Floki The Untamed
Fierce & Wild, Part Monster, All Barbarian
Floki The Untamed
Male Half-Orc Barbarian 16
Chaotic Neutral Totem Warrior
Init +4; Senses darkvision 60 ft.; Passive Perception 9
Languages Common, Orc
AC 19 (+4 Dex, +5 Con)
HP 212; Hit Dice 16d12+62
Saving Throws Strength +9; Constitution +8
Speed 40 ft.
Melee +2 Greataxe of Luck +13(+10) (1d12+12 SLASHING)
Melee Handaxe (2) +11(+8) (1d6+6 SLASHING)
Ranged 30/120 Javelin (4) +8(+5) (1d6+3 PIERCING)
Attack Options Rage (x5)
Abilities Strength 19(23), Dexterity 18, Constitution 20, Intelligence 12, Wisdom 9, Charisma 13
Proficiency Bonus +3; Proficiencies Light & Medium Armor, Wanderer
Skills Athletics +9, Intimidation +5, Nature +4
Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
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.
Unarmored Defense: While you are not wearing any armor, your Armor 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 Sense: 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.
Fast Movement: Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Spirit Seeker: Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.
Totem Spirit: At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object- an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or b ones o f the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit.
Wolf: While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
Wolf: You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).
Wolf: While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
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.
Brutal Critical: Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Spirit Walker: At 10th level you can cast the commence with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you choose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
Relentless Rage: At 11th level your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 HP instead. Each time you use this beyond the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Possessions 4), Potion of Healing (2d4+2), Potion of Hill Giant Strength (Str +2), Girdle of Stone Giant Strength (Str 23)
Lucky Greataxe +2 to saves when held; Once per day, reroll an attack, ability, or save.
Personality I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
Ideals I must earn glory in battle, for myself and my clan.
Bonds I will bring terrible wrath down on the evildoers who stole my youth.
Flaws Violence is my answer to almost any challenge.
Personal Goal End the infighting amongst the Orc Clans of the Thunder Peaks whilst crushing the Dark Elf slavers who stole his childhood.
Floki stands a towering figure of taught muscle and iron will. His hair is greasy black and crudely braided into dread locks with bands of carved bone incorporated into the thicker braids. Beneath the braids, his pointed ears end in tufts of hair, his eyes a crystalline blue, and pronounced canine teeth that give him an almost wolf-like visage to go with his orc-human ancestry. His skin is the color of hewn stone and covered in scars, burns, and weathered by the a lifetime of hardship. He bears a brand of Bahamut upon his right breast, a symbol to his faith. In his right hand he holds an enormous greataxe with the skulls of dire wolves lashed to the head and the hilt carved into the the visage of a wolf. Upon his back rest 4 javelins ready to pierce any manner of creature or foe that presents itself. Simple brown leather straps wrap his palms and wrists, brown worn breaches adorn his legs, covered by a long leather loin cloth. Upon his waist sits a corset like belt with a wolfs-head carved from bone is adorned by two well used handaxes. Worn leather boots finished in animal skins completes the overall look.
The people of the Wolfs-head clan were born to violence. Comprised of orcs and their human slaves, they fought for survival and the brutal spires of the Thunder Peaks. Floki was battle born in a conflict with the Thundering Hoof (Ram) clan in the dead of winter, 1452. His human mother, eviscerated by a crude sword, managed to stagger to a near cave were she pulled him from her own body. Upon her death, Floki was taken by the enemy clan and sold into slavery. He spent much of his youth at the hands of dark elves, whipped daily forced to work in mines hardened Floki’s body like little could. Shortly after his tenth birthday, he was given an axe and sent as fodder against would be intruders. On one such occasion, he an advanced party of the Wolfs-head clan. Having never lived among his own people, he saw them merely as adversaries. He and the other slaves were quickly defeated, but Floki was not immediately killed fore the leader of the advanced party was his own father. Wild by the standards of even his own people, Floki’s reunification with his people was nearly as harsh as his enslavement. For the next 5 years, Floki was trained in the ways of his tribe. He was taught the strength of Father Wolf and his spirit combined with that of his totem. Floki honed his skills in combat against his own tormentors, unleashed by his tribe as a marauder.