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	<id>https://quelmarwiki.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sgarbini</id>
	<title>The Quelmar Wiki - User contributions [en]</title>
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	<updated>2026-04-04T22:53:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/PCs&amp;diff=22855</id>
		<title>Within the Wicked Wilds/PCs</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/PCs&amp;diff=22855"/>
		<updated>2023-10-30T14:02:57Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;If you are a player please refrain from editing this page.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable article-table&amp;quot;&lt;br /&gt;
|+ Wicked Wilds Player Characters&lt;br /&gt;
! Player !! Username !! Character !! Race !! Class/Subclass !! Lvl !! Words on Wiki !! Total XP&lt;br /&gt;
|-&lt;br /&gt;
| Mercedes C  || JaeltheJust 1 || &amp;lt;center&amp;gt; [[Amelie Luxaeterna|Cpt. Amelie Luxaeterna]] &amp;lt;/center&amp;gt; || [[Drow|Drow Elf]] || Battlemaster Fighter || 5 || 3108 || 10359&lt;br /&gt;
|-&lt;br /&gt;
| Mercedes C  || JaeltheJust 2 || &amp;lt;center&amp;gt; [[Esperanza Alnilam ]] &amp;lt;/center&amp;gt; || [[Genasi|Earth Genasi]] || Circle of Stars Druid  || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Geoffrey || EpicdudeX || &amp;lt;center&amp;gt; [[Wiggler]] &amp;lt;/center&amp;gt; || [[Warforged]] (Worm) || Circle of Spores Druid || 6 || 5685 || 17654&lt;br /&gt;
|-&lt;br /&gt;
| Margarita || mikroeinaitomatisou || &amp;lt;center&amp;gt; [[Helli Aliosh]] &amp;lt;/center&amp;gt; || [[Tiefling]] || Light Domain Cleric || 5 || 2375 || 7740&lt;br /&gt;
|-&lt;br /&gt;
| Marcy || Marcy || &amp;lt;center&amp;gt; [[Paris Hilton]] &amp;lt;/center&amp;gt; || [[Human]] || Beast Master Ranger || 5 || 3550 || 11328&lt;br /&gt;
|-&lt;br /&gt;
| Jennifer Gau || jenxzi || &amp;lt;center&amp;gt; [[Rina]] &amp;lt;/center&amp;gt; || [[Elf|Wood Elf]] || Circle of the Land Druid || 5 || 0 || 9124&lt;br /&gt;
|-&lt;br /&gt;
| Jonathan R 1 || JonTheTeach || &amp;lt;center&amp;gt; [[Commando Reconnaissance Unit Lambda]] &amp;lt;/center&amp;gt; || [[Warforged]] || Sun Soul Monk || 6 || 8138 || 15977&lt;br /&gt;
|-&lt;br /&gt;
| Jonathan R 2 || JonTheTeach || &amp;lt;center&amp;gt; [[Otto von Gerwig]] &amp;lt;/center&amp;gt; || [[Human|Variant Human]] || Echo Knight Fighter || 5 || 10511 || 10204&lt;br /&gt;
|-&lt;br /&gt;
| Satch || Chef Bananas || &amp;lt;center&amp;gt; [[Millar]] &amp;lt;/center&amp;gt; || [[Human|Variant Human]] || Bladesigning Wizard  || 4 || 0 || 3734&lt;br /&gt;
|-&lt;br /&gt;
| Nin || SilentDarknes || &amp;lt;center&amp;gt; [[Marion Ette]] &amp;lt;/center&amp;gt; || [[Tiefling]] || Celestial Warlock || 6 || 12096 || 16414&lt;br /&gt;
|-&lt;br /&gt;
| Kyle || Staulwart || &amp;lt;center&amp;gt; [[Dothand Raki]] &amp;lt;/center&amp;gt; || [[Genasi|Air Genasi]] || Tempest Domain Cleric || 3 || 0 || 3811&lt;br /&gt;
|-&lt;br /&gt;
| Alexander K || Ark Reaction || &amp;lt;center&amp;gt; [[Timothar Marek]] &amp;lt;/center&amp;gt; || [[Human|Variant Human]] || Order of Scribes Wizard || 3 || 0 || 2169&lt;br /&gt;
|-&lt;br /&gt;
| Stephen S || Eromanoops6 || &amp;lt;center&amp;gt; [[Rheinhold Azurine]] &amp;lt;/center&amp;gt; || [[Dragonborn]] || Circle of the Mist Druid (Circle of Spores) || 5 || 7242 || 7021&lt;br /&gt;
|-&lt;br /&gt;
| Steve G || G + 171 || &amp;lt;center&amp;gt; [[Dickweedus|Dr. Richard Weedus]] &amp;lt;/center&amp;gt; || [[Half-Orc]] || Barbarian 5th/ Fighter 1st&lt;br /&gt;
| 6 || 6403 || 18814&lt;br /&gt;
|-&lt;br /&gt;
| Nick P || NicestPerk || &amp;lt;center&amp;gt; [[Twilsby Pendergras]] &amp;lt;/center&amp;gt; || [[Human|Variant Human]] || Order of Scribes Wizard || 5 || 1004 || 10955&lt;br /&gt;
|-&lt;br /&gt;
| Drew G || Droobius8 || &amp;lt;center&amp;gt; [[Dragonett]] &amp;lt;/center&amp;gt; || [[Elf|Wood Elf]] || Scout Rogue 3/Ranger 3 || 6 || 9827 || 20831&lt;br /&gt;
|-&lt;br /&gt;
| Matt || leomatt || &amp;lt;center&amp;gt; [[Juno of Galik|Juno]] &amp;lt;/center&amp;gt; || [[Changeling]] || Way of Shadow Monk || 5 || 0 || 10642&lt;br /&gt;
|-&lt;br /&gt;
| Anna S || SilvariaSpitfyre || &amp;lt;center&amp;gt; [[Finnegan (Finny) Warbler]] &amp;lt;/center&amp;gt; || [[Aarakocra| Puffin Aarakocra]] || College of Whispers Bard/Archfey Warlock || 6 || 8566 || 17167&lt;br /&gt;
|-&lt;br /&gt;
| Scarlet || scarletxskull || &amp;lt;center&amp;gt; [[Chrysaor|Chrysaor Purosis]] &amp;lt;/center&amp;gt; || [[Yuan-Ti]] || 1 Fighter/1 Draconic Bloodline Sorcerer/ 2 Rogue || 4 || 1332 || 6307&lt;br /&gt;
|-&lt;br /&gt;
| Julia 1 || lunadix || &amp;lt;center&amp;gt; [[Kompi]] &amp;lt;/center&amp;gt; || [[Kobold]] || Clonomancer Sorcerer  || 4 || 0 || 5798&lt;br /&gt;
|-&lt;br /&gt;
| Julia 2 || lunadix || &amp;lt;center&amp;gt; [[Tommy]] &amp;lt;/center&amp;gt; || [[Human]] || Oath of Redemption Paladin  || 5 || 0 || 6790&lt;br /&gt;
|-&lt;br /&gt;
| Ari || gardenvarietyfae || &amp;lt;center&amp;gt; [[Obsidian]] &amp;lt;/center&amp;gt; || [[Genasi|Earth Genasi]] || Hexblade Warlock  || 5 || 4937 || 7207&lt;br /&gt;
|-&lt;br /&gt;
| Jake L || Jakel || &amp;lt;center&amp;gt; [[Sir Yewvane Eedryll]] &amp;lt;/center&amp;gt; || [[Eladrin]] || Valor Bard/Paladin || 6 || 2805 || 16296&lt;br /&gt;
|-&lt;br /&gt;
| Jake L 2 || Jakel || &amp;lt;center&amp;gt; [[Kh&#039;jan]] &amp;lt;/center&amp;gt; || [[Aarakocra]] || Arcane Archer Fighter || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Dave Spaar || SolitonMan || &amp;lt;center&amp;gt; [[Therrin Flare]] &amp;lt;/center&amp;gt; || [[Aasimar]] || Celestial Warlock || 6 || 9932 || 16640&lt;br /&gt;
|-&lt;br /&gt;
| Sam || Dwarf Enjoyer || &amp;lt;center&amp;gt; [[Nassir Tycho]] &amp;lt;/center&amp;gt; || [[Dragonborn|Brass Dragonborn]] || Zealot Barbarian || 5 || 3182 || 11561&lt;br /&gt;
|-&lt;br /&gt;
| Jam Wright || Jam Knows || &amp;lt;center&amp;gt; [[&amp;quot;Jo&amp;quot; Joylee Seraphim-Belphegor]] &amp;lt;/center&amp;gt; || [[Human]] || Twilight Domain Cleric || 4 || 0 || 4607&lt;br /&gt;
|-&lt;br /&gt;
| Kris || kao || &amp;lt;center&amp;gt; [[Rhea Vav]] &amp;lt;/center&amp;gt; || [[Half-Orc]] || Life Domain Cleric || 4 || 2802 || 3702&lt;br /&gt;
|-&lt;br /&gt;
| Andy H || andyhag || &amp;lt;center&amp;gt; [[Deralickt Dadwarf, Low Priest of the Order of Cucullin, of the Reformed Church of Bajayzus, Hisself.|Deralickt Dadwarf]] &amp;lt;/center&amp;gt; || [[Dwarf]] || Twilight Domain Cleric || 5 || 7760 || 10747&lt;br /&gt;
|-&lt;br /&gt;
| Lyndsey || Lywyn || &amp;lt;center&amp;gt; [[Bellix Braveheart]] &amp;lt;/center&amp;gt; || [[Human|Variant Human]] || College of Lore Bard || 4 || 2117 || 5115&lt;br /&gt;
|-&lt;br /&gt;
| Rich Scott || Sad_Robot_v2.0 || &amp;lt;center&amp;gt; [[Neru]] &amp;lt;/center&amp;gt; || [[Gnome|Rock Gnome]] || Oath of Glory Paladin || 5 || 0 || 8541&lt;br /&gt;
|-&lt;br /&gt;
| Ben || Bencryption || &amp;lt;center&amp;gt; [[Zimper]] &amp;lt;/center&amp;gt; || [[Nilbog (Player Race)|Nilbog]] || Wild Magic Sorcerer || 4 || 0 || 2900&lt;br /&gt;
|-&lt;br /&gt;
| Emma 1 || glamourpal || &amp;lt;center&amp;gt; [[Amaris Luanach]] &amp;lt;/center&amp;gt; || [[Satyr]] || Trickery Domain Cleric || 6 || 8732 || 18473&lt;br /&gt;
|-&lt;br /&gt;
| Emma 2 || glamourpal || &amp;lt;center&amp;gt; [[Keeper]] &amp;lt;/center&amp;gt; || [[Gnome|Forest Gnome]] || Artillerist Artificer || 4 || 2581 || 3481&lt;br /&gt;
|-&lt;br /&gt;
| Gail M || zippybluedwarf || &amp;lt;center&amp;gt; [[p&#039;Rahp]] &amp;lt;/center&amp;gt; || [[Grung]] || Oath of the Crown Paladin || 5 || 492 || 7532&lt;br /&gt;
|-&lt;br /&gt;
| Cat || Darth Pearl || &amp;lt;center&amp;gt; [[22]] &amp;lt;/center&amp;gt; || [[Autom (Player Race)|Autom]] || Circle of the Moon Druid || 6 || 19141 || 20846&lt;br /&gt;
|-&lt;br /&gt;
| Jason P || Jpagegala || &amp;lt;center&amp;gt; [[Kamacuras]] &amp;lt;/center&amp;gt; || [[Thri-Kreen]] || Path of the Beast Barbarian || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Colin N || Common-Weirdo || &amp;lt;center&amp;gt; [[Sallen &amp;quot;Hummer&amp;quot; Mason]] &amp;lt;/center&amp;gt; || [[Half-Elf]] || Inquisitive Rogie || 5 || 0 || 6774&lt;br /&gt;
|-&lt;br /&gt;
| Hailey || TheBroken || &amp;lt;center&amp;gt; [[Cinder Ashtalon]] &amp;lt;/center&amp;gt; || [[Owlin]] || Artificer Artillerist || 3 || 0 || 1890&lt;br /&gt;
|-&lt;br /&gt;
| Joshua J || InfiniteValarium32 || &amp;lt;center&amp;gt; [[Black Jack]] &amp;lt;/center&amp;gt; || [[Harengon]] || Artificer Battle Smith || 5 || 3903 || 10071&lt;br /&gt;
|-&lt;br /&gt;
| Eric O || mAce || &amp;lt;center&amp;gt; [[Felix Francis Fitzgerald]] &amp;lt;/center&amp;gt; || [[Warforged]] || College of Eloquence Bard || 5 || 5878 || 7751&lt;br /&gt;
|-&lt;br /&gt;
| Scott || scott topic || &amp;lt;center&amp;gt; [[Acorn]] &amp;lt;/center&amp;gt; || [[Kenku]] || Oath of the Ancients Paladin || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Jeremiah B || Prospero || &amp;lt;center&amp;gt; [[Prof. Mann (and Chester Iros)]] &amp;lt;/center&amp;gt; || [[Warforged|Warforged (House Cat)]] || Graviturgy Wizard || 5 || 867 || 6801&lt;br /&gt;
|-&lt;br /&gt;
| Trey || Wizler || &amp;lt;center&amp;gt; [[Frankie]] &amp;lt;/center&amp;gt; || [[Warforged]] || Scout Rogue || 4 || 1866 || 5745&lt;br /&gt;
|-&lt;br /&gt;
| Gingie || gingei22 || &amp;lt;center&amp;gt; [[Thordon Akieye]] &amp;lt;/center&amp;gt; || [[Dwarf|Mountain Dwarf]] || Path of Totem Barbarian || 7 || 5136 || 25757&lt;br /&gt;
|-&lt;br /&gt;
| Amal 1 || maldth || &amp;lt;center&amp;gt; [[Radion The Forged]] &amp;lt;/center&amp;gt; || [[Warforged]] || Path of Wild Magic Barbarian || 6 || 4879 || 20601&lt;br /&gt;
|-&lt;br /&gt;
| Amal 2 || maldth || &amp;lt;center&amp;gt; [[Ahriman Zestari]] &amp;lt;/center&amp;gt; || [[Elf|Astral Elf]] || Peace Domain Cleric || 3 || 0 || 2413&lt;br /&gt;
