Dubok Shattercliffe
Veteran Dubok Shattercliffe
Physical Description
Body Features
Mental characteristics
Employment
Accomplishments & Achievements
Prestige Missions
Radiant Caverns
Venturing through the Radiant Caverns, finding and conversing with the Skull of Avarice, whom provided information on a civilization of both Dwarves and Elves who once called that place home.
Seal of Fire
Joining a team in a mission to gather the energies required to seal the elemental Seal of Fire for the druids, Dubok entered an active volcano and fought a Phoenix's Echo, emerging victorious. But not without the loss, two of his comrades losing their life in the process.
Chimera Hunt
Joining a number of his fellow Striders, Dubok ventured into the lair of a Chimera that was acting out of the ordinary. His team quickly taking care of the wild monster, they quickly learned of the source of the creatures origin.
My Fathers Halls
Gathering a party of seven skilled Striders and other adventurers, Dubok found himself within a memory of an arena, where his party encountered some violet flames, burning away at existence. Moving to the source of the disturbance, the party faced the toughest foe that Dubok has ever encountered in his life, one whose presences he will remember for the rest of his life, the Carnage Elemental.
Ebony Rock - Dragonstar Bridge
Responding to a call from a being named 'Calamity' whom appeared before the Barbarians of Kalkatesh, Dubok joined a group to raise a bridge to the Dragonstar and open the Wave Gate, allowing both the Dragonstorm fully to Verum, and opening the way for the warring dragons of the Dragonstar in to take revenge/justice on the 'traitorous dragons who fled here. This result came with much thought, but the chance at more allies to face against the Astral Reckoning, and the ability to save the dragonborn's of Kalkatesh were deciding factors.
Three dragons guarded the bridge and needed to be defeated in order to open a barrier, allowing the group through, and to encounter the bridges toll collector, an ancient dragon turtle. After some discussion, he agreed to open the way, to slow down the dragons best he can (He is very talkative), and to at least warn them of the greater threat found in the Astral Reckoning.
This was the first of potentially many bridges and gates that need to be opened, as we all need to stand united against the threat to us all, lest it be our end...
Failures & Embarrassments
Trial of Starlight
Eager to find the power or knowledge to arm him against the oncoming threat that is the Astral Reckoning, Dubok attempted the Trial of Starlight. He failed miserably, losing some of his strength of mind in the process, and more devastating to Dubok, his natural athleticism granted to him from being a Goliath.
Feeling a great amount of shame from this fact, he hopes to one day succeed in regaining his athleticism, and restore the pride that he had in his strength of body.
Mental Trauma
Carnage Elemental
While the fear he had felt facing the Carnage Elemental has faded over time, he none the less remembers the absolutely raw and concentrated rage. At times he wonders what would happen should his own rage ever be elevated to that level, and shudders at the fact that it may have been only one of many.
Morality & Philosophy
Combat
- He should never be the last to fall in combat, and should always consider the safety of his allies over his own.
- Comrades in arms should be able to trust one another to watch each others backs. Leave any grievances for after the battle.
- Don't leave chances in combat for 'what if'. Always give battles your all.
Social
- Don't rely on rumors and third person info to judge others before you meet them. Make your own opinions. That said, use such info for caution, in case they would be a threat to those he cares about.
Social
Contacts & Relations
Dabnir Ebonheart
Seian
Ara
Orkan Bloodgore
Peep
Muse
Tank
White
Mordred
Taru'um
Rhok
Bork
Family Ties
Hobbies & Pets
Pets
Ember WolfA wolf that had spent a lot of time in constant proximity to a rather proficient pyromancer. The pyromancer has since faded, and he has wandered for some time to search for a worthy instructor, and has decided after the arena that perhaps one of you are to be it.
Armor Class: 13 (Natural Armor)
Hit Points: 30 (4d10+8)
Speed: 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) |
16 (+3) |
14 (+2) |
5 (-3) |
12 (+1) |
7 (-2) |
Blazing Dash (Recharge 5-6): The wolf can Dash as a bonus action, leaving a trail of fire. If it hits an attack in the same turn, it deals an additional [1d8] fire damage.
Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 7 ([1d8]+3) piercing damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
Relationships
History
Met at the Growling Hall, at one point Heather realized she was interested in joining with Dubok, and too show it, just kissed him. She became certain she wanted to join him after seeing him in action in their second mission together and told him. They joined as soon as they could, which was longer than it should have been.
Relationship Reasoning
Dubok is incredibly strong muscular, and caring, and he treats her well. Because of the strength of these feelings within Heather, she has promised to be there with him and help him rebuild his tribe.
Commonalities & Shared Interests
They both love hunting monstrosities, and come from ruined tribes.
Shared Acquaintances
Steton Striders, Chloe, Tar'uum, Peep, White, Eldigan, Arton, Ara, Tank
Legal Status
Married under Tilt
Wealth & Financial state
Magic Items
Fury Fang+2 Greataxe - 1d12 Slashing - 7lbs - Attunement
A great axe stained crimson red and carved with the likeness of a salamander.
While attuned to this weapon, if you are raging, this weapon gains the reach property.
Additionally, if a creature within 5 feet of you is defeated, all hostile creatures within 15 feet of you suffer 3d6 fire damage, blocked by total cover. This effect repeats if a creature is reduced to 0 hit points by this fire damage.
Wondrous - Pauldron - 60lbs - Attunement
If the wielder has a Strength score lower than 16, their speed is reduced by 10 feet.
Worthy 1
This hollowed out giant's skull serves as a hefty and rather oversized pauldron. It fits well enough for those of a larger stature. With the assistance of a paladin of Glory, it has been imbued with divine, abjuration magics, and then blessed with prayers to Iass.
Your Strength score gains a +1 bonus, to a maximum of 20. This is affected by ability score cap modifiers.
Your Intelligence score suffers a -1 penalty.
Whenever an 8 is rolled on the d20 of an attack roll against you, it is counted as rolling a 1 on the d20 instead, and you gain a +10 bonus to movement speed until the end of your next turn.
If you move at least 10 feet before making a shove action to push a creature, you can push it up to 15 feet away from you.
Great Barrier: You can spend your bonus action to create a frosty, arcane wall of magic to spring forth at a point within 30 feet of you. The wall is 3 inches thick, is opaque enough to block line of sight, and is composed of a single 10 by 10 foot panel. If the space is smaller than its size, the panel resizes to fit the space. The wall is always created vertically, has a basic and dull shape, and must connect to solid ground. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). The wall has an AC of 14 and 20 hit points, and is immune to force damage, but reducing it to 0 hit points destroys it. The wall otherwise lasts for 1 minute before it disappears, and you can use this ability once before finishing a short rest.
If you shove a creature at least 10 feet and into the wall created by your Great Barrier, they and the wall each take 1d8 + your Strength modifier in bludgeoning damage. If the wall shatters because of this damage, they take an additional 1d8 force damage. In either case, the creature stops in the space before it hit the wall and is knocked prone.
Wondrous - Gauntlets - 1lbs - Attunement
The Dragonslayers of Steton have trained for their entire lives to slay these winged creatures. In doing so they train not only their body, but their minds. As such, there is a one amongst them that has decided that it is best to take them on up close and personal. These blood red and gold trimmed gauntlets are the result of unbridled wrath and lust for glory, and they hold within them an almost held breath of anticipation, just waiting to rip and tear.
While wearing these gauntlets your Strength score increases by 2, to a maximum equal to your ability score cap. Additionally you have resistance to fire damage. If you already have resistance, you instead reduce any fire damage taken by 3.
When making unarmed strikes, you deal bludgeoning damage equal to 1d6 + your Strength modifier.
These gauntlets have 3 charges that refresh on a long rest. When you score a critical hit on a draconic creature or defeat a draconic creature, you regain a charge.
Juggernaut. As an action, you can expend 1 charge to regain 1d6 hit points.
Glory Kill. On defeat of a creature, you can use your reaction to expend any number of charges to regain 1d6 hit points per charge spent.
