Bor

Background: Lumberjack


  • Armor Class 15 (thick hide)
  • Hit Points 30
  • Bloodied Value 15
  • Short Rest Healing 21
  • Speed 30ft.

STR DEX CON INT WIS CHA
+3 +0 +2 +0 +2 +0

  • Proficiency Bonus +2
  • Saving Throw Proficiencies Strength, Dexterity
  • Skill Proficiencies Carpender's Tools, Herbalism, Mobility, Stealth, Investigation, Insight
  • Languages Common, Giant

10-feet tall. Whenever you make an ability check using your Strength you are considered proficient in that check.

Swat Away (recharges after a short rest). When you have one hand free and are hit by an attack, you can use your reaction to swat your attacker's weapon aside, as long as you have one free hand. When you do so, the damage you take from the attack is reduced by 6 (1d6 + 3).

Actions

Battleaxe. +5 to hit, 10 (1d10+5) slashing damage, or 12 (+1d4) slashing damage if the target is your Quarry.

Apply Healing Salve. A creature within reach regains 7 (1d8+3) hit points.


Inspiration

You have one inspiration tokens which can be used to gain one of the following effects.

  • Reroll a single d20
  • Regain 9 (2d4+2) Hit Points
  • Make a narrative declaration

Giant Kin

Count as one size larger for carrying and grappling
Can wield non-heavy two-handed weapons in one hand, but cannot use shield or two-weapon fighting when doing so.

Firbolg Code

  • Bravery, effort and honor over birth
  • The tribe’s honor above your honor
  • The blood of a runt is the blood of a king
  • Give one thousand for nothing
  • Truth is the honor of the tribe

Trailblazer

While travelling for an hour or more you can add your Wisdom modifier as a bonus to any Strength, Dexterity and Wisdom ability checks or saving throws you or your allies make.

Healing Salves - 2 uses

As a part of a long rest, you can prepare 3 healing salves. Each salve restores 7 (1d8 + 3) HP and can be applied to a creature using an action

Quarry - 1d4

Once on your turn, after making an attack against a creature you can see, you may designate that creature as your Quarry. This effect lasts until the end of your next turn, or until you mark another creature as your Quarry. When you make an attack against a marked Quarry, you deal an extra 1d4 damage of the same type as the attack.

Wild Sense

As an action you can detect the number and direction of all Aberrations, Monstrosities, Fey, Dragons and Undead within one mile of you for up to one minute. This can be used to track down a specific monster type or determine the safest route through the territory with ease. Once you use this feature you cannot do so again until you finish a short or long rest.

Spellcasting - 3 slots

You can prepare 3 spells from the druid spell list.

  • Guidence (cantrip)
  • Detect Magic - (ritual)
  • Speak with Animals - (ritual)
  • Ensnaring Strike - 1st level spell