Jrack Daisyfeld
Jrack Daisyfeld
Physical Description
General Physical Condition
Growing up with orcish blood in a halfling society, Jrack ate twice as much as any of the other youngins' in his tribe. Jrack's body was developed through the constant labor of nomadic life.
He's a strong lad.
He's a strong lad.
Body Features
Small scars and burns cover his body from a childhood and adolescence of tireless roughhousing.
Oh, also he has a tail. That's normal, everyone knows that's normal.
Facial Features
His right tusk and left ears are chipped.
(Get it? Balance?)
(Get it? Balance?)
Identifying Characteristics
Chipped right tusk, chipped left ear.
Lots of scars, Night Guard Brand on his hand.
Oh and a tail.
Physical quirks
Shorter than most orcs. Taller than most halflings.
Special abilities
Balance Cleric :)
Night Guard Stuff :)
Apparel & Accessories
Jrack wears plate armor on missions, his vestments at work, and chills in some comfy, casual garb.
Specialized Equipment
.
Mental characteristics
Personal history
Jrack's mom is an orc, his dad and the rest of his family are halflings. Their nomadic tribe herds livestock, mostly llamas and alpacas, through the valleys of Krazax. After getting lost in a blizzard and nearly killed by wolves as a child and being saved by a ranger, Jrack decided to join the world wanderers some day. His laborious adolescence turned his mindset into one that valued hard work and selflessness, and he began to fervently follow the teachings of Silloway of the Green Pantheon.
Gender Identity
He/Him
Sexuality
Gay
Education
Clerical School. Graduated middle of his class.
Employment
Sergeant at of the Night Guard.
Former Ranger for the World Wanderers.
Failures & Embarrassments
Almost getting harvested kinda sucked.
Mental Trauma
Phobia of small bugs.
Intellectual Characteristics
Quite wise, it seems.
Morality & Philosophy
Use the capabilities you posses to assist everyone. Fill your role and take pride in it for the common good.
Taboos
letting the innocent suffer.
Personality Characteristics
Motivation
Ensure the safety of travelers, herders, roamers, and pilgrims.
Likes & Dislikes
Likes:
Dumb jokes, smart jokes, jokes. Good people, the faithful, ambition.
Dislikes:
Selfishness and greed at the expense of others, grandiosity and wasteful hedonism.
Hygiene
A shower is a luxury, take it whenever you can.
Social
Family Ties
Loving fiance. His halfling tribe in Krazax.
Religious Views
Devout cleric of Silloway, Lady Summer.
Speech
Languages:
Common, orclin.
Common, orclin.
Wealth & Financial state
Ecclesiastical vow of poverty. Almost all money he gets is immediately used or given away.
Jrack Daiseyfield (14)
Half-Orc
Race
Krazax/Rangeroamer
Origin
Cleric (Balance) 14
Class & Level
Neutral Good
Alignment
Silloway
Deity
Night Guard
Faction
Sergeant
Rank/Position
2
Loyalty
Company
Strength
19
+4
Dexterity
16
+3
constitution
20
+5
intelligence
12
+1
wisdom
22
+6
charisma
11
+0
Total Hit Dice
14
Hit Die
Hit Die
1d8+5
+4
proficiency bonus
+4 | Strength |
+5 | Dexterity |
+9 | Constitution |
+1 | Intelligence |
+10 | Wisdom |
+4 | Charisma |
+3 | Acrobatics |
+6 | Animal Handling |
+1 | Arcana |
+8 | Athletics |
+0 | Deception |
+5 | History |
+10 | Insight |
+4 | Intimidation |
+1 | Investigation |
+6 | Martial |
+10 | Medicine |
+5 | Nature |
+6 | Perception |
+0 | Performance |
+0 | Persuasion |
+1 | Religion |
+3 | Sleight of Hands |
+3 | Stealth |
+10 | Survival |
48
MV
MV
1
Prestige
Prestige
2
Attunement Slots
Attunement Slots
25
Armor Class
Armor Class
153
Hit Points
Hit Points
+3
Initiative
Initiative
30
Speed
Speed
Mace | 1d20+8 | 1d6+4 |
---|---|---|
Net | 1d20+4 | |
Javelin (10) | 1d20+8 | 1d6+1d4+4 |
Night Blade | 1d20+8+1 | 1d8+1d4+4+1 |
Skills: Intimidation, Survival, Athletics, Medicine, Insight, History, Nature
Saves: Con, Wis, Cha,
Weapons: Simple Weapons, Battle Axe, Long Spear, Night Blade, Crimson Mail
Armor: Light, Medium, Full Plate, Shields, Krazaxian Tower Shield
Tools: Cartographer's Tools, Ranger Stones, Brewing Kit, Smith's Tools
Languages: Orclin, Common
Proficiences
Saves: Con, Wis, Cha,
Weapons: Simple Weapons, Battle Axe, Long Spear, Night Blade, Crimson Mail
Armor: Light, Medium, Full Plate, Shields, Krazaxian Tower Shield
Tools: Cartographer's Tools, Ranger Stones, Brewing Kit, Smith's Tools