(Base Material, Adornment, Enhancement, Enchantment)
Bracers - Minor Rare (1,100 gp)
These bracers hold two charges, and all expended charges refresh at dawn each day. You can use an action to spend a charge and grant yourself or an ally within 5 feet resistance to your choice of Acid, Cold, Fire, or Lightning damage for 1 minute. A creature that gains resistance in this way also gains vulnerability to the other three damage types for the same duration. A creature can only gain resistance to one damage type from this item at a time. (Adornment)
Wondrous - Potion Bottle - 2lbs - Attunement
Looking upon this flask gives testimony to the incredible power of the mythical phoenix. A glass made from a fossilized phoenix egg lines the interior of the flask and forms the intricate stopper resembling that of a phoenix head and neck. A golden orange liquid is held inside the flask which, although safe to touch, appears to be aflame and emanating crackling embers.
Your Constitution score is increased by 2, to a maximum equal to your ability score cap.
For the purposes of bandoliers and retrieving this item from your backpack, consider this item a potion.
This bottle can hold up to 1 litre of liquid, but is weightless regardless of the contents. You can drop food or pour liquid into it as an action, so long as it doesn’t overflow. While holding this bottle, you gain the following benefits:
Conjure Remedy. If this bottle is empty, you can use an action to fill it with a liquid that grants the effects of a Potion of Healing. Once you do so, you can’t do so again until you finish a long rest. Once poured out, the liquid loses its potency.
From the Ashes. After being reduced to 0 hit points, you automatically consume the stored potion at the start of your next turn. You can use this ability once before finishing a long rest.
Phoenix Down. As an action, the flask can be thrown at an ally you can see within 20 feet of you. The flask shatters and the friendly creature benefits from the effects of the potion. The restorative magic of the phoenix fully repair the flask after 1 minute.
Potent Consumption. When you drink a potion that would heal you through this bottle, you can enhance the potency of the potion. The potion increases its die by one step and gains one additional die of that type, and restores an additional 1 hit point. This ability has two uses, with both uses refreshing on a long rest.
Slots used: Base Material, Adornment, Enhancement, Enchantment, Spell Invocation, Special Crafter
Wondrous - Socks
Socks made of wool, for the worthy and the comfy.
As a bonus action, you can cause these socks to radiate a comfy warmth, or a wave of cold. Both last for 1 hour. Good for getting cosy at night, waking yourself up in the morning, or preventing a cold from a late night swim.
(Base Material)
Wondrous - Belt
A belt fashioned from the pelt of a dire wolf, with parts of it twisted into the shape of ears.
As an action, the wearer can swipe the belt with their hand, causing the ears to twitch. For 1 hour, the wearer has advantage on Wisdom (Perception) checks based on hearing. Once this ability has been used, it can’t be used again until the next dawn.
(Base Material)
+1 Halberd - Minor Very Rare (4,000 gp) - Attunement
This weapon feeds on the arcane blood of creatures that possess magic inherently. It provides this empowerment to its wielder.
Whenever this weapon would slay an enemy that meets following conditions, certain effects can occur.
The following are the effects that occur should the above be triggered: You are healed for 1d10 hit points and gain the benefits of the Haste spell until the end of your next turn. This requires no concentration check and you suffer no detriment from the normal spell.
(Arcadum Item)
Common - 150 gold - 2 days
This backpack is designed to sit comfortably on a Goliath’s back and pockets have been stitched all over it. While a Goliath is wearing this pack, their max load carrying capacity is increased by 100lbs.
(Base Material)
Light Hammer
With equipping this hammer, when you finish a log rest, you may silver up to 3 items. The effects of silvering these items last for 24 hours
(Base Material)
+1 Long Spear - Major Rare (2,600gp, 26 Crafting Days) - Attunement
Bleeding Thrust - When you hit a target with this weapon, you can use your reaction to deal an additional 1d4 piercing damage to the target. The target then must make a DC 14 Constitution saving throw. On a failed save, the target takes the same piercing damage as bleed damage at the start of their next turn.
Impaling Charge - If you move 15 feet in a straight line and attack a target within 5 feet of you at the end of your movement, you can force the target to make a DC 14 Dexterity saving throw. On a failed save, the target becomes restrained as the spear penetrates them. The target can make a DC 14 Strength (Athletics) check to break free, but doing so causes them to take 1d6 bleed damage at the start of their next turn. This can be used three times per long rest.
