Chand

2020 idea; Chand
Half Orc
He had grown up initially among humans. He has the offspring of a human mother and a orc father. Working out in the field, she thought she was set upon by brigands, who surprised and assaulted her. Unconscious, she did not know it was marauding goblins and orcs. When she gave birth 8 months later, she was horrified. The birth was so traumatic, she was never able to have children again – leaving her with a half breed son. She was cast out by her parents at 16. She survived by begging, charity and a tenacious will. He grew up learning to scrape and scrap, steal and sneak just to survive. He grew up faster than a human child, and with more aggressive instincts. Soon he began to bully the other urchins and lead them on foraging missions. He leaned to use tools to pick locks (though as he grew older, his fat fingers caused problems), to anticipate drunkards and rob them, and how to hide in the shadows when they grew long. She was a tavern whore when he was 5 until the time Chand turned 8. Once he got angry at a ‘client’ that was hurting his mother, and broke the man’s arm and bit his shoulder. It ruined her career, soon she had no clients. She left town when he was 9, abandoning him. He survived on pity and using his strength as a teamster and hauler. Having grown fast and proved his strength, he was entered into the militia of his town – the only job the locals thought he was good for. He could tell that they fervently hoped he would get killed, though they would never say so to his face. When his lower teeth began to protrude, he learned he had the power of intimidation. It was especially powerful when he used non verbal means – his body language and snarls often enough to keep people at bay. The job gave him reason to leave repeatedly on errands to farms and steadings, and to fight against the goblin raiders that sometimes struck. He grew to have a reputation among his foes, and they continued to increase the number they would send at him each raid. After a couple years of fighting and hauling, and a few major wounds (left arm and left leg) he resolved to leave the town. After each raid, he was tolerated for a moment, but always the fear and hatred would return. So on a patrol, he abandoned his fellow watchmen and snuck out. Never accepted and constantly berated and attacked, he snuck away when he was 12.

He ventured deep into the forests and found goblins – goblins he knew had raided the lands nearby and hurt or frightened people that he knew. In exchange for betraying the people he grew up with and leading the goblins in a raid, the goblins would take him in and he would enjoy a position of power. He lead the raids against his own town, surprising those he once protected and relishing his shallow revenge. There was a bounty eventually put out on his head, and the goblins cast him out. They lead him to their contacts among the orcs and pawned him off as a mighty man-killer (there was a bounty after all). Among the orcs, he was barely accepted, but more than among the humans. Some of the females though his human variations were exotic and for a while he was a novelty among them. The training he received under his orcish war leaders developed him into a stout fighting machine.

He was part of a band of tribal orc warriors recruited by their shamans to enter the Feywild to attack elven communities. He had trained all his life as a warrior among his chosen people. He was fighting for their dark gods – but he could care less. The more fights he got in, the more scars he got. The more scars, the more attention. A massive war band was put together in order to take captives, raid goods, and kill the stinking elves in the strange Feywild lands where they were protected. It was thought no one would expect such audacity, and they were mostly right. Though the warband was a surprise and many elves slaughtered, many of the war band were never heard from again. Chand was caught in an burst of magical energy that affected his left eye forever causing a cloudiness. They were lost in the Feywild when the very land turned against them. They got lost in banks of mist, in long shadows of mountains and trees, in the briars, following enchanting lights, and swept away by rivers. Chand was one of those lost in a bank of mist. He wandered until he collapsed, and in a freak accident fell down an embankment into a river. He was swept away, taking him away from the denizens of the Feywild who were following him, waiting for him to collapse.