Languages: Orclin, Common
Proficiences
Cantrips:
• Guidance • Mending • Toll the Dead • Thaumaturgy
level 1:
cleric spells :)
level 2:
cleric spells :)
level 3:
cleric spells :)
level 4:
cleric spells :)
level 5:
cleric spells :)
level 6:
cleric spells :)
level 7:
cleric spells :)
Spellcasting
• Guidance • Mending • Toll the Dead • Thaumaturgy
level 1:
cleric spells :)
level 2:
cleric spells :)
level 3:
cleric spells :)
level 4:
cleric spells :)
level 5:
cleric spells :)
level 6:
cleric spells :)
level 7:
cleric spells :)
Spellcasting
Mace, Net, Fruits Of Our Labors (Masterwork Plate Mail), Scale Mail, 10x Javelins, Backpack, Bedroll, Mess kit, Tinderbox, 10 torches, 10 days of rations, waterskin, 50 ft hempen rope, Krazaxian Tower Shield, Holy Symbol (Silloway Symbol on Tower Shield), Staff, Cartographer's Kit, Ranger Stones, 1x MW Bandolier, 3x Bandoliers, 5x Potions of Healing, 1x potion of fire breathing, 3 x potion of greater healing, 1x Climbers Kit, 1X Component Pouch, 6x Potions of Growth, 1x Crystal Ball (1kGP),
25 crafting tokens,194 GP, 2x"best defense is a good uhh defense" blueprint, 11x spell components for Hallow
Potion of superior healing x3
Potion of invuln X2
Potion of heroism X1
Scroll of Healing Word x12
Scroll of cure wounds x10
Scroll of Beacon of Hope x1
Scroll of Fire Ball: x2
Night Blade
Stalwart (attuned)
Fruits Of Our Labor (Attuned)
Gamalakath Signet
Equipment
25 crafting tokens,194 GP, 2x"best defense is a good uhh defense" blueprint, 11x spell components for Hallow
Potion of superior healing x3
Potion of invuln X2
Potion of heroism X1
Scroll of Healing Word x12
Scroll of cure wounds x10
Scroll of Beacon of Hope x1
Scroll of Fire Ball: x2
Night Blade
Stalwart (attuned)
Stalwart
+1 Krazaxian Tower Shield - Very Rare (4,000gp, 40 Days) - Attunement
A massive tower shield made from hardwood from the jungles of Khao, framed with Krazaxian steel. the front side of Stalwart is sanded and smoothed, clean and ready to bear heraldry. The backside is left rough, natural, and unpainted. The edges of the shield facing back toward the wielder shine in light, framing the shield as if to state proudly to those behind it, "have no fear!"
Your Constitution score increases by 3, up to a maximum equal to your ability score cap.
If I May. As an action at the start of combat, you can designate a creature within 5 feet of that you can see as your 'Charge'. As a reaction, if a hostile creature tries to attack your 'Charge' when they are within 5 feet of you and the attack could hit you, they must succeed on a DC 15 Wisdom saving throw or be forced to attack you instead. This ability lasts for 3 rounds, ending at the start of your turn. You can use this feature three times, regaining all uses after finishing a long rest.
A Better Understanding. As a bonus action, you can make a Wisdom (Insight) check against an enemy creature's Martial DC. On a success, you gain advantage on your next attack roll against the creature. You can use this feature twice, regaining both uses after finishing a long rest.
Stand Fast. As an action, you can choose up to 4 creatures within 120 feet of you that you can see. Each creature gains 2d4 temporary hit points. You can use this feature once, regaining this use after finishing a long rest.
+1 Krazaxian Tower Shield - Very Rare (4,000gp, 40 Days) - Attunement
A massive tower shield made from hardwood from the jungles of Khao, framed with Krazaxian steel. the front side of Stalwart is sanded and smoothed, clean and ready to bear heraldry. The backside is left rough, natural, and unpainted. The edges of the shield facing back toward the wielder shine in light, framing the shield as if to state proudly to those behind it, "have no fear!"
Your Constitution score increases by 3, up to a maximum equal to your ability score cap.
If I May. As an action at the start of combat, you can designate a creature within 5 feet of that you can see as your 'Charge'. As a reaction, if a hostile creature tries to attack your 'Charge' when they are within 5 feet of you and the attack could hit you, they must succeed on a DC 15 Wisdom saving throw or be forced to attack you instead. This ability lasts for 3 rounds, ending at the start of your turn. You can use this feature three times, regaining all uses after finishing a long rest.