|-&lt;br /&gt;
| Tor Hundal  || logztor || &amp;lt;center&amp;gt; [[Cealion]] &amp;lt;/center&amp;gt; || [[Dhampir]] || Wild Magic Sorcerer || 5 || 977 || 9131&lt;br /&gt;
|-&lt;br /&gt;
| Jean-Pierre T  || JePaPix || &amp;lt;center&amp;gt; [[Nix]] &amp;lt;/center&amp;gt; || [[Dragonborn|Copper Dragonborn]] || Armorer Artificer || 5 || 0 || 6763&lt;br /&gt;
|-&lt;br /&gt;
| Heather  || raindrops_on_roses || &amp;lt;center&amp;gt; [[Aine]] &amp;lt;/center&amp;gt; || [[Eladrin|Autumn Eladrin]] || Circle of the Moon Druid || 3 || 0 || 2027&lt;br /&gt;
|-&lt;br /&gt;
| Chuck || Mattherson || &amp;lt;center&amp;gt; [[Lysvan]] &amp;lt;/center&amp;gt; || [[Genasi|Fire Genasi]] || Circle of Wildfire Druid || 5 || 6484 || 9655&lt;br /&gt;
|-&lt;br /&gt;
| Nik || tak231 || &amp;lt;center&amp;gt; [[Heli Moltenshield]] &amp;lt;/center&amp;gt; || [[Genasi|Fire Genasi]] || Battlesmith Artificer || 6 || 2324 || 16379&lt;br /&gt;
|-&lt;br /&gt;
| Jesse Dubin || j.s.dubin || &amp;lt;center&amp;gt; [[Nātchko the Third]] &amp;lt;/center&amp;gt; || [[Genasi|Earth Genasi]] || Circle of Stars Druid || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Patrick || SaannDenise || &amp;lt;center&amp;gt; [[Balder the Bald Boulder]] &amp;lt;/center&amp;gt; || [[Human]] || Monk || 4 || 0 || 6165&lt;br /&gt;
|-&lt;br /&gt;
| Syamael || Syameal || &amp;lt;center&amp;gt; [[Danke Schön]] &amp;lt;/center&amp;gt; || [[Dhampir]] || College of Spirits Bard || 5 || 0 || 6879&lt;br /&gt;
|-&lt;br /&gt;
| Hel || Horrors Unlimited || &amp;lt;center&amp;gt; [[Fchlya 80]] &amp;lt;/center&amp;gt; || [[Warforged| Illithid Warforged]] || Armorer Artificer || 4 || 496 || 2887&lt;br /&gt;
|-&lt;br /&gt;
| Nathan Bergfelt || nathanielbergland || &amp;lt;center&amp;gt; [[Billium Teddly]] &amp;lt;/center&amp;gt; || [[Half-Elf]] || College of Lore Bard || 3 || 0 || 2694&lt;br /&gt;
|-&lt;br /&gt;
| Talia || wardensturkie || &amp;lt;center&amp;gt; [[Pash|p&#039;Ash&#039;r&#039;Ohn]] &amp;lt;/center&amp;gt; || [[Grung]] || Hexblade Warlock || 4 || 709 || 3122&lt;br /&gt;
|-&lt;br /&gt;
| Joe Gonzo || Takenotez18 || &amp;lt;center&amp;gt; [[Tinkerton Tinklebottom]] &amp;lt;/center&amp;gt; || [[Gnome|Rock Gnome]] || Armorer Artificer || 4 || 1721 || 3388&lt;br /&gt;
|-&lt;br /&gt;
| Kyle Gates || TheGov37 || &amp;lt;center&amp;gt; [[Arthur]] &amp;lt;/center&amp;gt; || [[Human]] || Cavalier Fighter || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Collin || KarlXMarxTheSpot || &amp;lt;center&amp;gt; [[Lupine Lucas]] &amp;lt;/center&amp;gt; || [[Human]] || Circle of the Moon Druid || 3 || 0 || 1667&lt;br /&gt;
|-&lt;br /&gt;
| Spencer || Penzeer2 || &amp;lt;center&amp;gt; [[Winter]] &amp;lt;/center&amp;gt; || [[Tabaxi]] || Way of the Kensei Monk || 3 || 0 || 1667&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable article-table&amp;quot;&lt;br /&gt;
|+ Deceased/Inactive Player Characters&lt;br /&gt;
! Player !! Username !! Character !! Race !! Class/Subclass !! Lvl !! Status !! Cause of Death&lt;br /&gt;
|-&lt;br /&gt;
| Satch || Chef Bananas || &amp;lt;center&amp;gt; [[Jim Stacy]] &amp;lt;/center&amp;gt; || [[Human]] || Soul Knife Rogue || 4 || Missing || Taken by Mother&lt;br /&gt;
|-&lt;br /&gt;
| Jean-Pierre T || JePaPix || &amp;lt;center&amp;gt; [[Ratchet]] &amp;lt;/center&amp;gt; || [[Dragonborn|Copper Dragonborn]] || Artillerist Artificer || 3 || Deceased || Killed by a Mutant Crocodile&lt;br /&gt;
|-&lt;br /&gt;
| Lyndsey || Lywyn || &amp;lt;center&amp;gt; [[Tassa Brightfox]] &amp;lt;/center&amp;gt; || [[Kender]] || Swashbuckler Rogue || 4 || Missing || Taken by Mother&lt;br /&gt;
|-&lt;br /&gt;
| Amal Thaar || maldth || &amp;lt;center&amp;gt; [[Dochás Trus]] &amp;lt;/center&amp;gt; || [[Human]] || Divine Soul Sorcerer || 3 || Deceased || Bludgeoned to Death by Mushroom&lt;br /&gt;
|-&lt;br /&gt;
| Colin N || Common-Weirdo || &amp;lt;center&amp;gt; [[Nester Spitemore]] &amp;lt;/center&amp;gt; || [[Halfling]] || Artificer Artillerist || 4 || Deceased || Slain by Draculadon&lt;br /&gt;
|-&lt;br /&gt;
| Syameal || Syameal || &amp;lt;center&amp;gt; [[Lowkey]] &amp;lt;/center&amp;gt; || [[Changeling]] || Wild Magic Sorcerer || 4 || Deceased || Killed by Wild Magic&lt;br /&gt;
|-&lt;br /&gt;
| Alexander K || Ark Reaction || &amp;lt;center&amp;gt; [[Hermes Purrnes]] &amp;lt;/center&amp;gt; || [[Shifter|Swiftstride Shifter]] || 3 Rogue/1 Monk || 4 || Deceased || Killed by Dinosaur&lt;br /&gt;
|-&lt;br /&gt;
| Talia S || Warden || &amp;lt;center&amp;gt; [[Sabbatical (character)|Sabbatical]] &amp;lt;/center&amp;gt; || [[Tiefling|Fierna Tiefling]] || Knowledge Domain Cleric || 6 || Deceased || Returned to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Syamael || Syameal || &amp;lt;center&amp;gt; [[Ainz Kageno]] &amp;lt;/center&amp;gt; || [[Human|Variant Human]] || Assassin Rogue || 3 || Deceased || Torn Apart&lt;br /&gt;
|-&lt;br /&gt;
| Mercedes C || JaeltheJust || &amp;lt;center&amp;gt; [[Redemption Core]] &amp;lt;/center&amp;gt; || [[Tiefling|Glasya Tiefling]] || Drakewarden Ranger || 6 || Deceased || Slain by Jim Stacy&lt;br /&gt;
|-&lt;br /&gt;
| Keller M || K-dawg12 || &amp;lt;center&amp;gt; [[Sneeze]] &amp;lt;/center&amp;gt; || [[Kobold]] || Path of the Beast Barbarian || 5 || Deceased || Slain by Jim Stacy&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19799</id>
		<title>Dickweedus</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19799"/>
		<updated>2023-05-01T13:09:58Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing to tell you is my character is a Barbarian, not a Ranger.  I decided to try something different after filling out the character form sheet thingie.  I could not figure out how to edit my original submission and didn&#039;t think filling out another one was the way to go.  Let me know if there is a way to do that - thanks.&lt;br /&gt;
&lt;br /&gt;
I am also playing a half-orc which is also different for me, I usually go with a half elf.  I have elected to go with the Primal Path option as well. I  did consider the wild magic version which looked interesting.  I am using D &amp;amp; D Beyond for character generation and maintenance.  I did not want to spend the money to down load Tasha&#039;s Cauldron of Everything since I already have it in hard cover and decided to stay with the player&#039;s handbook&#039;s standard options.&lt;br /&gt;
&lt;br /&gt;
So, I started out as a child, of the half orc variety.  Cute little bugger I was, with a face only a mother could love.  Mainly brought up by orcs as you will see when you get to know me.  I very much enjoy chopping things up (monsters) with my broad sword.  Also quite fond of shooting them with my long bow to tenderize them a bit.  Makes for good or better eating.  Ah, the good old days.  As a youngling the days were filled with fun hunting monsters and enjoying them over a camp fire.  As I grew up, I was eventually shunned by both my orc tribe and human ancestors of which I knew precious little of.  So, I have been a loner for a long time now.  After a while you do get used to it, but on occasion I prefer some company from time to time.  Therefore I have decided to try out the Tempest Brothers Expeditionary Company group in the hopes of gaining a new family of sorts. My party of adventurers who I have not yet met, doesn&#039;t know it, but they will be my clan and family moving forward.  I will protect them with every skill and weapon I have available to myself.&lt;br /&gt;
&lt;br /&gt;
I am not aware of many half orcs here at all.  I am one of very, very, very few indeed.  As such, I have had to learn how to get along with everyone else which is not too bad.  But, if you see my blood start to boil, you better find a good place to lay low.  When the rage comes upon me my enemies will not fair well at all. It is a sight to be seen and not felt.&lt;br /&gt;
&lt;br /&gt;
Since most of my time has been spent honing my combat skills, I have spent very little time with traditional learning activities.  I do not know much at all about my tribes history or the human part of me. Basically next to nothing. I could not provide any sort of detailed history if I tried.  Also being an outcast at such an early age doesn&#039;t help with that either.  Not much to go on.  As well, I am not imbued with the social graces since I have had very little interaction with most anyone.  I tend to annoy or bother others with out trying.  But, if you are in a tight spot, you will be hard pressed to find a better companion or associate.  What little I know follows.&lt;br /&gt;
&lt;br /&gt;
I mostly grew up in the Cauldomo region and the Wistness area, a small village in between them served as a center of operations.  My tribe seemed to be always on the move, never in one spot too long.  Basically an overgrown camp of sorts that was mobile circling around the small village of StateCollegeus which served as a source of loot and food for us.  No wonder the humans don&#039;t like me.  Frequently moving helped us stay alive and kept us safe from the village&#039;s retribution. Until. However, one fateful day, they caught us flat footed and the Blue and White clad villagers kicked our collective asses up and down the field of battle repeatedly.  A sound thrashing was given.  Although I survived the battle and took my share enemies, I did not kill one of them since that particular individual seemed vaguely familiar, perhaps a distant relation - I don&#039;t know, but my orc clan was not happy with me at all. I imagined he might have been my step brother perhaps or maybe a cousin.  I do not know why I felt that way but something inside of me tickled me the right way at that time and I went with my gut feeling and let him live.  After a sound beating by my clan &amp;quot;mates&amp;quot; and much ridicule they gave me the boot.  They tied me up around a pole, left me for dead and left the area for good.  The village of StateCollegeus was very happy about the tribe leaving the area.  I could not break the bonds that tied me up in my weakened condition.  As I passed in and out of consciousness I began hallucinating I think.  At one point,  I seem to remember someone vaguely familiar untying me and tending to my wounds, perhaps even nourishing me and giving water. My poor memory seems to have a vision of a beautiful woman tending to me, but not my mother.  Maybe a step sister?  Eventually I came to my senses and crawled away from the area. I began the long process of healing and recovering from my ordeal. All of this made me even stronger and placed a fine point on my own rage level.   &lt;br /&gt;
