Bork Character in Verum | World Anvil

Bork

Bork

I am Bork.
- Bork
Species
Children
Gender
male
Eyes
blue
Skin Tone/Pigmentation
green
Height
6ft 5in
Weight
200 lb

Sandman42

Orc Race
Steton/Dragonslayer Origin
Barbarian 12 Class & Level
Chaotic neutral Alignment
None Deity
Steton striders Faction
Member Rank/Position
23? Loyalty
Company

Strength 18
+4
Dexterity 14
+2
constitution 18
+4
intelligence 8
-1
wisdom 11
+0
charisma 11
+0
Total Hit Dice 12/12 d12
Hit Die
1dd12+4
+4 proficiency bonus
+7 Strength
+2 Dexterity
+7 Constitution
-1 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+2 Arcana
+7 Athletics
+0 Deception
-1 History
+0 Insight
+3 Intimidation
-1 Investigation
+2 Martial
+0 Medicine
+2 Nature
+0 Perception
+0 Performance
+0 Persuasion
-1 Religion
+2 Sleight of Hands
+2 Stealth
+3 Survival
skills

 
66
MV
3
Prestige
3
Attunement Slots
20
Armor Class
163
Hit Points
+2
Initiative
40
Speed
Attacks
Light armor, medium armor, shields
simple and martial weapons
Brewer supplies
Drum
Proficiences
beast sence
speak with animals
commune with nature
Spellcasting
Shoulderguards of the Rager 5 lbs. A functional set of shoulderguards crafted by Bork the Orc, using a Human skull, the preserved head of a Worg whose visage in permanently frozen in a look of pure horror, and a set of khan's fibers. You'd have to be an absolute madman to wear this grizzly looking piece of armor. Fearless Rage: If you enter a barbarian's rage, as part of the action you can choose to gain a +3 bonus on saving throws against any effects that would cause you to be frightened. This effect lasts until the end of your rage. This ability refreshes at dawn each day.

The Black Pearl Blade
Being by crafted Bork
+2 Longsword – Major Very Rare [6,300gp (4,300gp, 43 days to upgrade)] – Attunement

Worthy 1

A sword made for a construct to protect a vault of the Taladonni. It pulses with orange smoke, and the hilt sports a black feather held together by two coiled chains.

Your attacks with this weapon score a critical hit on a roll of 18-20.

Whenever you score a critical hit on an attack roll with this weapon, you gain a charge of Corruption. This sword does an additional 2 necrotic damage for every point of Corruption you have. At the start of your turn, you take 1 damage for every point of Corruption you have. You lose all charges of Corruption at the end of combat.

You can also spend Corruption on the following abilities:

Chains of Shadows. Whenever you hit an enemy with an attack, you can spend a point of Corruption to deal an additional 1d6 necrotic damage and force that creature to make a DC 16 Strength saving throw. On a failure, the creature is restrained for 1 minute. The restrained creature can use its action to make a DC 16 Strength check. If it succeeds, it is no longer restrained.

Effluvia. As an action, you can spend up to 3 charges of Corruption to create an orange fog around you, sucking the life out of nearby creatures. All creatures within 15 feet of you must make a DC 16 Constitution saving throw or take 2d8 necrotic damage per charge of Corruption spent on a failure, or half as much on a success. You can choose a creature that was affected by this ability and heal for half the damage done to them.

Shadow Dancers. As an action, you can spend up to 3 charges of Corruption to manifest the same amount of shadows in unoccupied spaces you can see within 30 feet of you. These shadows disappear after 1 minute, or when they are reduced to 0 hit points. These shadows use the Shadow stat block from the Monster Manual except they do not reduce the target’s Strength score on a hit, are incapable of creating new shadows from corpses, and use your proficiency bonus in place of their own. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.


Borks sneaky shoes These shoes give a +1 to stealth checks. While wearing these shoes, your movement speed becomes 15 ft.

The back bench Magic Item, "40 lbs ; A bench made of fir plywood, combined with leather straps and designed in a way to be used in a similar function to a backpack. Only creatures of medium size and with a strength score of 18 or better can utilize this bench. But even for those that can effectively wear it, the bench's weight and size is so burdensome, that it is impractical to wear during combat. The process of equipping or unequipping the bench takes 1 minute to achieve. While equipped, up to two other medium sized creatures can uncomfortably sit within the bench (hereby referred to as passengers). There are more straps around the bench that the passengers may use to keep themselves secured during your movement, but they are sized for just medium sized creatures, thus making it unusable for small sized creatures. Passengers: - Enter and exit the bench with an action that also costs half of their movement. - Automatically move when you move. - Are always considered to be adjacent to you on the opposite side of the direction you move. - Are considered to be squeezing into a smaller space if there are two passengers. - Cannot use their own movement until they exit the bench. While wearing the bench, you: - Cannot move faster than your movement speed. - Cannot move faster than a normal traveling pace. - Cannot benefit from your dexterity bonus to AC. - Have disadvantage on dexterity checks and dexterity saving throws. In addition to wearing the bench, if you are carrying passengers: - You must start making Constitution saving throws for exhaustion from a forced march after 4 hours. - The DC of all Constitution saving throws you make are increased by 1. The bench does not make you a mount, nor the passengers mounted."

