Ostog the Unslain

Revjak of the Elk's page

598 posts. Alias of Decimus Observet.

Full Name

Revjak of the Elk


| HP: 47/47, Temp: 0/0 | AC: 14 (currently: 14) | Per +2, Stl +3, Srv +2 | Saves: Str +6*, Dex +1, Con +5*, Int -1, Wis +0, Cha -1 | Init: +1 | Passive Perception 12


| Speed 30ft | Inspiration: No| Hit Dice: 4/4, 1d12+3 | Rage: 3/3 | Active conditions: Rage 0/10


Male CG Human (Reghed) Barbarian 4 (Zealot)


Medium, 7'




Chaotic Good




Common, Dwarven, Orcish

Strength 18
Dexterity 12
Constitution 16
Intelligence 8
Wisdom 10
Charisma 8

About Revjak of the Elk

Revjak of the Elk
Male Human (variant) Barbarian (zealot) 4
Chaotic Good
Height: 7', Weight: 298lbs, Age 21
Init +1; Passive Perception 12
XP: 0
Inspiration: 0
Armor: Chain Shirt 14 (13 + 1 Dex)

Unarmoured 14 (10 +1 Dex +3 Con)

AC: 14
HP: 47
Speed 30 ft.

Rage: +2 damage

Glaive +6 1d10+4 slashing — heavy, reach, two-handed
Glaive End +6 1d4+4 bludgeoninging — heavy, reach, two-handed
Handaxe +6 1d6+4 slashing 20/60 light, thrown

Handaxe +6 1d6+4 slashing 20/60 light, thrown
Javelin +6 1d6+4 piercing 30/120 thrown
Str 18 (+4), Dex 12 (+1), Con 16 (+3), Int 8 (+1), Wis 10 (+0), Cha 8 (-1)
Proficiency Bonus +2
Saving Throws: Strength, Constitution
Skills Acrobatics +1, Animal Handling +0, Arcana -1, *Athletics +6, Deception -1, History -1, Insight +0, *Intimidate +1 / +6, Investigation -1, Medicine +0, Nature -1, *Perception +2, Performance -1, Persuasion -1, Religion -1, Sleight of Hand +1, *Stealth +3, *Survival +2
Languages: Common, Dwarven, Orcish
Gear: Glaive, Two Handaxes, Four Javelins, Explorer's pack, hunting trap, set of tattoos, a set of traveler's clothes, Leatherworker' tools

Chain Shirt
Coin: 0 PP, 267g GP, 0 EP, 5 SP, 0 CP
Ability Score Increase: Two different ability scores of your choice increase by 1. (Str, Con)

Skills: You gain proficiency in one skill of your choice. (Stealth)

Feat: You gain one feat of your choice. (Polearm Master)

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

L3: 3 rages

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.

Divine Fury (radiant)
At 3rd level, while you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

Warrior of the Gods
At 3rd level, if a spell has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

BACKGROUND - Uthgardt Tribe Member
Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of an Uthgardt tribe. Your people have always tried to hold to the old ways. Tradition and taboo have kept the Uthgardt strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why Uthgar chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of Uthgar led bands back to the old ways, and most of your people abandoned the soft ways of civilization.

Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument or artisan's tools (Leatherworker' tools)
Languages: One of your choice (Dwarven)
Equipment: A hunting trap, a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem, a set of traveler's clothes, and a pouch containing 10 gp

Feature: Uthgardt Heritage
You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.

Origin: Pilgrim

Personality Trait 1: I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I’d do it again if I had to.

Personality Trait 2: I watch over my friends as if they were a litter of newborn pups.

Ideal: Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good)

Bond: My family, clan, or tribe is the most important thing in my life, even when they are far from me.

Flaw: I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me.


Taller than most southerners by a head, Redjak looms over most. He has the fair blonde hair and light blue eyes typical of his people, the Reghedmen. His cheeks, neck, bare chest, and arms are covered in tattoos proclaiming his allegiance to the Tribe of the Elk and to Tempos.


Redjak is devoted to his tribe and their ways. His zeal is tempered by a natural inclination towards generosity and protective inclinations. But he does hold grudges tightly, especially if he believes it is the tribe or Tempos whom has been offended.


Redjak was born to the Tribe of the Elk on a day where a great white elk was seen watching the camp, and strange omens continued to surround him since that day. A wolf suprising him and making him change direction, leading to him finding a dwarf caravan under assault. The gratitude of the dwarf merchants leading to trade for the tribe and a fine glaive for him. He saw the white elk again, on a mountain, and then spied the orcs sneaking down the face. His marathon back to the tribe to bring warning became a thing of legend, though overshadowed by his glaive-work later that day.

When the shamans told Redjak of visions, he of course listened. They spoke of warning, of turmoil. That Redjak must leave for the southern city of 'Waterdeep' and find his destiny there, at least for a time. He accepted immediately and left to protect his tribe, even if in a strange fashion.