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Since that day some fifteen years ago I have been on my own.  Living off the land and traveling around.  I heard about the adventuring company which sounded good to me and slowly made my way the the big city.  As I got closer, I slowed my progress down while attempting to learn the ways of the city folk along the way.  Most of them do not make any sense to me and I can somewhat tolerate them, striving for patience and keeping my mouth closed.  Both of those are very hard for me and I struggle with that challenge. Sometimes I just haul off and smack someone around, but usually keep myself from doing real harm.  Usually.&lt;br /&gt;
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Beyond this, I do have some memories of my parents.  My mother was a smoking hot babe who was mostly crazy, at least a little addled.  This probably goes a long way as to telling why she was with my father for at least one night of carnal lust.  Dad was a fairly straight up orc of good standing with an eye for beauty.  When his clan (the eager beaver clan) found out he was going to sire a half orc and half human they were not pleased with him by any measure.  Non the less, he stayed in good standing with his clan and remained with them even after I was kicked out. For the most part, I was &amp;quot;raised&amp;quot; by the tribe.  Good for him since I put him through a fair amount of misery until I &amp;quot;departed&amp;quot; the clan.  &lt;br /&gt;
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As well, I remember going out hunting with several of my clan mates, all of us fairly young at the time, say ten or eleven years old.  We discovered two goblins eating their prey over a camp fire and decided to attack them.  They were five us younglings and the two goblins should have been no trouble at all.  Being young and foolish, we didn&#039;t properly reconnoiter the area, just filled with rage and attacked.  We said, &amp;quot;What could possibly go wrong?&amp;quot; with or best Jeremy Clarkson voices and impressions (reference to Top Gear - a truly funny show).  When the other twenty five goblin arrived things got sticky in a hurry.  Before I knew it, three of my mates ran away crying like babies for their mommies.  That left me and one other orc to fight about twenty remaining goblins.  We actually were doing okay against them since they were young and stupid like us until my mate fell to them.  Some how I managed to stay alive and whittled them down to a point where I was able to disengage and the battle essentially stopped at that point as we all were licking many wounds.  I had mixed feelings (as much as a half orc can)  about the battle.  On one hand I was pleased with my personal performance.  On the other hand, I did loose a clan mate which I still to this day regret.  Unfortunately the pussies that ran away got off Scott free.  I, on the other hand, was beaten because of the loss of my mate - as if I didn&#039;t already feel bad enough about that.  Ah, life in the tribe is something different for sure. &lt;br /&gt;
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So where do I go from here?  I need more words to jack up my experience points.  I have provided the basic information above and I guess I need to embellish from there and fill in the blanks. As a dopey engineer, the written word is not my strong skill.  I understand machines and generally not people.  So writing was not something I spent much time on except technical writing.  Writing specifications is a fairly dry effort and only the facts are used - hopefully.  I can tell when another engineer was burned on something by looking at his specification book for a project.  A topic that a couple of short paragraphs that would normally do the job that is seven pages long tells the story.  Some weasel dick contractor got a change order through on a cheap shot that the engineer got his pee pee smacked hard for - maybe his company got the bill as well.  That is not much fun and we have all been there from time to time. Unfortunately, professionalism is mostly gone these days because it was replaced by the all mighty dollar.  It is up to the individual to stand tall when things go sideways because the company you work for will not.  I guess this is a little off topic - ya think?  Yes it is so back to something that at least resembles dungeons and dragons.&lt;br /&gt;
&lt;br /&gt;
In the land of Quelmar, there was a half-orc named Dickweedus . He was born to an orc father and a human mother, both of whom died when he was young, leaving him to fend for himself in the harsh wilderness. Dickweedus quickly learned how to survive, using his natural strength and agility to hunt and fight off predators.&lt;br /&gt;
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As he grew older, Dickweedus &#039;s orcish blood began to show itself more and more. He became increasingly aggressive and impulsive, often resorting to violence to solve problems. It wasn&#039;t long before he gained a reputation as a fearsome warrior, feared and respected by many.&lt;br /&gt;
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Despite his reputation, Dickweedus had a strong sense of honor and loyalty. He was fiercely protective of those he considered his allies, and would go to great lengths to keep them safe. This trait eventually led him to join a group of adventurers, who quickly recognized his combat prowess and asked him to join their ranks.&lt;br /&gt;
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As a member of the group, Dickweedus found a sense of purpose that he had never felt before. He fought alongside his comrades, exploring dangerous ruins, battling fierce monsters, and uncovering ancient artifacts. Though he still struggled with his orcish instincts, his new friends helped him channel his aggression in a more positive way, and he became a true force to be reckoned with.&lt;br /&gt;
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Over time, Dickweedus began to see Quelmar in a new light. He had always been a loner, but now he found himself connected to a community of adventurers and explorers, all working towards a common goal. He began to realize that there was more to life than just survival, and that he could use his skills and strength to make a real difference in the world.&lt;br /&gt;
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Dickweedus was born into a small tribe of half-orcs that lived on the fringes of Quelmar&#039;s wilderness. His mother was a human woman who had been captured and taken as a prisoner by the tribe&#039;s orcish warriors. She was forced to bear Dickweedus as part of a twisted breeding program designed to create stronger, more resilient half-orcs.&lt;br /&gt;
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Growing up, Dickweedus struggled to fit in with his tribe. He was smaller and weaker than the other half-orcs, and his human blood made him a target for bullying and ridicule. Despite this, he refused to back down from a fight and developed a reputation for his tenacity and resilience. As he grew older, he began to channel his anger and frustration into his battles, unleashing a ferocity that surprised even his tormentors.&lt;br /&gt;
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Eventually, Dickweedus left his tribe and struck out on his own as a mercenary and adventurer. He quickly made a name for himself as a formidable warrior, taking on jobs that required brute force and a willingness to get his hands dirty. Along the way, he encountered a group of adventurers who showed him that there was more to life than fighting and killing. They taught him how to read and write, and introduced him to new cultures and ways of thinking.&lt;br /&gt;
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Now, Dickweedus travels the land of Quelmar as a member of this diverse group of adventurers. He still struggles with his half-orc heritage and the prejudices that come with it, but he has found a sense of belonging among his new friends. He fights not just for himself, but for a better future for all those who have been oppressed and overlooked. &lt;br /&gt;
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Dickweedus is a complex character with a lot of depth. Despite his tough exterior and fierce reputation, he is also capable of showing compassion and empathy towards those who have been mistreated or marginalized.&lt;br /&gt;
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His experiences as a half-orc have shaped his worldview, and he is acutely aware of the prejudices and discrimination that he and others like him face in Quelmar. He often finds himself drawn to causes and missions that aim to alleviate the suffering of those who are oppressed or exploited.&lt;br /&gt;
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At the same time, Dickweedus is not above using his strength and ferocity to achieve his goals. He is a skilled warrior who knows how to use his rage to devastating effect in battle. He often takes on jobs that require physical prowess and a willingness to take risks.&lt;br /&gt;