A Better Understanding. As a bonus action, you can make a Wisdom (Insight) check against an enemy creature's Martial DC. On a success, you gain advantage on your next attack roll against the creature. You can use this feature twice, regaining both uses after finishing a long rest.
Stand Fast. As an action, you can choose up to 4 creatures within 120 feet of you that you can see. Each creature gains 2d4 temporary hit points. You can use this feature once, regaining this use after finishing a long rest.
Fruits Of Our Labor (Attuned)
Fruits of Our Labor
Being Crafted by Jrack Daisyfield
+1 Masterwork Full Plate - Very Rare (4,000gp, 40 days) - Attunement
Looking like regular nondescript plate mail in the dark or indoors, the armor is actually embossed with a pattern of fruiting vines covering the entire thing. In direct light the embossing glimmers, the vines basically shining with that reflection.
Your Wisdom score increases by 3, up to a maximum equal to your ability score cap.
You have resistance to Thunder damage.
Solar Flares. As a bonus action you can cause radiant flames to engulf the armor that lash out when provoked. For one minute, the next three attacks or spells cast against you deal 2d6 Fire Damage to the attacker. This ability has 2 charges, regaining all charges on a long rest.
Real Strength is in the Roots. As a bonus action you can slam your first into the ground, as you do so an ethereal hammer appears in your hand and causes the ground splinters around you and sends stone shards into the air. Stone shards coalescence around you and for the next minute rounds you gain a +2 to AC but have 15ft. reduce movement. While this ability is active you have advantage against any effects that would cause you to move. You can use this ability once per long rest.
Being Crafted by Jrack Daisyfield
+1 Masterwork Full Plate - Very Rare (4,000gp, 40 days) - Attunement
Looking like regular nondescript plate mail in the dark or indoors, the armor is actually embossed with a pattern of fruiting vines covering the entire thing. In direct light the embossing glimmers, the vines basically shining with that reflection.
Your Wisdom score increases by 3, up to a maximum equal to your ability score cap.
You have resistance to Thunder damage.
Solar Flares. As a bonus action you can cause radiant flames to engulf the armor that lash out when provoked. For one minute, the next three attacks or spells cast against you deal 2d6 Fire Damage to the attacker. This ability has 2 charges, regaining all charges on a long rest.
Real Strength is in the Roots. As a bonus action you can slam your first into the ground, as you do so an ethereal hammer appears in your hand and causes the ground splinters around you and sends stone shards into the air. Stone shards coalescence around you and for the next minute rounds you gain a +2 to AC but have 15ft. reduce movement. While this ability is active you have advantage against any effects that would cause you to move. You can use this ability once per long rest.
Gamalakath Signet
Gamalakath Signet - Wondrous amulet - Major Uncommon (1000Gp) - Attunement
This handmade iron Amulet depicts the image of a human man who, with his spear, fends off the giant mandibles of a creature.
While attuned to this Item, your walking speed increases by 5ft
Will of the Founder. The spirit of Gamalakath himself still lingers on the amulet and manifest to aid the wearer break free from the mandibles of perilous creatures. As a free action, you can use this ability to remove a grapple effect on yourself or an ally within 5ft of you. This ability can be used a number of times equal to your wisdom modifier (to a minimum of 1) recharging after a long rest
This handmade iron Amulet depicts the image of a human man who, with his spear, fends off the giant mandibles of a creature.
While attuned to this Item, your walking speed increases by 5ft
Will of the Founder. The spirit of Gamalakath himself still lingers on the amulet and manifest to aid the wearer break free from the mandibles of perilous creatures. As a free action, you can use this ability to remove a grapple effect on yourself or an ally within 5ft of you. This ability can be used a number of times equal to your wisdom modifier (to a minimum of 1) recharging after a long rest
Equipment
Night Guard
Faction
Faction
The Mad Man
Stat Array
Stat Array
Attribute Cap Increases: CON (+2) [WoWa] WIS (+2) [NG] STR (+2) [NG]
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.
Rangeroamer. Whenever you use the help action, your ally receives an additional +2 to their total roll.
Balanced Scales
You are immune to the effects of advantage and disadvantage. Additionally, creatures cannot have advantage or disadvantage on attack rolls that target you.
Balancing Surge
Whenever you would normally have advantage or disadvantage on an attack roll or ability check that you make, you may grant that advantage or disadvantage to another creature within 30 feet of you as a bonus action. That creature has advantage or disadvantage on the next appropriate roll they make within one minute. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Balanced Restored
At 6th level, whenever a creature within 30 feet would fail an attack roll or saving throw with advantage or succeed on such checks with disadvantage, you are healed for a number of hit points equal to 2d10 plus your Wisdom modifier. You may instead use your reaction to grant this healing to an ally within 30 feet.
