. On his {SENDOFF}, he stayed just long enough in the new settlement to establish the village, then apprenticed himself to a warden and never looked back.
Recently, his trio has been called in to eliminate vicious beasts that are apparently immune to calming or communication magics. The beasts are covered in strange, glowing markings that neither the histories nor the trees recognize. Falzok has made the decision to leave his home and search for answers outside of the Swamp.

Personality

Falzok genuinely loves his work. He loves the unexpected danger of territorial beasts and ancient magic. He loves the tedium of monitoring the environment and the sorrow of staying with the last member of a village until the end. Every part of his vocation is, to him, necessary and fulfilling.
He misses his home, and he only just left. The magical tether to the Hinterland Swamp is his only comfort. Through that connection, he'll know if something bad happens to his home. He lives in constant fear of that happening while he's away.
To keep his mind off of the anxiety, Falzok has been exploring life outside the Swamp. He's made many friends, if you count wild beasts as friends (he does). He's thankful for the tin of spices from home that he keeps with him, because all the food he's tried so far is tasteless and uninspired. He's mildly affronted at the cavalier attitude other folks have toward their natural environments. Though his reading skills are poor, he's been studying the new environments he travels to in the hope of educating the locals on ways to better coexist with the natural world. He has had mixed results thus far.
Ultimately, Falzok is optimistic and determined. He is dedicated to the principles of conservation and thrilled by the rare adventure that dedication takes him on. He hopes to not only solve the temporary problem of the strange beasts, but also to return with knowledge for the histories.

Presentation

Thin for a krokon, Falzok relies on his tail for balance a bit more than other folks. It's in near-constant motion, but when he's frightened or agitated, it goes very still. His scales are green and bumpy, with speckles of black and brown across his entire body. Falzok's energy is quiet and unassuming; folks notice the cloud of dragonflies long before they notice him.
During his early warden training, he showed an affinity for wild animals almost immediately. They were obviously more comfortable around Falzok than most other mortals and began to seek him out. Once he took his {OATH}, the magic drew a swarm of glittering dragonflies to him. His magic manifests as a loyal swarm.
He wears a heavy woolen poncho in an out-of-fashion Mythalenairran style, purchased almost a decade ago from a trader. He wears the remorhaz shard on a leather band around his throat. Strapped to his back is a framed backpack almost as tall as he is with a quiver on one side. The pack contains the pieces of a complete camp set, and the frame doubles as a sleeping cot. Dangling from one outside pouch is the magically-preserved foot of a gargantuan alligator with the strange markings on it. So far no one has recognized them.
At his hips are a pair of battered battleaxes gifted to him by his mentor, which were gifted to her by her mentor. Despite the wear and tear, they are still perfectly deadly in a fight, and they are still magical enough to be used for climbing.

Fighting & Casting Style

The swarm is Falzok's most prominant feature both on and off the battlefield. Most of his spells are delivered via dragonfly, and the swarm keeps him both mobile and protected. He moves around but never travels far, harrying one enemy from a dozen different angles. He moves quickly and lightly, distracting his enemies into leaving openings for his allies.
Current Status
Searching for the source of the strange marks on the beasts
Ancestry
Krokon
Ethnicity
Age
28
Children
Pronouns
he/him
Gender
man
Presentation
androgynous
Eyes
deep yellow
Skin Tone/Pigmentation
mossy green scales speckled with brown and black
Height
1.7m
Weight
thin for a krokon

Falzok

5 Level (0/14000 XP for level-up) Outlander Background Krokon, Zekke Race / Species / Heritage Alignment
Ranger
Level 5
Hit Dice: 5/5
1d10+3 Class 1

STR
18
+4
DEX
14
+2
CON
16
+3
INT
8
-1
WIS
15
+2
CHA
7
-2
60
Hit Points
+2
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
30/15
Speed (walk/run/fly)
20 /
Arrows
Spellcasting ...
+5 Attack mod
WIS Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+5 Dexterity
+3 Constitution
-1 Intelligence
+5 Wisdom
-2 Charisma
saving throws
+2 Acrobatics DEX
+5 Animal Handling WIS
-1 Arcana INT
+7 Athletics STR
-2 Deception CHA
-1 History INT
+2 Insight WIS
-2 Intimidation CHA
-1 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+2 Perception WIS
-2 Performance CHA
-2 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+5 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Mountaineering Axe +6 STR 1d8+4 slashing
 versatile (1d10)
Shortbow +2 DEX 1d6+2 piercing
 ammunition (range 80/320), two-handed
Attacks