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One of the defining traits of Dickweedus is his loyalty to his friends and companions. He may not always get along with them, but he is fiercely protective of those he considers his allies. He has been known to put himself in harm&#039;s way to shield others from danger, and he will stop at nothing to ensure their safety.&lt;br /&gt;
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Despite his rough exterior, Dickweedus has a softer side as well. He is often seen spending time with animals and nature, and has a particular fondness for birds. He has been known to break out into song when he thinks nobody is watching, and is not above indulging in a good meal or a stiff drink.&lt;br /&gt;
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Overall, Dickweedus is a fascinating character with a lot of depth and nuance. He represents the struggle of those who have been marginalized and oppressed, while also embodying the strength and resilience that is required to survive and thrive in a harsh and unforgiving world.&lt;br /&gt;
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One aspect of Dickweedus&#039;s personality that is worth exploring is his struggle with his identity as a half-orc. Having grown up in a tribe of half-orcs, he was exposed to both human and orcish cultures from a young age, and he often feels caught between these two worlds.&lt;br /&gt;
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On the one hand, he recognizes the brutality and savagery that is often associated with orcs, and he has witnessed firsthand the destructive effects that unchecked rage and aggression can have. On the other hand, he also recognizes the humanity and compassion that is often associated with humans, and he has seen the beauty and richness of human culture.&lt;br /&gt;
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This internal conflict sometimes manifests itself in the way that Dickweedus interacts with others. He can be quick to anger and prone to outbursts, especially when he feels that he or his friends are being mistreated or threatened. At the same time, he also has a deep well of empathy and understanding, and he is often able to see things from multiple perspectives.&lt;br /&gt;
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One particular event that had a profound impact on Dickweedus&#039;s worldview was a mission that he undertook with his adventuring group to rescue a group of half-orc slaves from a powerful human noble. The experience of seeing his own people subjected to such cruelty and exploitation left a lasting impression on him, and he has since become a fierce advocate for the rights of all marginalized groups.&lt;br /&gt;
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Another aspect of Dickweedus&#039;s character that is worth exploring is his relationship with nature. Despite his fearsome reputation as a warrior, he has a deep love and respect for the natural world, and he often takes time to appreciate the beauty and majesty of the wilderness around him. This connection to nature has given him a sense of purpose and grounding, and he often turns to it for solace and comfort when the world becomes too overwhelming.&lt;br /&gt;
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Overall, Dickweedus is a complex and multifaceted character who represents the struggle of those who exist between two worlds. He embodies both the savagery and the humanity of his heritage, and he is constantly seeking to reconcile these opposing forces within himself. At the same time, he is a fierce warrior and a loyal friend, with a deep commitment to justice and fairness for all.&lt;br /&gt;
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Dickweedus is a unique and complex character with a rich backstory and many fascinating traits.&lt;br /&gt;
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Born to a tribe of half-orcs in the rugged wilderness of Quelmar, Dickweedus was raised in a harsh and unforgiving environment. He was taught from a young age to rely on his strength and ferocity in order to survive, and he quickly became known for his prowess as a warrior.&lt;br /&gt;
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However, Dickweedus also had a keen mind and a deep curiosity about the world around him. He was always eager to learn, and he spent much of his time exploring the wilds and observing the creatures that lived there.&lt;br /&gt;
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As he grew older, Dickweedus began to feel increasingly restless. He knew that there was more to the world than the narrow confines of his tribe, and he longed to explore the wider world beyond. Eventually, he decided to strike out on his own and seek his fortune as an adventurer.&lt;br /&gt;
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Along the way, Dickweedus has faced many challenges and obstacles, both physical and emotional. He has been forced to confront his own prejudices and biases, as well as those of others who judge him based on his appearance and heritage.&lt;br /&gt;
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Despite these challenges, however, Dickweedus has remained steadfast in his commitment to justice and fairness for all. He has fought against tyrants and oppressors, defended the weak and vulnerable, and helped to forge alliances between disparate groups.&lt;br /&gt;
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One of Dickweedus&#039;s defining traits is his fierce loyalty to his friends and companions. He is often quick to defend them, even at great personal risk, and he has formed deep bonds with those who have earned his trust.&lt;br /&gt;
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At the same time, Dickweedus is not without his flaws. He can be impulsive and prone to outbursts of rage, especially when he feels that his friends or his own sense of justice has been threatened. He is also sometimes slow to trust new people, especially those who remind him of those who have mistreated him in the past.&lt;br /&gt;
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Despite these flaws, however, Dickweedus is a deeply empathetic and compassionate individual, with a strong connection to the natural world and a keen sense of the interconnectedness of all things. He represents the struggle of those who exist on the margins of society, and his quest for understanding and justice is a powerful symbol of hope for all who seek a better world.&lt;br /&gt;
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In the land of Quelmar, there was a half-orc barbarian named Dickweedus. He was feared and respected by many due to his immense strength, skill in battle, and unwavering loyalty to his tribe.&lt;br /&gt;
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One day, a group of trolls invaded Dickweedus&#039; village, burning and pillaging everything in their path. Dickweedus rallied his fellow warriors and charged into battle, determined to defend his home and people.&lt;br /&gt;
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Despite being outnumbered and outmatched, Dickweedus fought with a ferocity that struck fear into the hearts of the trolls. His battle cry echoed through the valley, and with every swing of his massive greatsword, he cleaved through troll after troll.&lt;br /&gt;
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The battle raged on for hours, and just when it seemed that all hope was lost, Dickweedus spotted the troll chieftain. With a roar, he charged towards the monstrous creature, his greatsword held high.&lt;br /&gt;
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The two clashed in a fierce battle, trading blow for blow. But in the end, it was Dickweedus who emerged victorious. With a final swing, he struck the troll chieftain down, ending the invasion and saving his village.&lt;br /&gt;
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Word of Dickweedus&#039; heroism quickly spread throughout the land of Quelmar, and he became a legendary figure, admired and respected by all who knew his story.&lt;br /&gt;
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From that day forward, Dickweedus continued to defend his people and fight for justice, earning himself a place in the annals of Quelmar&#039;s greatest heroes. After his victory over the troll invasion, Dickweedus gained even more notoriety and became a legendary figure in Quelmar. He continued to fight for his people and defend his tribe against any threat that came their way.&lt;br /&gt;
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One day, a powerful dragon swooped down upon the village, threatening to incinerate everything in its path. Dickweedus knew that he had to act fast and rally his warriors to stand against this monstrous creature.&lt;br /&gt;
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With his greatsword in hand, Dickweedus led the charge against the dragon, dodging its fiery breath and striking at its armored scales. The battle was long and grueling, but Dickweedus refused to give up.&lt;br /&gt;
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In the end, with one final blow, Dickweedus struck the dragon down and saved his village once again. His name spread even further across Quelmar, and he was hailed as a true hero and protector of his people.&lt;br /&gt;
