Arthak Saurfang (Level 15 Orc Fighter)

Ancestry: OrcCulture: Mixed Culture (Warrior / Despotic)Background: ArtisanDestiny: Devotion / Enlightenment (Current)
StrengthDexterityConstitutionIntelligenceWisdomCharisma
22 (+6)12 (+1)16 (+3)14 (+2)12 (+1)14 (+2)

Size: Medium
Speed: 50 ft., 50 ft. climb
Languages: Culture: Orcish, Ogrish | Background: Darnassian | Rune Knight: Giant | Downtime/Other: Zandali
Proficiency Bonus: +5
Hit Points: 139

Senses: Darkvision 150 ft., Passive Perception 21, Passive Investigation 12
Resistances: Cold, Poison

Ancestry Features

Adrenaline Rush. You can take the Dash action as a Bonus Action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.
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 discern colors in that darkness only as 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.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't do so again until you finish a long rest.
Paragon Trait: Orcish Resilience. You have resistance to cold damage. Additionally, you can use your Relentless Endurance feature again after finishing a short or long rest.

Culture Features

Warrior's Spirit. When you succeed on a death save, you can regain a number of hit points equal to your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race). You can’t use this trait again until you finish a long rest.
Saving Face. You are careful not to show weakness in front of your allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Warrior Cultural Training. You have proficiency in smith's tools and leatherworker's tools.

Background Feature

Trade Mark

When in a city or town, you can gain access to fully-stocked workshops with the artisan tools you need to ply your trade. When you earn gold from selling items you craft with artisan tools, you earn additional gold equal to 5% x your proficiency bonus.

Destiny Features

Source of Inspiration

Its Own Reward. You draw inspiration from seeing your duty through to the end. You gain inspiration whenever you complete a quest, fulfill a difficult promise, or commit an act of self-sacrifice that includes grievous injury to yourself. Examples include complete a quest, keep a promise to your own detriment, keep an innocent safe while seriously endangering yourself, commit an act of genuine self-sacrifice.

Shedding Burdens. The path to Enlightenment is difficult, and often the death of one's Ego and desire. You gain inspiration whenever you sacrifice comfort, convenience, or desire for the purposes of reaching Enlightenment. Examples include sparing a creature who killing would be simpler, abstaining from vices at great sacrifice, refusing to lie, cheat, or steal when doing so would offer great wealth or success, or sacrificing a large amount of wealth or assistance to those in need.

Inspiration Features

Selfless Sacrifice. You do not hesitate to put yourself in danger to save others. When a creature within 5 feet of you is hit with an attack or fails a saving throw against a spell or effect that targets only them, you can spend an inspiration to change the target of the attack or effect to you. The attack automatically hits you, and you automatically fail the saving throw against the spell.

Mantra. You have developed a phrase or action which, by repeating, allows you to center yourself. At the beginning of your turn, you may spend inspiration to make a saving throw against any spell or ability which allows you to save at the end of your turn to end early, or any spell or ability which is causing you to be charmed, frightened, or turned. If the saving throw is a success, the spell or effect is removed before any negative consequences happen on your turn.

Fulfillment Feature: Miraculous Revival

Universal forces are often inclined to restore those who die heroically for noble causes, blessing their sacrifice by making them better than they were before. The next time you die from a cause other than old age (including if dying caused you to earn this feature), you miraculously revive intact with full hit points. You appear after “narrowly surviving” the circumstances that killed you— climbing out of the chasm you fell down, crawling from the rubble of the structure that collapsed over you, waking up from impossibly lethal wounds that prove superficial, or magically transporting from the plane of existence you were caught in.

After you have been revived in this way, you gain advantage on death saving throws.

Proficiencies

Strength Saving Throw+11
Athletics+11
Dexterity Saving Throw+1
Acrobatics+1
Sleight of Hand+1
Stealth+1
Charisma Saving Throw+2
Deception+7
Intimidation+7
Performance+7
Persuasion+7
Constitution Saving Throw+8
Intelligence Saving Throw+2
Arcana+2
History+7
Investigation+2
Medicine+2
Nature+2
Religion+2
Wisdom Saving Throw+1
Animal Handling+1
Insight+6
Perception+6
Survival+1
Artisan: Jeweler's Tools
Artisan: Leatherworker's Tools
Artisan: Smith's Tools
Artisan: Tinker's Tools
 All armor, shields
 Simple weapons, martial weapons
Proficiency Sources:
Culture: Perception, Leatherworker's Tools, Smith's Tools
Background: Persuasion, Tinker's Tools
Fighter Class: Constitution Saving Throws, Strength Saving Throws, Athletics, Intimidation, Jeweler's Tools (Rune Knight)
Intelligence Bonus: Deception
Feats: Insight, History, Performance


Class Features

Fighter (Rune Knight) 15

Fighting Style: Defense

While you are wearing armor, you gain a +1 bonus to AC, and your speed is not reduced by wearing heavy armor.

Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.

Steely Mein

  • Closed Helm. You have great control over your emotions; your face is an unmoving mask, revealing nothing of what you’re thinking. Creatures have Disadvantage on Insight checks made against you. In addition, you are immune to magic and abilities that allow creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type.
  • Watchful Eye (Adamantine Attitude). You are eternally alert and wary, ready for trouble. You have Advantage on Insight checks made to determine hostile intent or predict violence, and you have a +5 bonus to your passive Wisdom (Perception).

Rune Knight: Bonus Proficiencies

You gain proficiency with jeweler's tools, and you learn to speak, read, and write Giant.

Rune Knight: Rune Carver

You can use magic runes to enhance your gear. Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.

  • Fire Rune. This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a DC 16 Strength saving throw or be Restrained for 1 minute. While Restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
  • Frost Rune. This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have Advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. In addition, you can invoke the rune as a Bonus Action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.
  • Hill Rune. This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have Advantage on saving throws against being Poisoned, and you have resistance against poison damage. In addition, you can invoke the rune as a Bonus Action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
  • Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have Advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet. In addition, when a creature you can see ends its turn within 30 feet of you, you can use your Reaction to invoke the rune and force the creature to make a DC 16 Wisdom saving throw. Unless the save succeeds, the creature is Charmed by you for 1 minute. While Charmed in this way, the creature has a speed of 0 and is Incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
  • Storm Rune. Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have Advantage on Intelligence (Arcana) checks, and you can't be Surprised as long as you aren't Incapacitated. In addition, you can invoke the rune as a Bonus Action to enter a prophetic state for 1 minute or until you're Incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your Reaction to cause the roll to have Advantage or Disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Rune Knight: Giant's Might

You have learned how to imbue yourself with the might of giants. As a Bonus Action, you magically gain the following benefits, which last for 1 minute:

  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
  • You have Advantage on Strength checks and Strength saving throws.
  • Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d8 damage to a target on a hit.

You can use this feature 5 times, and you regain all expended uses of it when you finish a long rest.

Extra Attack

You can attack three times, instead of once, whenever you take the Attack action on your turn.

Martial Lore

  • Military Traditions. You’ve familiarized yourself with wars long past and military protocols of the present. Whenever you make an Intelligence check made to recall lore or gather information regarding warfare or military action, you are considered proficient in the skill and add double your proficiency bonus to the check. In addition, you have Advantage on Charisma checks made to influence soldiers, guards, or other organized martial forces.
  • Weapon Lore (Martial Loremaster). Whenever you make an Intelligence check made to recall lore or gather information about weapons, armor, and other martial equipment, you are considered proficient in the skill and add double your proficiency bonus to the check. In addition, you can use an Action to investigate the magical properties of such an item by handling it, such as swinging a sword or hefting a shield. You learn its properties, how to use them, whether it requires attunement, and how many charges it has. You also learn if the item has any sentience or bears a curse, though you only learn if it is sentient or cursed (not the nature of that sentience or curse).

Rune Knight: Runic Shield

You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your Reaction to force the attacker to reroll the d20 and use the new roll.

You can use this feature 5 times, and you regain all expended uses when you finish a long rest.

Indomitable

When you fail a saving throw, you may choose to add a bonus to the roll equal to half your fighter level, possibly turning the failure into a success. This feature can allow a saving throw to succeed even if the d20 result was 1. Once this feature causes you to succeed on a saving throw, you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests.

War's Toll

  • One Eye Open. Your life has been so regularly in danger that you’ve learned to literally sleep with one eye open. You are alert and aware of your surroundings while sleeping during long rests. You can also never be Surprised and you add half your proficiency bonus to your initiative checks.
  • Battle Scarred (Coping Mechanisms). You’ve embraced every victory and loss, and you wear each battle scar like a badge of honor. Whenever you are reduced to 0 hit points you gain a new permanent scar or mark, and you gain inspiration. Once you gain inspiration in this way you cannot do so again until you finish a long rest.