Eventually he clawed his way out of the river, but was hunted and hounded. He devolved into a near feral state and was barely able to survive. For years he avoided and hid from the denizens of the Feywild. He forgot his past, forgot his parents, forgot his language and peoples. The experience stripped him of his perspectives and ideologies, transforming him into a distrustful, wild beast. Eventually the denizens learned to leave him alone and he posed no threat. His climb back from the terrified beast state took many years. After a while, some of the smallfolk approached him. Thus began his climb back out from barbarism and to relearning to communicate, laugh, and tolerate companionship. From them he learned the Elvish language and customs. He has wandered the Feywild ever since, fighting beasts of all kinds, and protecting the small folk.The small folk, in the early days, inflicted him with all manner of permanent color changes and patterns on him as a means of mocking him before they came to know him.

Personality Trait: I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. Proprioceptively, in towns, i knock things over, run into people and generally am overwhelmed.
Ideal: Nature. The natural world is more important than all the constructs of civilization.
Bond: I suffer awful visions of a coming disaster and will do anything to prevent it. Like every other night. Sweats and frowns all night with furrowed brows in his sleep.
Flaw: I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me.
Half-Orc > Size: medium [Speed =30’ base]; 6’4”, 307 lbs., olive skinned, right handed, black hair (short and wiry), pseudo-tusks; enormous manhood w/snake head; pink swirl down his right arm (fey curse) + half his face is blue (left; fey curse) + a target on his right butt cheek/other one says “bite me” (fey curse) + the bottom of left foot says “right” and the bottom of his right foot says “left” (fey curse); he has furry blue cat ears and whiskers (fey curse)
Wounds: Left Eye (milky – cannot see much beyond 30’; ranged attacks or effects outside are as if all opponent have partial cover); Left Leg (-5’ movement); Left hand (lost 2 fingers and hand gnawed – cannot hold a weapon bigger than a dagger or a shield handle)
Strength: 18
Intelligence: 8
Wisdom: 14
Constitution: 17 [-1 from wound] Dexterity: 10
Charisma: 8
Rogue 1st/Fighter 4th/Champion; Barbarian 6th/Totemic
Background: Outlander (Outcast) – athletics, survival, instrument, language
Hit Points: 5,6,6,6,6,7,7,7,7,7,7 =71 + 33 = 104
Feature: Wanderer – can remember trail, road and terrain
Sneak Attack: +D6
Action Surge
Second Wind (+9)
Style: Protection
Improved Critical: 19 or 20
Attack #: 2
Rages: 4/Long Rest with +2 Damage
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, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turn.
Danger Sense: At 2nd level, you have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated.
Fast Movement: Starting at 5th level, your speed increases by 10 (=40) feet while you aren’t wearing heavy armor.
Spirit Seeker: You gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.
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.
Aspect of the Beast: Bear: Your carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.
Feat: Spear Mastery
Feat: Shield Mastery
Feat: Empathic
Escape the Horde: Opportunity Attacks against you are made with disadvantage.
Proficiencies @ +4
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: Thieves’ Tools (disadvantage – fingers too big), recorder/flute
Languages: Orc, Common [human], Sylvan, Elvish & did NOT learn Cant
Saving Throws: Intelligence, Dexterity
Skills: Athletics (str), Survival (wis), Perception (expert + wis), Acrobatics (dex), Intimidation (cha), Stealth (expert + dex), Insight (wis + expert)
Tactics:
Chand is far from a stupid savage. He thinks tactically and uses both steal, force, and range in the best way he can. He prefers to wear as little as possible. IF possible, he will use his abilities to scout out an area through the local animals. His preference is to approach by stealth and use surprise if combat is needed. He typically begins with closing and throwing close range weapons like hand axes or javelins if surprise is not possible. Then, he unslings his shield and wields his spear (he may throw it as he closes if needed). He will attack in a group, drawing on his wolf aspect and protecting others with his shield while moving and striking from range with the spear. Once the fray is engaged, he will start his battle rage, and use up his shield and use his spear with 2 hands.

Darkvision: Thanks to your orc blood, you have superior vision in dark and dim Conditions. 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 can’t discern color in Darkness, only shades of gray.

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.