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As time went on, Dickweedus continued to lead his tribe with strength and wisdom. He became a trusted advisor to the chieftain and was respected by all who knew him. He taught younger warriors the ways of combat and helped to protect Quelmar from any threats that came their way. As Dickweedus continued to lead his tribe and defend Quelmar from any threats, his reputation spread far and wide. His legend grew with each victory, and people from all over Quelmar sought him out for his wisdom and strength.&lt;br /&gt;
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One day, a neighboring kingdom requested Dickweedus&#039; help in their own fight against a powerful necromancer who was terrorizing their land. Despite the dangers involved, Dickweedus knew that he had to answer the call and help his fellow Quelmarians.&lt;br /&gt;
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He traveled to the kingdom, and with his greatsword in hand, he faced the necromancer in a fierce battle. The two traded blows, and Dickweedus was pushed to his limits. But with sheer force of will and determination, he emerged victorious, defeating the necromancer and freeing the kingdom from his tyranny.&lt;br /&gt;
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His heroic actions earned him the admiration and gratitude of the kingdom&#039;s people, and he was honored with a great feast in his honor.&lt;br /&gt;
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But Dickweedus was not one to rest on his laurels. He returned to Quelmar, ready to continue defending his tribe against any threats that came their way.&lt;br /&gt;
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One day, a dark force descended upon Quelmar. A powerful demon had been summoned, threatening to destroy everything in its path. Dickweedus knew that he had to act fast, and he led his tribe into battle against the demon.&lt;br /&gt;
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The fight was intense, and many warriors fell in battle. But Dickweedus refused to give up. With all of his strength and might, he fought against the demon, driving it back and finally vanquishing it.&lt;br /&gt;
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His victory over the demon cemented his status as one of Quelmar&#039;s greatest heroes. And even to this day, his legend lives on, inspiring young warriors to stand up for what is right and defend their people with all of their strength and might. Another heroic tale of Dickweedus took place when a powerful warlord threatened to invade and conquer Quelmar. The warlord had a massive army, and it seemed that Quelmar was no match for them.&lt;br /&gt;
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But Dickweedus refused to give up without a fight. He rallied his warriors and came up with a plan to defeat the warlord and his army.&lt;br /&gt;
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With his greatsword in hand, Dickweedus led the charge against the warlord&#039;s forces, striking fear into their hearts with his ferocity and skill in battle. His warriors followed his lead, and together they fought valiantly against the enemy.&lt;br /&gt;
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The battle raged on for hours, but in the end, it was Dickweedus who emerged victorious. With one final blow, he struck down the warlord and put an end to his tyranny.&lt;br /&gt;
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His victory earned him the respect and admiration of his fellow warriors, as well as the gratitude of the people of Quelmar. He was hailed as a true hero, and his legend grew even greater with each passing day.&lt;br /&gt;
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From that day forward, Dickweedus continued to defend Quelmar against any threats that came their way. He became known as the greatest warrior in all of Quelmar, a symbol of bravery, strength, and heroism that inspired countless others to stand up for what is right and fight for their people. As time went on, Dickweedus became known as the greatest warrior in all of Quelmar. His legend spread far and wide, and he was respected and admired by all who knew him.&lt;br /&gt;
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One day, a powerful mage threatened to destroy Quelmar with his dark magic. The mage had a powerful army of undead soldiers at his disposal, and it seemed that Quelmar was no match for him.&lt;br /&gt;
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But Dickweedus refused to give up without a fight. He knew that the mage was powerful, but he also knew that his warriors were strong and brave.&lt;br /&gt;
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Dickweedus led his warriors into battle against the mage and his undead army. The battle was fierce, with magic and steel clashing against each other in a deadly dance. But with Dickweedus at their head, the Quelmarians fought with a ferocity that the mage had never seen before.&lt;br /&gt;
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In the end, it was Dickweedus who emerged victorious. He struck down the mage with a single blow of his greatsword, putting an end to his dark reign of terror.&lt;br /&gt;
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Dickweedus&#039; victory over the mage cemented his status as a true hero and defender of his people. His legend grew even greater, inspiring countless others to stand up for what is right and fight for their people, no matter the odds.  Well, there was a time when Dickweedus let his anger get the best of him. One day, he got into a heated argument with one of his fellow tribesmen over a trivial matter, and things quickly escalated.&lt;br /&gt;
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Despite his reputation as a great warrior and defender of his people, Dickweedus lost control of his temper and ended up getting into a physical altercation with his fellow tribesman. The fight was brutal, and both men ended up with injuries.&lt;br /&gt;
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The incident caused a rift in the tribe, and many of Dickweedus&#039; fellow warriors began to question his judgment and leadership. Dickweedus realized his mistake and apologized to his fellow tribesman, but the damage had already been done.&lt;br /&gt;
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The incident also tarnished Dickweedus&#039; reputation as a hero and defender of his people. While he continued to fight for Quelmar and protect his tribe from outside threats, many began to see him in a different light, as someone who was prone to violence and lacked self-control.&lt;br /&gt;
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However, Dickweedus learned from his mistake and worked hard to regain the trust and respect of his fellow tribesmen. He knew that he had let his anger get the best of him, and he vowed to never let it happen again.  Well, there was another incident where Dickweedus&#039; love for battle and glory got the best of him. One day, he and a group of his fellow warriors were out hunting when they stumbled upon a group of goblins who had taken up residence in a nearby cave.&lt;br /&gt;
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Dickweedus saw this as an opportunity to prove his worth as a warrior and leader. He convinced his fellow warriors to join him in attacking the goblins, even though they posed no immediate threat to Quelmar.&lt;br /&gt;
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The attack was brutal, with Dickweedus and his warriors cutting down the goblins without mercy. But it soon became clear that the goblins were not just a group of mindless monsters, but a tribe of sentient beings who were simply trying to make a home for themselves.&lt;br /&gt;
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The attack sparked outrage among some of the more compassionate members of Quelmar, who saw it as an unjustified act of violence against a peaceful tribe. They criticized Dickweedus and his warriors for their bloodlust and lack of empathy.&lt;br /&gt;
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The incident caused a rift in the tribe, with some seeing Dickweedus as a glory-seeking warmonger who was willing to sacrifice innocent lives for his own personal gain. It also tarnished his reputation as a hero and defender of Quelmar, making some question his judgment and motives.&lt;br /&gt;
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Dickweedus eventually realized his mistake and made efforts to make amends with the goblin tribe, offering them reparations for the harm he and his warriors had caused. He also worked to become more mindful of the consequences of his actions and to show more compassion and empathy towards others.&lt;br /&gt;
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This less than heroic tale of Dickweedus serves as a cautionary tale about the dangers of letting one&#039;s desire for battle and glory override one&#039;s sense of empathy and compassion. It shows that even the greatest warriors can make mistakes and that it is important to take responsibility for those mistakes and work to make amends.-&lt;br /&gt;
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In the end, this less than heroic tale of Dickweedus serves as a reminder that even the greatest heroes can have flaws and make mistakes. It is how they learn from those mistakes and strive to be better that defines them as true heroes. After the incident where Dickweedus let his anger get the best of him, he worked tirelessly to regain the trust and respect of his fellow tribesmen. He knew that he had to make amends for his mistake and prove to them that he was still a worthy leader and defender of Quelmar.&lt;br /&gt;