Rune Knight: Master of Runes

You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

Feats

Talents

Soldiering Knacks (Fighter): 4

Fighter

Adamantine Attitude (Fighter)

Choose a second option from the Steely Mien class feature. You gain the benefits from it.

Coping Mechanisms (Fighter)

Choose a second option from the War's Toll class feature. You gain the benefits from it.

Martial Loremaster (Fighter)

Choose a second option from the Martial Lore class feature. You gain the benefits from it.

Mountaineer (Fighter)

You gain a climbing speed equal to your Speed, and may spend 1 focus to reroll a failed Athletics check to climb, choosing whether to use the new roll or the original. In addition, moving through rocks, debris, and similar nonmagical difficult terrain costs you no extra movement.

Maneuvers

Total Focus: 19Maneuver Stat: StrengthManeuver DC: 19Fighter Maneuvers: 13Bonus Maneuvers: 4Traditions Known: Determination, Duelist, Nemesis, Juggernaut

1st Degree Maneuvers

Cleave0 focus1st degree Juggernaut bonus action
When you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack.
Alert Stance1 focus1st degree Determination bonus action (stance)
While you maintain this stance, you have Advantage on Wisdom (Perception) checks during combat and on ability checks to determine initiative.
Lunge1 focus1st degree Duelist action (attack)
Take the Attack action. Until the end of your turn, increase the range of melee Duelist weapons you wield by 5 feet.
Second Wind1 focus1st degree Juggernaut bonus action
You regain hit points equal to 1d6 + 8.
Wounding Strike1 focus1st degree Duelist bonus action
Each time you hit a creature with a Duelist weapon on this turn, your target begins Bleeding for 1d4 necrotic damage, using your Maneuver DC or the normal bleeding DC (whichever is higher).

2nd Degree Maneuvers

Evasive Roll1 focus2nd degree Nemesis reaction
When a creature misses you with a melee weapon attack, you can use your Reaction to move half your speed without provoking opportunity attacks. You can move through enemies with this movement, treating their spaces like difficult terrain.
Quick Strike3 focus2nd degree Duelist reaction
As long as you are not Surprised, when combat begins, you can use your Reaction to move up to half your speed, draw a melee duelist weapon, and make a single melee weapon attack with it.
Redirect3 focus2nd degree Nemesis reaction
When you are hit with a melee weapon attack, you can use your Reaction to try to redirect the attack to someone else. Make a Wisdom (Insight) check, with DC equal to the attack roll’s result. On a failure, the attack hits another creature within 5 feet of you (except the attacking creature).
Riposte2 focus2nd degree Duelist reaction
When a creature misses you with a melee attack, you can use your Reaction to make a melee weapon attack against the creature with a Duelist weapon.

3rd Degree Maneuvers

Crushing Blow2 focus3rd degree Juggernaut action (attack)
Take the Attack action with a melee weapon with the heavy property. When you hit a creature wearing armor or a shield with these attacks, its armor bonus is reduced by 1 until the armor is repaired, which can be done during a short or long rest. If an item has its armor bonus reduced to 0, it is destroyed.
Disarming parry2 focus3rd degree Duelist reaction
When a creature in your reach no more than one size category larger than you misses you with a melee weapon attack while you are holding a Duelist weapon, you can use your Reaction to try and disarm the creature. The creature makes a DC 19 Strength saving throw. On a failure, the creature drops a creature or object of your choice that it is holding. If the creature or object is Small or larger, it lands 5 feet away from the creature that was holding it. Otherwise, it flies from its grip to land in a randomly determined space 10 feet away.
Flowing Form1 focus3rd degree Nemesis action
You take the Dodge action. Until the start of your next turn, you can spend 1 focus to make a single melee weapon attack against each target that misses you with a melee weapon attack. You can only make one such attack against a creature each round.
Heightened Reflexes1-3 focus3rd degree Nemesis bonus action
You gain an additional number of reactions equal to the focus spent. At the beginning of your next turn, you gain 1 focus for each of these reactions you didn't use.

4th Degree Maneuvers

Dashing Razor1 focus4th degree Determination bonus action
You take the Dash action, and you have Advantage on the next melee weapon attack you make this turn. If you hit a target with this attack, you increase your speed by 10 feet as long as it isn't already being increased by this maneuver.
Precise Strike2 focus4th degree Duelist free action
When you miss with an attack with a Duelist weapon, you may add +5 to the attack roll, possibly turning that miss into a hit. If it does, you flourish.
Retribution3 focus4th degree Nemesis reaction
When you are hit with a melee weapon attack, you can use your Reaction to make a melee weapon attack against the attacker. On a hit, that creature has Disadvantage on attack rolls against you until the beginning of your next turn.
Twist the Blade3 focus4th degree Determination free action
When you flourish with a melee weapon attack, you can spend it to try to try to impale your foe. If the next melee weapon attack you make this turn hits the same target, the attack is a critical hit that does not flourish. If the attack would be a flourish, it can flourish, and if it would have been a critical hit, it deals maximum damage.

