Description
32mm/Ready-to-Paint/Basic gray
Garkan, the Champion
Race: Half-Orc
Class: Barbarian (Path of the Berserker)
Level: 7
Background: Gladiator
Alignment: Chaotic Neutral
Hit Points: 93 (Hit Dice: 7d12+28)
Armor Class: 17 (Half Plate, Unarmored Defense)
Speed: 40 ft.
Proficiency Bonus: +3
Abilities
- Strength: 18 (+4)
- Dexterity: 14 (+2)
- Constitution: 18 (+4)
- Intelligence: 10 (+0)
- Wisdom: 12 (+1)
- Charisma: 10 (+0)
Saving Throws
- Strength: +7
- Dexterity: +5
- Constitution: +7
- Intelligence: +0
- Wisdom: +4
- Charisma: +0
Skills
- Athletics: +7
- Intimidation: +6 (Proficiency Bonus, Half-Orc racial trait)
- Survival: +4
- Perception: +4
- Performance: +3
Combat
- Greataxe: +7 to hit, 1d12+4 slashing damage
- Handaxe (Thrown): +7 to hit, 1d6+4 slashing damage, range 20/60 ft.
Rage
- Rage Damage: +2
- Rages: 4 per long rest
Features
- Unarmored Defense: AC = 10 + Dexterity modifier + Constitution modifier
- Reckless Attack: Advantage on melee weapon attack rolls using Strength during your turn, but attack rolls against you have advantage until your next turn.
- Danger Sense: Advantage on Dexterity saving throws against effects you can see.
- Frenzy (Berserker Path): When raging, you can make a single melee weapon attack as a bonus action on each of your turns after this one.
- Relentless Endurance (Half-Orc): When reduced to 0 HP but not killed outright, drop to 1 HP instead. Once per long rest.
- Savage Attacks (Half-Orc): When you score a critical hit with a melee weapon, roll one of the weapon’s damage dice one additional time and add it to the extra damage.
Backstory:
Garkan, the Champion, was born in the brutal gladiatorial pits of a sprawling empire, a son of battle and bloodshed. His mother, a fierce human warrior captured in battle, and his father, a notorious orc chieftain, never lived to see him grow, leaving Garkan to survive on his wits and strength alone.
From an early age, Garkan was thrust into the life of a gladiator, trained to fight for the amusement of the empire’s elite. He quickly rose through the ranks, earning the title “Champion” for his unmatched prowess in combat. His victories in the arena were legendary, and his rage became his most feared weapon. The crowds would chant his name, a testament to the carnage he unleashed upon his foes.
Despite his fearsome reputation, Garkan’s life was one of struggle and hardship. The chains of slavery weighed heavily on him, and he longed for freedom. One fateful day, during a grand tournament, Garkan seized his chance. In a display of raw power and cunning, he broke free from his captors, slaying his way through the guards and escaping into the wilds.
Now, as a free man, Garkan wanders the world, a warrior with no master but his own will. His heart burns with a desire for vengeance against those who enslaved him, but he also seeks a greater purpose. The thrill of battle still calls to him, and his rage remains a constant companion, but Garkan knows there is more to his destiny than endless bloodshed. He searches for a cause worthy of his strength, a fight that will define his legacy as more than just a champion of the arena, but as a hero of legend.