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To do this, he took on even more dangerous missions and battles, putting his life on the line to protect his people. He also made a conscious effort to control his temper and avoid getting into arguments or fights over trivial matters.&lt;br /&gt;
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Over time, his efforts paid off. His fellow tribesmen began to see that he was sincere in his desire to make amends and become a better leader. They also saw that he was still a skilled warrior and fierce defender of Quelmar, despite his momentary lapse in judgment.&lt;br /&gt;
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In fact, some even began to see Dickweedus in a new light, as someone who had experienced a moment of weakness and learned from it. They admired his humility and his willingness to work hard to regain their trust and respect.&lt;br /&gt;
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In the end, this less than heroic tale of Dickweedus became a valuable lesson for him and his fellow tribesmen. It taught them the importance of self-control and the dangers of letting one&#039;s anger get the best of them. And it showed them that even the greatest heroes are human and capable of making mistakes, but what sets them apart is their ability to learn from those mistakes and become better because of them.&lt;br /&gt;
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Some Barbarian information&lt;br /&gt;
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==== Rage ====&lt;br /&gt;
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.&lt;br /&gt;
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While raging, you gain the following benefits if you aren&#039;t wearing heavy armor:&lt;br /&gt;
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* You have advantage on Strength checks and Strength saving throws.&lt;br /&gt;
* 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.&lt;br /&gt;
* You have resistance to bludgeoning, piercing, and slashing damage.&lt;br /&gt;
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If you are able to cast spells, you can&#039;t cast them or concentrate on them while raging.&lt;br /&gt;
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Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven&#039;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.&lt;br /&gt;
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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.&lt;br /&gt;
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==== Unarmored Defense ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren&#039;t as they should be, giving you an edge when you dodge away from danger.&lt;br /&gt;
&lt;br /&gt;
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can&#039;t be blinded, deafened, or incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
Path features&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvement ====&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#039;t increase an ability score above 20 using this feature.&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your speed increases by 10 feet while you aren&#039;t wearing heavy armor.&lt;br /&gt;
&lt;br /&gt;
==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you are surprised at the beginning of combat and aren&#039;t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.&lt;br /&gt;
&lt;br /&gt;
This increases to two additional dice at 13th level and three additional dice at 17th level.&lt;br /&gt;
&lt;br /&gt;
==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you&#039;re raging and don&#039;t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&lt;br /&gt;
&lt;br /&gt;
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
&lt;br /&gt;
==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
&lt;br /&gt;
==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
&lt;br /&gt;
=== Path of the Berserker ===&lt;br /&gt;
For some barbarians, rage is a means to an end–that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker&#039;s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
&lt;br /&gt;
; Frenzy&lt;br /&gt;
&lt;br /&gt;
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix PH-A).&lt;br /&gt;
&lt;br /&gt;
; Mindless Rage&lt;br /&gt;
&lt;br /&gt;
Beginning at 6th level, you can&#039;t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
; Intimidating Presence&lt;br /&gt;
&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
&lt;br /&gt;
If the creature succeeds on its saving throw, you can&#039;t use this feature on that creature again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
; Retaliation&lt;br /&gt;
&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19798</id>
		<title>Dickweedus</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19798"/>
		<updated>2023-05-01T13:05:42Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing to tell you is my character is a Barbarian, not a Ranger.  I decided to try something different after filling out the character form sheet thingie.  I could not figure out how to edit my original submission and didn&#039;t think filling out another one was the way to go.  Let me know if there is a way to do that - thanks.&lt;br /&gt;
&lt;br /&gt;
I am also playing a half-orc which is also different for me, I usually go with a half elf.  I have elected to go with the Primal Path option as well. I  did consider the wild magic version which looked interesting.  I am using D &amp;amp; D Beyond for character generation and maintenance.  I did not want to spend the money to down load Tasha&#039;s Cauldron of Everything since I already have it in hard cover and decided to stay with the player&#039;s handbook&#039;s standard options.&lt;br /&gt;
&lt;br /&gt;
So, I started out as a child, of the half orc variety.  Cute little bugger I was, with a face only a mother could love.  Mainly brought up by orcs as you will see when you get to know me.  I very much enjoy chopping things up (monsters) with my broad sword.  Also quite fond of shooting them with my long bow to tenderize them a bit.  Makes for good or better eating.  Ah, the good old days.  As a youngling the days were filled with fun hunting monsters and enjoying them over a camp fire.  As I grew up, I was eventually shunned by both my orc tribe and human ancestors of which I knew precious little of.  So, I have been a loner for a long time now.  After a while you do get used to it, but on occasion I prefer some company from time to time.  Therefore I have decided to try out the Tempest Brothers Expeditionary Company group in the hopes of gaining a new family of sorts. My party of adventurers who I have not yet met, doesn&#039;t know it, but they will be my clan and family moving forward.  I will protect them with every skill and weapon I have available to myself.&lt;br /&gt;
&lt;br /&gt;
I am not aware of many half orcs here at all.  I am one of very, very, very few indeed.  As such, I have had to learn how to get along with everyone else which is not too bad.  But, if you see my blood start to boil, you better find a good place to lay low.  When the rage comes upon me my enemies will not fair well at all. It is a sight to be seen and not felt.&lt;br /&gt;
&lt;br /&gt;
Since most of my time has been spent honing my combat skills, I have spent very little time with traditional learning activities.  I do not know much at all about my tribes history or the human part of me. Basically next to nothing. I could not provide any sort of detailed history if I tried.  Also being an outcast at such an early age doesn&#039;t help with that either.  Not much to go on.  As well, I am not imbued with the social graces since I have had very little interaction with most anyone.  I tend to annoy or bother others with out trying.  But, if you are in a tight spot, you will be hard pressed to find a better companion or associate.  What little I know follows.&lt;br /&gt;
&lt;br /&gt;
I mostly grew up in the Cauldomo region and the Wistness area, a small village in between them served as a center of operations.  My tribe seemed to be always on the move, never in one spot too long.  Basically an overgrown camp of sorts that was mobile circling around the small village of StateCollegeus which served as a source of loot and food for us.  No wonder the humans don&#039;t like me.  Frequently moving helped us stay alive and kept us safe from the village&#039;s retribution. Until. However, one fateful day, they caught us flat footed and the Blue and White clad villagers kicked our collective asses up and down the field of battle repeatedly.  A sound thrashing was given.  Although I survived the battle and took my share enemies, I did not kill one of them since that particular individual seemed vaguely familiar, perhaps a distant relation - I don&#039;t know, but my orc clan was not happy with me at all. I imagined he might have been my step brother perhaps or maybe a cousin.  I do not know why I felt that way but something inside of me tickled me the right way at that time and I went with my gut feeling and let him live.  After a sound beating by my clan &amp;quot;mates&amp;quot; and much ridicule they gave me the boot.  They tied me up around a pole, left me for dead and left the area for good.  The village of StateCollegeus was very happy about the tribe leaving the area.  I could not break the bonds that tied me up in my weakened condition.  As I passed in and out of consciousness I began hallucinating I think.  At one point,  I seem to remember someone vaguely familiar untying me and tending to my wounds, perhaps even nourishing me and giving water. My poor memory seems to have a vision of a beautiful woman tending to me, but not my mother.  Maybe a step sister?  Eventually I came to my senses and crawled away from the area. I began the long process of healing and recovering from my ordeal. All of this made me even stronger and placed a fine point on my own rage level.   &lt;br /&gt;