Impaled Groundslam - If a target is restrained by Impaling Charge, you can use a bonus action to make a contested Strength (Athletics) check. On a success, the target takes 1d6 bludgeoning damage and becomes prone as you slam them to the ground.
(Base Material, Adornment)
The Scales of Strife series: Iass' Trial
+2 Maul - Major Very Rare - 6,100 gp - Attunement: Worshiper of Iass
3d6 bludgeoning
150 lbs
The impractical mass of this maul is not for your enemies. It is for you. Will you be crushed under its weight? Or will you overcome even this trial?
You must have the Powerful Build trait and at least 18 Strength to wield this weapon. This is a mundane effect.
Iass' Trial has two forms; maul and spear. You can use a bonus action to remove the shaft from the maul, turning the weapon into a +2 spear with the Heavy and Reach properties that deals 1d8 (1d10) piercing damage. The hammer head becomes its own object, weighing 147 pounds. You can carry it in your other hand or let it drop to the ground when you remove it from the shaft, and it can be manipulated as a normal object from then on. If the hammer head is within 5 feet of you, you can put the spear into it to turn it back into a maul as a bonus action. While the shaft and hammer head are separated, both items count individually for forcefully ending attunement if either are more than 100 feet away from you for at least 24 hours. Unattuning from this item will magically transport the hammer head back onto the shaft, turning it back into maul form. Iass' Trial cannot be in spear form unless it is attuned to.
Gathering Storm: When you hit an attack with this weapon in either form, you gain a stack of Storm and deal an additional 1d4 cold, lightning, or thunder damage (your choice) to the target, and enemies within 5 feet of the target receive 1 damage of the same damage type.
The Weight of Worthiness: While Iass' Trial is a maul, you must use both your action and bonus action to attack with this weapon with the attack action, and you must succeed on a DC 15 Strength check to attack with it using your reaction. You can only attack multiple times with the maul within the same turn with the Extra Attack class feature. These restrictions are a mundane effect. Whenever you defeat an enemy with this weapon in maul or spear form, these restrictions with the weapon are temporarily removed for 1 minute. The temporary removal ends early if you are knocked unconscious or if your turn ends without having attacked a hostile creature or taken damage since your last turn. If you ever wield another weapon besides Iass' Trial, the temporary removal benefit becomes inert until after a long rest. While the restrictions are removed, you can choose to only make one attack with the attack action. If you do, multiply the damage dealt by the number of attacks you can make per Attack action via the Extra Attack class feature.
Test of Patience: While Iass' Trial is a maul and the restrictions are removed, you can spend 2 stacks of Storm and use a bonus action when you hit a melee attack with this weapon to pin the target in place, reducing their movement speed to 0 for 1 minute. This removes the hammer head of the maul, turning it into spear form. The hammer head becomes electrically charged and fixed in place, attached to the target. On its turn, the creature can use its action to make a DC 20 Strength check. On a success, it can move 10 feet, dragging the attached hammer head with it. Creatures that are immune to the restrained condition, grappled condition, or lightning damage are not affected by this ability. You can end this effect early by turning Iass' Trial into maul form as described above, or using an item interaction to take the hammer’s head off the creature if it is within 5 feet of you. If you ever wield another weapon besides Iass' Trial, this ability becomes inert until you complete a long rest.
Hands of Turbulent Sky: While Iass' Trial is a spear, it is not subject to any of the maul’s restrictions. When you attack by throwing the spear, you can expend 2 charges of Storm to turn it into a spear of swirling wrath. When the spear is thrown in this form, it deals its base damage in lightning damage (you can still choose any type for Gathering Storm) and pierces through the target 10 feet, hitting up to 1 other creature behind the original target from you. The secondary creature, provided the attack hits it, takes the same damage as the first creature but you do not gain a charge of Storm from hitting the second creature. After throwing the weapon in this way, it reappears in your hand in its metallic, inert, form.
