Orakor

Nature friendly brute with a heart of gold (maybe silver).

Description:

Racial

  • Darkvision: Orakor can see in dim light within 60 feet of him as if it were bright light, and in darkness as if it were dim light. He cannot discern color in darkness, only shades of gray.
  • Menacing: Orakor has proficiency in the Intimidation skill.
  • Relentless Endurance: When Orakor is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. Orakor cannot use this feature again until he finishes a long rest.
  • Savage Attacks: When Orakor scores a critical hit with a melee weapon attack, he can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical.

    Class
  • Rage: In battle, Orakor fights with primal ferocity. On his turn, he can enter a rage as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor:
    - Orakor gains advantage on Strength checks and Strength saving throws.
    - When Orakor makes a melee weapon attack using Strength, he gains a bonus to the damage roll that increases as he gains levels as a barbarian.
    - Orakor has resistance to bludgeoning, piercing, and slashing damage.
    (If Orakor is able to cast spells, he is unable to cast them or concentrate on them while raging. Orakor’s rage lasts for 1 minute. It ends early if he is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. He can also end his rage on his turn as a bonus action. Once he has raged a number of times shown for his barbarian level, he must finish a long rest before he can rage again.)
  • Unarmored Defense: While he is not wearing any armor, his Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.
  • Reckless Attack: He throws aside all concern for defense to attack with fierce desperation. When he makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack roll against him have advantage until next turn.
  • Danger Sense: He has an uncanny sense of when things nearby aren’t as they should be, giving him an edge when he dodges away from danger. He has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he cannot be blinded, deafened, or incapacitated.

    Background:
  • Wanderer: Orakor has an excellent memory for maps and geography, and he can always recall the general layout of terrain, settlements, and other features around him. In addition, he can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Bio:

Orakor was born alongside his brother (Gorak) in a small town to the south of The Sword Coast. Due to their half-orc blood causing them to be born of abnormally large size their mother did not survive their birth. Orakor and his brother grew up as outcasts. Spending a majority of their time surviving in the wild they tend to find it difficult to adapt to “civilized” life.

While Gorak and Orakor did not know their mother well, they still cared for her deeply. They blamed their father for her death (since all of the rumors of their origin involved their mother being taken advantage by an orc Warchief during a vicious raid). After spending some time learning to harness their inner savage the two tracked down their father, slaughtered him and his tribe, and avenged the spirit of their mother. They each wield one half of their father’s double axe as a trophy of the day they became heroes.

Orakor found a friend in a small gnome that he insisted on calling Spackles after he and his brother rescued the tiny man from an angry lynch-mob during their travels in Amn. Gorak and Orakor found that the three of them were generally feared by society for being different (Gorak and Orakor for being half-orcs, and Spackles for the pact he made with the Archfey).

Orakor prides himself on his strength, but his true power lies in his loyalty towards what he believes is right. He will not stand idly by and watch innocent comes to harm (especially children). He would sooner give his own life than watch somebody else die.