&lt;br /&gt;
Since that day some fifteen years ago I have been on my own.  Living off the land and traveling around.  I heard about the adventuring company which sounded good to me and slowly made my way the the big city.  As I got closer, I slowed my progress down while attempting to learn the ways of the city folk along the way.  Most of them do not make any sense to me and I can somewhat tolerate them, striving for patience and keeping my mouth closed.  Both of those are very hard for me and I struggle with that challenge. Sometimes I just haul off and smack someone around, but usually keep myself from doing real harm.  Usually.&lt;br /&gt;
&lt;br /&gt;
Beyond this, I do have some memories of my parents.  My mother was a smoking hot babe who was mostly crazy, at least a little addled.  This probably goes a long way as to telling why she was with my father for at least one night of carnal lust.  Dad was a fairly straight up orc of good standing with an eye for beauty.  When his clan (the eager beaver clan) found out he was going to sire a half orc and half human they were not pleased with him by any measure.  Non the less, he stayed in good standing with his clan and remained with them even after I was kicked out. For the most part, I was &amp;quot;raised&amp;quot; by the tribe.  Good for him since I put him through a fair amount of misery until I &amp;quot;departed&amp;quot; the clan.  &lt;br /&gt;
&lt;br /&gt;
As well, I remember going out hunting with several of my clan mates, all of us fairly young at the time, say ten or eleven years old.  We discovered two goblins eating their prey over a camp fire and decided to attack them.  They were five us younglings and the two goblins should have been no trouble at all.  Being young and foolish, we didn&#039;t properly reconnoiter the area, just filled with rage and attacked.  We said, &amp;quot;What could possibly go wrong?&amp;quot; with or best Jeremy Clarkson voices and impressions (reference to Top Gear - a truly funny show).  When the other twenty five goblin arrived things got sticky in a hurry.  Before I knew it, three of my mates ran away crying like babies for their mommies.  That left me and one other orc to fight about twenty remaining goblins.  We actually were doing okay against them since they were young and stupid like us until my mate fell to them.  Some how I managed to stay alive and whittled them down to a point where I was able to disengage and the battle essentially stopped at that point as we all were licking many wounds.  I had mixed feelings (as much as a half orc can)  about the battle.  On one hand I was pleased with my personal performance.  On the other hand, I did loose a clan mate which I still to this day regret.  Unfortunately the pussies that ran away got off Scott free.  I, on the other hand, was beaten because of the loss of my mate - as if I didn&#039;t already feel bad enough about that.  Ah, life in the tribe is something different for sure. &lt;br /&gt;
&lt;br /&gt;
So where do I go from here?  I need more words to jack up my experience points.  I have provided the basic information above and I guess I need to embellish from there and fill in the blanks. As a dopey engineer, the written word is not my strong skill.  I understand machines and generally not people.  So writing was not something I spent much time on except technical writing.  Writing specifications is a fairly dry effort and only the facts are used - hopefully.  I can tell when another engineer was burned on something by looking at his specification book for a project.  A topic that a couple of short paragraphs that would normally do the job that is seven pages long tells the story.  Some weasel dick contractor got a change order through on a cheap shot that the engineer got his pee pee smacked hard for - maybe his company got the bill as well.  That is not much fun and we have all been there from time to time. Unfortunately, professionalism is mostly gone these days because it was replaced by the all mighty dollar.  It is up to the individual to stand tall when things go sideways because the company you work for will not.  I guess this is a little off topic - ya think?  Yes it is so back to something that at least resembles dungeons and dragons.&lt;br /&gt;
&lt;br /&gt;
In the land of Quelmar, there was a half-orc named Dickweedus . He was born to an orc father and a human mother, both of whom died when he was young, leaving him to fend for himself in the harsh wilderness. Dickweedus quickly learned how to survive, using his natural strength and agility to hunt and fight off predators.&lt;br /&gt;
&lt;br /&gt;
As he grew older, Dickweedus &#039;s orcish blood began to show itself more and more. He became increasingly aggressive and impulsive, often resorting to violence to solve problems. It wasn&#039;t long before he gained a reputation as a fearsome warrior, feared and respected by many.&lt;br /&gt;
&lt;br /&gt;
Despite his reputation, Dickweedus had a strong sense of honor and loyalty. He was fiercely protective of those he considered his allies, and would go to great lengths to keep them safe. This trait eventually led him to join a group of adventurers, who quickly recognized his combat prowess and asked him to join their ranks.&lt;br /&gt;
&lt;br /&gt;
As a member of the group, Dickweedus found a sense of purpose that he had never felt before. He fought alongside his comrades, exploring dangerous ruins, battling fierce monsters, and uncovering ancient artifacts. Though he still struggled with his orcish instincts, his new friends helped him channel his aggression in a more positive way, and he became a true force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
Over time, Dickweedus began to see Quelmar in a new light. He had always been a loner, but now he found himself connected to a community of adventurers and explorers, all working towards a common goal. He began to realize that there was more to life than just survival, and that he could use his skills and strength to make a real difference in the world.&lt;br /&gt;
&lt;br /&gt;
Dickweedus was born into a small tribe of half-orcs that lived on the fringes of Quelmar&#039;s wilderness. His mother was a human woman who had been captured and taken as a prisoner by the tribe&#039;s orcish warriors. She was forced to bear Dickweedus as part of a twisted breeding program designed to create stronger, more resilient half-orcs.&lt;br /&gt;
&lt;br /&gt;
Growing up, Dickweedus struggled to fit in with his tribe. He was smaller and weaker than the other half-orcs, and his human blood made him a target for bullying and ridicule. Despite this, he refused to back down from a fight and developed a reputation for his tenacity and resilience. As he grew older, he began to channel his anger and frustration into his battles, unleashing a ferocity that surprised even his tormentors.&lt;br /&gt;
&lt;br /&gt;
Eventually, Dickweedus left his tribe and struck out on his own as a mercenary and adventurer. He quickly made a name for himself as a formidable warrior, taking on jobs that required brute force and a willingness to get his hands dirty. Along the way, he encountered a group of adventurers who showed him that there was more to life than fighting and killing. They taught him how to read and write, and introduced him to new cultures and ways of thinking.&lt;br /&gt;
&lt;br /&gt;
Now, Dickweedus travels the land of Quelmar as a member of this diverse group of adventurers. He still struggles with his half-orc heritage and the prejudices that come with it, but he has found a sense of belonging among his new friends. He fights not just for himself, but for a better future for all those who have been oppressed and overlooked. &lt;br /&gt;
&lt;br /&gt;
Dickweedus is a complex character with a lot of depth. Despite his tough exterior and fierce reputation, he is also capable of showing compassion and empathy towards those who have been mistreated or marginalized.&lt;br /&gt;
&lt;br /&gt;
His experiences as a half-orc have shaped his worldview, and he is acutely aware of the prejudices and discrimination that he and others like him face in Quelmar. He often finds himself drawn to causes and missions that aim to alleviate the suffering of those who are oppressed or exploited.&lt;br /&gt;
&lt;br /&gt;
At the same time, Dickweedus is not above using his strength and ferocity to achieve his goals. He is a skilled warrior who knows how to use his rage to devastating effect in battle. He often takes on jobs that require physical prowess and a willingness to take risks.&lt;br /&gt;
&lt;br /&gt;
One of the defining traits of Dickweedus is his loyalty to his friends and companions. He may not always get along with them, but he is fiercely protective of those he considers his allies. He has been known to put himself in harm&#039;s way to shield others from danger, and he will stop at nothing to ensure their safety.&lt;br /&gt;
&lt;br /&gt;
Despite his rough exterior, Dickweedus has a softer side as well. He is often seen spending time with animals and nature, and has a particular fondness for birds. He has been known to break out into song when he thinks nobody is watching, and is not above indulging in a good meal or a stiff drink.&lt;br /&gt;
&lt;br /&gt;
Overall, Dickweedus is a fascinating character with a lot of depth and nuance. He represents the struggle of those who have been marginalized and oppressed, while also embodying the strength and resilience that is required to survive and thrive in a harsh and unforgiving world.&lt;br /&gt;
&lt;br /&gt;