Spell Book

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds
Detect Poison and Disease g
Faerie Fire
Zephyr Strike

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Pass Without a Trace
Silence
Web

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Gaseous Form
Water Walk
Ancestry: Krokon
  • Bite: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Hold Breath: You can hold your breath for up to 15 minutes at a time.
  • Natural Armor: You have tough, scaly skin. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. A shield's benefits apply as normal while you use your natural armor.
  • Culture: Zekke
  • Cunning Artisan: As part of a short rest, you can scavenge non- or once-living material from the immediate environment to create a small trinket or art piece, a simple melee weapon, or ammunition for a simple ranged weapon.
  • Efficient: You're accustomed to taking only what you need. You require only half the normal amount of food and water per day.
  • Background: Outlander
  • 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.
  • Class: Ranger
  • Favored Enemy: Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: beasts, humanoids, monstrosities, plants, or undead. You gain a +2 bonus to weapon attack and damage rolls against creatures of this type. Additionally, you have advantage on Wisdom (Survival) checks made to track your favored enemies, as well as on Intelligence checks made to recall information about them. When you gain this feature, you also learn one language of your choice commonly associated with your favored enemy. If they do not speak one, or if no specific languages are associated with them, you learn any one language of your choice.
  • Beasts
  • Natural Explorer: You are particularly familiar with one type of environment and are adept at travelling and surviving in such regions. At 1st level, choose one type of favored terrain: aquatic, arctic, coastal, desert, forest, grassland, mountainous, rainforest, swamp, Underdark, or urban. When you make an Intelligence or Wisdom check related to your favored terrain, you are considered proficient in any skill you are not already proficient in, and your proficiency bonus is doubled if you are using a skill that you are already proficient in. You choose additional favored terrain types at 6th and 10th level. Your choices should reflect the environments you have explored in your adventures.
  • Swamp
  • Primeval Awareness: Beginning at 2nd level, you can spend 1 minute in concentrated focus (as if concentrating on a spell) to can expand your awareness to the region around you. You can sense whether any of your favored enemies are with one mile of you, or within five miles if you are in your favored terrain. If you are in your favored terrain, this feature also reveals what kind of enemy, their numbers, and their general distance and direction from you. If there are multiple groups of your favored enemies within this range, you learn this information for each group.
  • Spellcasting: The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spells slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
  • Extra Attack: Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.
  • Fighting style: two-weapon fighting
  • Ranger Enclave: Swarm Keeper
  • Helping Swarm: A swarm of intangible nature spirits bonds itself to you when you choose this enclave at 2nd level. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appeareance, or you generate its apperance by rolling on the Swarm Appearance table. Additionally, you learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.
  • Glittering dragonflies
  • Gathered Swarm: Your swarm grows stronger at 3rd level. You can cause the swarm to assist you in one of the following ways immediately after you hit a creature with an attack. You can use only one assistance on each of your turns.
  • The attack's target takes 1d6 piercing damage from the swarm.
  • The attack's target must succeed on a Strenght saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
  • You are moved by the swarm 5 feet horizontally in a direction of your choice.
  • Healing Swarm: By 5th level your swarm has learned to magically heal you in battle. As an action, you can cause the swarm to heal you a number of hit points equal to your ranger level + your wisdom modifier. Once you use this feature, you can't use it again until you finish a long rest.
  • Feats
  • Dual Wielder: You master fighting with two weapons, gaining the following benefits:
  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  • Chef: As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points. With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

  • Features & Traits
    Explorer's pack, cook's utensils, a live rodent trap, a crocodile foot with the strange markings, shortbow, quiver, arrows, Mountaineering Axe x2, alchemy jug, tin of mixed spices

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 50, Platinum: 0 Money
    Common, Primordial (Drekken), TBD, TBD, cook's utensils, water vehicles

    Languages & Proficiencies
    "I feel far more comfortable around animals than people."
    "I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry alligator."

    Personality Traits
    "The natural world is more important than all the constructs of civilization."

    Ideals
    "The Zekke and what we stand for are the most important things in my life, even when they are far from me."

    Bonds
    "I remember every insult I've ever received and nurse a silent resentment toward anyone who's ever wronged me."

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.


    Cover image: by Athevra via Adobe Spark

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