Saor Brennan

Yowo

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7 months, 4 days ago
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Yowo
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Untitled70_20231020021757.png?ex=6544909
Name Saor Brennan Alignment Neutral Evil
Class Fighter Race Úlfr
Background Outlander Level 4
Gender Male Pronouns He/Him

In a previous point in his life he was a great wolf named Fenrir, son of Loki. He was imprisoned in a ribbon like chain made from unlikely things simply since he was much stronger then the rest of his siblings and the gods found it threatening. Loki felt remorse for his son for once and decided he'd do one thing to save him, he made a replica of Fenrir to replace him in his chains. In order to keep him unrecognizable, he turned Fenrir into a smaller wolf man and sent him down to Earth. He gained the name Saor over the years and stuck with it. He lived in the planes in a cottage as a weaponsmith, peacefully. Suddenly a harsh winter rushed through and engulfed the whole world in a cold frost. All of the plants died and wilted away and he was left in the warmth of his house alone, only stepping out to hunt or gather materials.

PERSONALITY

He can be seen as cold and heartless and only searching for his own benefit. Though he does understand the feeling of care and will attempt to assist if it means to help him in return. He's a cold blooded killer and typically has no remorse, though nobody is sure if its true.

IDEALS

Whatever benefits him in the long run will be what he strives for. He doesn't trust others as much as he trusts himself, so he tends to only rely on his instincts. The world is a dangerous place.

BONDS

He's only helpful if he's helped in some way. Hasn't had enough time to bond with anyone so his feelings are typically neutral.

FLAWS

Due to his past trauma that comes to him in dreams, he's often restless and is constantly on alert. He doesn't fully understand companionship and keeps to himself. He will kill even the closest of allies if it means he gets what he really needs.

Proficiency Bonus +2 Passive Wisdom 13
Speed 35 Armour Class 17
Hit Points 34 Temporary Hit Points 0
Hit Dice 8d10 Inspiration +0

STRENGTH

+3

16

  • +5 Saving Throw
  • +5 Strength

DEXTERITY

+0

11

  • +0 Saving Throw
  • +0 Acrobatics
  • +0 Slight of Hand
  • +0 Stealth

CONSTITUTION

+2

14

  • +4 Saving Throw

INTELLIGENCE

+1

13

  • +1 Saving Throw
  • +1 Arcana
  • +1 History
  • +4 Investigation
  • +1 Nature
  • +1 Religion

WISDOM

+1

12

  • +1 Saving Throw
  • +3 Animal Handling
  • +1 Insight
  • +1 Medicine
  • +3 Perception
  • +3 Survival

CHARISMA

+2

14

  • +2 Saving Throw
  • +2 Deception
  • +4 Intimidation
  • +2 Performance
  • +2 Persuasion
PROFICIENCIES
Languages
  • Celestial
  • Common
  • Giant
  • Primordial
Armour
  • Heavy
  • Shield
Weapons
  • Greataxe
  • Handaxe
  • Longbow
  • Longsword
  • Quarterstaff
  • Claws
Other
  • Fire Rune
  • Ring of Fear
  • Arrows
  • Hunting Trap
  • Hand Drum

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense: While you are wearing armor, you gain a +1 bonus to AC.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Rune Carver

You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes.
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 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.

ATTACKS

Greataxe +5 1d12+3 Slashing
Handaxe +5 1d6+3 Slashing
Longbow +2 1d8 Piercing
Longbow +2 1d8 Piercing
Longsword +5 1d8+3 Slashing
Quarterstaff +5 1d6+3 Bludgeoning

Fire Rune

Fire Rune 12 2d6 Fire

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 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.

Saor's Claws

Claws +5 1d4+3 Slashing

Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

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