Notable Items

Varg'osh | Longsword / Greatsword (Attunement II)

The first blade crafted by Arthak Saurfang, the Second Warchief of the Horde, was shattered by one of his closest friends. Collecting the fragments of himself and the blade, he slowly forged for him a legacy and a future, both for himself and the Horde. Varg'osh is that legacy, and that sword, reforged into a second blade; one to lead the Horde far from the sins of the First Warchief and the First Blade.

Blade of the Breakers. This magic sword is infused with the power of the Breakers; the earliest ancestors of orcs and ogres. In its default state, Varg'osh is a longsword. In this form, it has a +3 bonus to attack and damage rolls made with it, and when you hit with an attack using it, it deals an additional 1d4 arcane damage, 1d4 fire damage, and 1d4 thunder damage.

However, if it is wielded by a creature that is Large or larger, it transforms into a greatsword that deals 1d8 slashing damage and 1d8 bludgeoning damage, and grants a +3 bonus to your armor class while you are holding it. When you hit with an attack using it in this form, it deals an additional 1d6 arcane damage, 1d6 fire damage, and 1d6 thunder damage.

While holding the blade, you may transform it into its other form as a Bonus Action. It maintains this size for 1 minute or until you drop or sheathe the sword, after which it returns to its default size.

Siege Weapon. This blade transforms its wielder into a living siege weapon. Varg'osh is indestructible, and deals double damage to objects and structures. While attuned to it, you are also resistant to fire damage, and you cannot be Charmed, Frightened, Petrified, or Stunned. Your weight also doubles, and you must eat and drink six times the normal amount each day.

Warlord. While you are attuned to the blade, you gain the Inspiring Leader feat, even if you don't meet the prerequisites. If you already have this feat, the amount of temporary hit points granted by it increases by your proficiency bonus.

Additionally, you gain legendary mastery of the battlefield. At the end of another creature's turn, you may use your Reaction to use one of the following abilities. If the ability requires a saving throw, the DC is 15. You can only use each of these abilities once per round if you have a means to get additional reactions.

  • You make a single weapon attack with Varg'osh.
  • You target one ally you can see within 30 feet of you. If the target can see and hear you, the target can make one weapon attack as a reaction and gains Advantage on the attack roll.
  • You target one enemy you can see within 30 feet of you. If the target can see and hear you, the target must succeed on a Wisdom saving throw or be Frightened until the end of the warlord's next turn.
  • You target one creature you can see within 30 feet of you. If the target can see and hear you, the target must succeed on a Wisdom saving throw or be Charmed by you for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. A creature you are fighting has advantage on this saving throw, and on a success, or if the condition ends early, they cannot be targeted by this ability again for 24 hours.

Destiny of the Horde. When you first attune to the artifact, you receive the following Bond: "Defending the honor, ideals, and people of the Horde comes before all else." If you act in opposition to this Bond, you immediately take 5d10 psychic damage and become unattuned to Varg'osh.

You may share this Bond with a willing creature within 30 feet of you as an action. A creature that bears this Bond may be targeted by the abilities of Warlord as long as they are within 60 feet of the wielder, and you may use the abilities without using your reaction (though you may still only do so once per turn). You may use this special action a number of times each day equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

The shared Bond lasts for 30 days. If the creature acts in opposition to the Bond, they lose the Bond, immediately take 5d10 psychic damage, and cannot benefit from this ability again until they have atoned. You may share this bond with a number of creatures up to your proficiency bonus. If you use the ability on creatures in excess to this ability, it fails.

Quel'Delar | Longsword (Attunement II)

You have a +1 bonus to the attack rolls and damage rolls you make with this weapon.

Additionally, while attuned to this longsword, you may cast absorb elements as a 2nd-level spell at will.

Blackhand's Fang | Axe

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall Prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.

Adamantine Plate Armor of Necrotic Resistance (Attunement I)

You have resistance to necrotic damage while you wear this armor.

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Fire Starter

This 4-inch long steel rod is engraved with symbols of the Horde and markings in both Orcish and Eredun. The device produces a miniature crimson flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.