Tempest Lance: While Iass' Trial is a spear, before you make a ranged weapon attack with it you can spend 4 charges of Storm as a bonus action to transform it into a bolt of lightning. The attack becomes a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 16 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much on a successful one. The lightning bolt turns back into a spear when it reaches the target. Make a ranged weapon attack against the target as normal. On a hit, the target takes damage from the spear as normal and an additional 4d6 lightning damage, and enemies within 5 feet of the target take 2d6 thunder damage. This emits a thunderous boom from the weapon audible out to 100 feet. Whether you hit or miss, this ability cannot be used again until after you complete a long rest. If you ever wield another weapon besides Iass' Trial, this ability becomes inert until after you complete a long rest.
This Item is Awakened.
Whispers of Triumph
Alignment: True Neutral
Mental Ability Scores: Int 10, Wis 17, Cha 17
Senses: Sight, Hearing, Empathy (Wielder only)
Communication: Telepathy (Wielder only)
Languages: Common (Grass), Celestial (Angel)
Skills: Insight, Martial (Expertise), Perception
Proficiency Bonus: +3
Look With My Eyes: When you make a Wisdom (Martial) check against a creature, the Whispers of Triumph also makes one against the same target. Both of you use the same roll. If the Whispers of Triumph's result is higher than yours, you instead hear what the Whispers learned, disguised as your own warrior's intuition. Once per long rest, if you fail a roll in a clash with a creature you have succeeded on a Wisdom (Martial) check against, you can choose to succeed instead. If you do so, you can no longer hear the knowledge from Whispers of Triumph's Wisdom (Martial) checks until after you complete a long rest.
Purpose:
1. To push the wielder to reach new heights.
2. To hide its own sentience from the wielder; any guidance is disguised as the wielders own mental voice
3. To expand its own knowledge stores of all possible challenges to better aid a wielder.
Personality: All of us have a voice inside us. It haunts us, laughing at our impossible dreams: “You aren’t good enough. You don’t deserve it.” I have usurped that simpering, pathetic coward! You will give up when I give you permission. You will lose heart when yours beats its last. Fix your gaze upon the pinnacle of greatness, and I will ensure you never lose sight of your place there.
(Base Material, Adornment, Enhancement, Enchantment)
Dagger - Minor Rare (1400gp)
A dagger forged with intentions most foul. A master within a Wendigo Cult of the Badlands had once used this dagger for many ceremonies, rituals and grand dinners.
Drain Self. As an action while wielding the dagger you can damage yourself for up to 3 d6’s in bleed damage. For every 5 stacks of bleeding you gain from this, you also gain 1 Blood Mark. The Blood Mark’s last for 10 minutes or until the bleeding condition is removed. This item can apply this effect once, regaining its use at dawn.
• At 1+ Blood Mark’s your walking speed is increased by 5 feet.
• At 2+ Blood Mark’s you gain resistance and 2 damage reduction to Cold damage but vulnerability to Fire damage.
• At 3+ Blood Mark’s you gain +1 AC.
This item cannot be upgraded.
+2 Daborakian Kite Shield - Minor Legendary ( 9,500GP, 95 Days) - Attunement: Barbarian
The Rage Within is not for oneself, but rather, the ones who the attuned holds dear, as a burning fire and desire to protect builds from within. To protect those the ones they hold dear, they will go to the frontlines to protect them.
Your Strength score is increased by 2, and your Constitution score is increased by 2 up to maximums equal to your ability score caps.
You can’t be Frightened.
Burn Away the Pain. As a reaction to being the target of a spell attack, you gain a +4 bonus to AC for the next 3 turns. This ability has four uses, regaining all uses upon completing a long rest.
Fiery Focus. When you are raging, you can also add your Rage damage modifier to Charisma, Wisdom and Intelligence saving throws you make.
Magical Aftershock. When you take damage from a spell, as a reaction you can choose a number of creatures up to your proficiency modifier that are within 15 feet of you. They must make a DC 17 Constitution Save, taking 2d8 Necrotic Damage on a fail, half on a success. This ability has three uses, regaining all uses upon completing a long rest.
Feel my Fury! Once per long rest as a bonus action, expend a use of your rage. All willing creatures within 15ft excluding yourself that you choose gain +1 on attack rolls using Strength and resistances to physical damage for 3 rounds.
[Base Material, Adornment, Enchantment, Enhancement, Special Crafter]
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