Medallion of thoughts
He was persuaded by a wizard to enter the town of Hunting Vast and find a certain victim with specific thoughts of lust and passion. In order to do this, he was given a medallion to help him track down such a person. Chand assumed the person would be used for some sort of dark magic, but it did not matter. He used it in the Inn of Dancing Nymphs to find and kidnap an elven bard. When he returned to the wizard (a Greybeard Wave-Rider) he used it to pick up that the wizard was going to ambush him and kill him, and attacked him instead. He was driven from the town and banished – the townsfolk took the wizards items and freed his captive.
Arrow catching shield +1 Green Dragon Scale (advantage on saves vs. poison)
> automatic missile attract, user can make an insight check to know exactly where a ranged attack came from (with fey curse of cat ears and whiskers)
Initially he was lured by the Red Caps into their feud with a tribe of Sprites. He slaughtered hundreds of sprites
In battle, using his frenzy and a shield designed to attract the arrows of the sprites. The Red Caps gave him various substances to prevent him from being overcome by their poison (in reality it negated the shield’s antipoison effects). He was not told that the shield would attract them. He went down with dozens of small arrows in him, but his orcish anger kept him from dying, though they thought he was dead. As the Red Caps were laughing, looting the sprite village and mocking him he learned the truth, he rose up and tore into them, scattering them. Afterwards he apologized to the sprites. The sprites enchanted the shield further, but based on the faerie curse. He kept the shield,and defended his friends the sprites for years before moving on.
Dust of disappearance
This was a reward from a colony of pixies that he saved from giant bees.
Ring of warmth
An elven man convinced him to search a deep, dark forest for a certain tree and take flowers to it. The trees cast shadows that chilled to the bone, and turned out to be grave markers for a fallen elvish army.
> “may the tongue of nature provide you with warmth” in sylvan; If afflicted with 2 more more faerie curses, the wearer can immolate themselves in faerie fire for an hour and Speak with Plants for the same duration 1/short rest.
Pipes of insect swarm
> only works for someone with a faerie curse; if 3+ then charisma check is treated as proficient or expert
Chand did a good turn for a group of Satyrs. He tracked down a group of Boggles that were stealing from them, and taking their victims for slaves. He went into a dark places, a deep hill cave that harbored all manner of strange fungus and the Boggle camp. He used nectar and rotting flesh to drive a swarm of insects into the cave. Although it disrupted them, the Boggles promptly used their abilities to drop the “treats” back onto him from a distance. He then ran into the cave, bringing the swarm with him. In return for killing their champion and stopping the worst of the raiding, they gave him something to remember the whole thing by.
Spear of the hunt warden
> only works for someone with a faerie curse
The spear was presented to Chand to hunt down a displacer beast that was stalking and killing elves. The elves had fashioned it during the Year of a Thousand Springs war. They fought against each other, and the champion of the Unseelie Fey was defeated and his spear taken and planted in the garden of Xasreen. The Duchess Reedland Swallow dispelled the illusions on it and gave it to Chand to hunt the creature that was killing her people. The spear was accepting of him, for he was principled but the darkness he was born with and the anger that drove him was enough to allow him to accommodate into working to slay the beast. In return, he was allowed to keep it, for the Seelie Fey did not want such an item around long term.
Favored enemies elves and orcs
Dancing woman engraved on 3 sided blade (if you spin in light, she does a naughty dance), covered in small barbs, about 6’ long shaft

+1 spear of elemental cold + D4 damage – transmits and senses emotions; Lawful Neutral
Hail of thorns 1/day; 10’ radius, 2nd level slot; disadvantage on saves and only on itself
Heroism – only on another person; uses strength as a spellcasting ability modifier and lasts 3 rounds without concentration + target can speak and understand sylvan = only as ritual and blood (1 hp)
Magic circle inscribed with spear point = as ritual 1/short rest
Immune to Entangle
1/long rest bright green light in 30’ radius and for three rounds ranger hordebreaker
Requires blooding yourself d4 daily to attune; while attuned = triple food and water

Carries 2 hand axes for throwing