Coat of the Inquisitive Orc Being crafted by Bork Wondrous - Minor Rare (1300gp, 13 days to craft) This coat is crafted from the pelts of a dire wolf and a significantly larger wolf, and sculpted into much cleaner-looking attire. This coat has 3 charges. While wearing this item, the wearer can expend a charge to add +3 to an Intelligence (Investigation) check or Intelligence (Nature) check if the subject of the check is within 5 feet of them, but must choose to do so before rolling. This item regains all charges at the next dawn. Slots used: Base Material, Enhancement

Feller’s Hook
Grappling Hook (Ranged Weapon)
Damage: N/A
Special, Thrown (Range 120), Two-Handed, Finesse
Special: While you hold the rope attached to the hook in at least one hand; a huge or smaller creature with a fly speed hit by this grappling hook cannot move outside of the range of this grappling hook with their fly speed unless they deal 5 points of slashing damage to it (AC 14) or succeed on a Strength check to break free as an action, DC determined by 8 + Your Proficiency Bonus + Your Strength Modifier. As a bonus action you can make an opposed Strength (Athletics) check against the creature, on a success pulling the creature down to an unoccupied space at least 30 feet away from you, on a failure their position does not change.

Sleep Anywhere pillow 6 of them
Common 0.5 lbs
This pillow has the face of an orc painted poorly on one side of it. A string is attached to it that allows you to have the pillow slung around your neck.
Acts as a bedroll for high con,

Sky Guardian Hauberk attuned
+1 Banded Mail (Scale Mail) - Major Very Rare (7,000 gp) - Atonement

You gain a fly speed of 30 feet.

If you possess the Sentinel feat, when you strike a flying creature and use the feat's effects, the target begins to fall. It can attempt a Strength (Athletics) check to regain its flight as it falls at a DC equal to 8 + your proficiency modifier + your strength modifier. They can reattempt this check every 50 feet they fall unless they hit the ground, in which case they take fall damage as normal.

If you possess the Tough feat, you gain a +1 to attack rolls.
If you possess the Great Weapon Master feat, you reduce its penalty to attack rolls by 1.

Natures blessing
"Wonderous (Headwear) - Major Rare (2400gp, 24days) – Attunement Flowering vines and wooden roots wrap the remains of a Broodmother's heart. A small branch with large blooming flower extends from one end with a hallowed cavity large enough to fit over one's head at the other. The headwear seems to pulse with life while worn. +2 to wisdom up to cap.
You gain resistance to psychic damage.
Nature’s Vigor: Once per short or long rest, you can use a bonus action to heal yourself for 1d6 hit points."
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1369 gold
81 food tokens
38 silver
+1 shield with gold hydra head on it
+1 Fellars blade, +2 damage to larger creatures
2 hand axes
backpack
13 javelins
bedroll
mess kit
tinderbox
13 torches
10 days of rations
4 waterskins
50ft of hempen rope
staff
necklace with 5 bear claws
travelers cloths
brewers supplies
drum
10ft pole
White soapstone (mundane strider trophy)
cool looking chest
dungeoneers pack
block and tackle
50ft of chain
ascot with gem
fine coat
magnifying glass
fine shoes
2 bandoleers
shield
2 greater healing potions
signet ring
149 crafting tokens
40 pitons
healers kit
shovel
sledgehammer
2 antitoxin
grappling hook
blanket
miners pick
2 person tent
oil of slipperiness
silvered shortsword
potion of heroism
5 banans
Deinonychus
1 potion of fly
4 potion of growth
1 potion of longevity
1 oil of slipperiness
4 potions of superior healing
1 potions of fire breath
1 potions of invisibility
100 rations
20 fancy pillows
barrel
Cave bear pet
Equipment
Steton striders
Faction
Madman
Stat Array
Darkvision 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.

Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Aggressive As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.

Dragon slayer sub origin You are resilient to damage in battle, especially against weaker unworthy challenges. You reduce all physical damage taken from non draconic enemies by 2. This stacks with other forms of damage reduction.

Feral Instinct By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

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.

Rage 4/4 In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. W hile 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 colum n 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 colum n of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense W hile 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 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.

Danger sence 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.

Bear totem resistance While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
extra attack hey look its extra attack

Aspect of the Beast At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one. Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Walk the Halls The heroes of the past do not forget thier friends, members of this faction are granted the ability to return to life. Whenever a character with this boon would die, there is a 15% chance that they immediately return to life. They are returned to life with half of thier hit points and with no afflictions. Some enemies may have abilities to bypass this. Once this occurs it can never occur again. This does not prevent death from old age.

Spirit Walker
At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Catastrophe’s Hand Title

Whenever you would deal damage on a critical hit, you give advantage to the next attack roll an ally within 15ft makes within 1 round.

Relentless rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

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.

Class/Racial Features & Traits

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