Rise of the Dragons
“I might not be lovely to look upon, but glory blazes in my eyes and in my blade.”
Fury and resentment lie always just below the surface of your gleaming armor. For each wrong done you, you have sworn vengeance against those who would bring misery to the helpless.
You are used to traveling on your own, meting out punishment on your terms wherever you find injustice. But recently you discovered others much like yourself, wanderers who fight monsters and defeat evildoers. True, they seem to be in it mostly for the money, but you welcome the companionship—for however long it lasts.
You are an exile, unwelcome in both civilized society and the savage tribes of your parentage. Born after an orc raid, you were abandoned at a nearby temple and raised by the acolytes within. Despite the peaceful nature of their worship, your innate anger and resentment led you to the path of the war god.
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.
Personality Trait You feel far more comfortable around animals than people.
Ideal You are driven to earn glory in battle.
Bond You have sworn to bring terrible wrath down on evildoers.
Flaw Violence is your answer to almost any challenge.
_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.
Relentless Endurance (Recharges after a Long Rest). When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Divine Sense (3; Recharges after a Long Rest). As an action, you can open your awareness to sense strong evil and powerful good. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier.
Lay on Hands. You have a pool of healing power, with which you can restore up to 5 hit points. This pool replenishes after you finish a long rest.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
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