Channel Divinity: Wrath
At 2nd level you can use your channel divinity class feature to unleash the wrath of natural forces against those that would seek to control them. As an action, You can unleash a wave of either fire, cold, lightning, or acid damage that affects all creatures of your choice within 30 feet. These creatures cannot gain the benefits of advantage from any source until the start of your next turn. Additionally, all creatures affected by this ability must make a Wisdom saving throw, taking 2d4 damage on a failed save, plus an additional 1d4 per every second level after 2. Affected creatures take half as much damage on a successful save.
Resilient: Con - Con increased by 1, gain proficiency in Con saving throws.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
2nd ASI: 1 STR, 1 WIS
3rd ASI: Sentinel Feat
Night Guard:
Loyalty 1 - Nightshade
This strange substance is applied as an enhancing drug that pushes the Night Guard to the limit and is ingested when a new recruit has proven themselves trustworthy.
At 1 Loyalty a Night Guard member ingests this strange concoction and is granted a +1 to all their attributes. This effect is fueled by the power of the Shadowfell and its effects fade if a Night Guard leaves the faction. If the Night Guard leaves in disgrace these effects are instead reversed. The result of this substance causes the Night Guard to forever be tainted by the Shadowfell and therefore always detect as evil. This cannot be disguised, suppressed, or removed.
Loyalty 2 - Restless Geld
"My soldiers do not eat, sleep, nor blink, try your best paladin."
Benefits
+2 Constitution, +2 Wisdom
You gain resistance to all physical damage from nonmagical sources and necrotic damage.
You are immune to disease and poison.
Detriments
You cannot be resurrected. (This includes Revivify)
You gain -1 MV from each mission you complete
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Class/Racial Features & Traits
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.
Rangeroamer. Whenever you use the help action, your ally receives an additional +2 to their total roll.
Balanced Scales
You are immune to the effects of advantage and disadvantage. Additionally, creatures cannot have advantage or disadvantage on attack rolls that target you.
Balancing Surge
Whenever you would normally have advantage or disadvantage on an attack roll or ability check that you make, you may grant that advantage or disadvantage to another creature within 30 feet of you as a bonus action. That creature has advantage or disadvantage on the next appropriate roll they make within one minute. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Balanced Restored
At 6th level, whenever a creature within 30 feet would fail an attack roll or saving throw with advantage or succeed on such checks with disadvantage, you are healed for a number of hit points equal to 2d10 plus your Wisdom modifier. You may instead use your reaction to grant this healing to an ally within 30 feet.
Channel Divinity: Wrath
At 2nd level you can use your channel divinity class feature to unleash the wrath of natural forces against those that would seek to control them. As an action, You can unleash a wave of either fire, cold, lightning, or acid damage that affects all creatures of your choice within 30 feet. These creatures cannot gain the benefits of advantage from any source until the start of your next turn. Additionally, all creatures affected by this ability must make a Wisdom saving throw, taking 2d4 damage on a failed save, plus an additional 1d4 per every second level after 2. Affected creatures take half as much damage on a successful save.
Resilient: Con - Con increased by 1, gain proficiency in Con saving throws.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
2nd ASI: 1 STR, 1 WIS
3rd ASI: Sentinel Feat
Night Guard:
Loyalty 1 - Nightshade
This strange substance is applied as an enhancing drug that pushes the Night Guard to the limit and is ingested when a new recruit has proven themselves trustworthy.
At 1 Loyalty a Night Guard member ingests this strange concoction and is granted a +1 to all their attributes. This effect is fueled by the power of the Shadowfell and its effects fade if a Night Guard leaves the faction. If the Night Guard leaves in disgrace these effects are instead reversed. The result of this substance causes the Night Guard to forever be tainted by the Shadowfell and therefore always detect as evil. This cannot be disguised, suppressed, or removed.
Loyalty 2 - Restless Geld
"My soldiers do not eat, sleep, nor blink, try your best paladin."
Benefits
+2 Constitution, +2 Wisdom
You gain resistance to all physical damage from nonmagical sources and necrotic damage.
You are immune to disease and poison.
Detriments
You cannot be resurrected. (This includes Revivify)
You gain -1 MV from each mission you complete
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Class/Racial Features & Traits
Half-orc, quarterling, Jrack is the son of a Orc adventurer who fell in love with a halfling and was welcomed into his nomadic tri after helping to defend their herd from a raid. He's a simple shepherd with mom's wanderlust.
Current Location
Dolten
Alignment
Neutral Good
Age
21
Date of Birth
20 Verza 1184
Birthplace
The Spine of Crovux, Krazax
Children
Current Residence
Dolten
Gender
He/Him
Eyes
Pink
Hair
Dark Blue
Skin Tone/Pigmentation
Green
Height
4'11
Weight
150 lbs
Quotes & Catchphrases
"Aye."
*Fart noise*
*Fart noise*