One aspect of Dickweedus&#039;s personality that is worth exploring is his struggle with his identity as a half-orc. Having grown up in a tribe of half-orcs, he was exposed to both human and orcish cultures from a young age, and he often feels caught between these two worlds.&lt;br /&gt;
&lt;br /&gt;
On the one hand, he recognizes the brutality and savagery that is often associated with orcs, and he has witnessed firsthand the destructive effects that unchecked rage and aggression can have. On the other hand, he also recognizes the humanity and compassion that is often associated with humans, and he has seen the beauty and richness of human culture.&lt;br /&gt;
&lt;br /&gt;
This internal conflict sometimes manifests itself in the way that Dickweedus interacts with others. He can be quick to anger and prone to outbursts, especially when he feels that he or his friends are being mistreated or threatened. At the same time, he also has a deep well of empathy and understanding, and he is often able to see things from multiple perspectives.&lt;br /&gt;
&lt;br /&gt;
One particular event that had a profound impact on Dickweedus&#039;s worldview was a mission that he undertook with his adventuring group to rescue a group of half-orc slaves from a powerful human noble. The experience of seeing his own people subjected to such cruelty and exploitation left a lasting impression on him, and he has since become a fierce advocate for the rights of all marginalized groups.&lt;br /&gt;
&lt;br /&gt;
Another aspect of Dickweedus&#039;s character that is worth exploring is his relationship with nature. Despite his fearsome reputation as a warrior, he has a deep love and respect for the natural world, and he often takes time to appreciate the beauty and majesty of the wilderness around him. This connection to nature has given him a sense of purpose and grounding, and he often turns to it for solace and comfort when the world becomes too overwhelming.&lt;br /&gt;
&lt;br /&gt;
Overall, Dickweedus is a complex and multifaceted character who represents the struggle of those who exist between two worlds. He embodies both the savagery and the humanity of his heritage, and he is constantly seeking to reconcile these opposing forces within himself. At the same time, he is a fierce warrior and a loyal friend, with a deep commitment to justice and fairness for all.&lt;br /&gt;
&lt;br /&gt;
Dickweedus is a unique and complex character with a rich backstory and many fascinating traits.&lt;br /&gt;
&lt;br /&gt;
Born to a tribe of half-orcs in the rugged wilderness of Quelmar, Dickweedus was raised in a harsh and unforgiving environment. He was taught from a young age to rely on his strength and ferocity in order to survive, and he quickly became known for his prowess as a warrior.&lt;br /&gt;
&lt;br /&gt;
However, Dickweedus also had a keen mind and a deep curiosity about the world around him. He was always eager to learn, and he spent much of his time exploring the wilds and observing the creatures that lived there.&lt;br /&gt;
&lt;br /&gt;
As he grew older, Dickweedus began to feel increasingly restless. He knew that there was more to the world than the narrow confines of his tribe, and he longed to explore the wider world beyond. Eventually, he decided to strike out on his own and seek his fortune as an adventurer.&lt;br /&gt;
&lt;br /&gt;
Along the way, Dickweedus has faced many challenges and obstacles, both physical and emotional. He has been forced to confront his own prejudices and biases, as well as those of others who judge him based on his appearance and heritage.&lt;br /&gt;
&lt;br /&gt;
Despite these challenges, however, Dickweedus has remained steadfast in his commitment to justice and fairness for all. He has fought against tyrants and oppressors, defended the weak and vulnerable, and helped to forge alliances between disparate groups.&lt;br /&gt;
&lt;br /&gt;
One of Dickweedus&#039;s defining traits is his fierce loyalty to his friends and companions. He is often quick to defend them, even at great personal risk, and he has formed deep bonds with those who have earned his trust.&lt;br /&gt;
&lt;br /&gt;
At the same time, Dickweedus is not without his flaws. He can be impulsive and prone to outbursts of rage, especially when he feels that his friends or his own sense of justice has been threatened. He is also sometimes slow to trust new people, especially those who remind him of those who have mistreated him in the past.&lt;br /&gt;
&lt;br /&gt;
Despite these flaws, however, Dickweedus is a deeply empathetic and compassionate individual, with a strong connection to the natural world and a keen sense of the interconnectedness of all things. He represents the struggle of those who exist on the margins of society, and his quest for understanding and justice is a powerful symbol of hope for all who seek a better world.&lt;br /&gt;
&lt;br /&gt;
In the land of Quelmar, there was a half-orc barbarian named Dickweedus. He was feared and respected by many due to his immense strength, skill in battle, and unwavering loyalty to his tribe.&lt;br /&gt;
&lt;br /&gt;
One day, a group of trolls invaded Dickweedus&#039; village, burning and pillaging everything in their path. Dickweedus rallied his fellow warriors and charged into battle, determined to defend his home and people.&lt;br /&gt;
&lt;br /&gt;
Despite being outnumbered and outmatched, Dickweedus fought with a ferocity that struck fear into the hearts of the trolls. His battle cry echoed through the valley, and with every swing of his massive greatsword, he cleaved through troll after troll.&lt;br /&gt;
&lt;br /&gt;
The battle raged on for hours, and just when it seemed that all hope was lost, Dickweedus spotted the troll chieftain. With a roar, he charged towards the monstrous creature, his greatsword held high.&lt;br /&gt;
&lt;br /&gt;
The two clashed in a fierce battle, trading blow for blow. But in the end, it was Dickweedus who emerged victorious. With a final swing, he struck the troll chieftain down, ending the invasion and saving his village.&lt;br /&gt;
&lt;br /&gt;
Word of Dickweedus&#039; heroism quickly spread throughout the land of Quelmar, and he became a legendary figure, admired and respected by all who knew his story.&lt;br /&gt;
&lt;br /&gt;
From that day forward, Dickweedus continued to defend his people and fight for justice, earning himself a place in the annals of Quelmar&#039;s greatest heroes. After his victory over the troll invasion, Dickweedus gained even more notoriety and became a legendary figure in Quelmar. He continued to fight for his people and defend his tribe against any threat that came their way.&lt;br /&gt;
&lt;br /&gt;
One day, a powerful dragon swooped down upon the village, threatening to incinerate everything in its path. Dickweedus knew that he had to act fast and rally his warriors to stand against this monstrous creature.&lt;br /&gt;
&lt;br /&gt;
With his greatsword in hand, Dickweedus led the charge against the dragon, dodging its fiery breath and striking at its armored scales. The battle was long and grueling, but Dickweedus refused to give up.&lt;br /&gt;
&lt;br /&gt;
In the end, with one final blow, Dickweedus struck the dragon down and saved his village once again. His name spread even further across Quelmar, and he was hailed as a true hero and protector of his people.&lt;br /&gt;
&lt;br /&gt;
As time went on, Dickweedus continued to lead his tribe with strength and wisdom. He became a trusted advisor to the chieftain and was respected by all who knew him. He taught younger warriors the ways of combat and helped to protect Quelmar from any threats that came their way. As Dickweedus continued to lead his tribe and defend Quelmar from any threats, his reputation spread far and wide. His legend grew with each victory, and people from all over Quelmar sought him out for his wisdom and strength.&lt;br /&gt;
&lt;br /&gt;
One day, a neighboring kingdom requested Dickweedus&#039; help in their own fight against a powerful necromancer who was terrorizing their land. Despite the dangers involved, Dickweedus knew that he had to answer the call and help his fellow Quelmarians.&lt;br /&gt;
&lt;br /&gt;
He traveled to the kingdom, and with his greatsword in hand, he faced the necromancer in a fierce battle. The two traded blows, and Dickweedus was pushed to his limits. But with sheer force of will and determination, he emerged victorious, defeating the necromancer and freeing the kingdom from his tyranny.&lt;br /&gt;
&lt;br /&gt;
His heroic actions earned him the admiration and gratitude of the kingdom&#039;s people, and he was honored with a great feast in his honor.&lt;br /&gt;
&lt;br /&gt;
But Dickweedus was not one to rest on his laurels. He returned to Quelmar, ready to continue defending his tribe against any threats that came their way.&lt;br /&gt;
&lt;br /&gt;
One day, a dark force descended upon Quelmar. A powerful demon had been summoned, threatening to destroy everything in its path. Dickweedus knew that he had to act fast, and he led his tribe into battle against the demon.&lt;br /&gt;
&lt;br /&gt;
The fight was intense, and many warriors fell in battle. But Dickweedus refused to give up. With all of his strength and might, he fought against the demon, driving it back and finally vanquishing it.&lt;br /&gt;
&lt;br /&gt;
His victory over the demon cemented his status as one of Quelmar&#039;s greatest heroes. And even to this day, his legend lives on, inspiring young warriors to stand up for what is right and defend their people with all of their strength and might. Another heroic tale of Dickweedus took place when a powerful warlord threatened to invade and conquer Quelmar. The warlord had a massive army, and it seemed that Quelmar was no match for them.&lt;br /&gt;
&lt;br /&gt;
But Dickweedus refused to give up without a fight. He rallied his warriors and came up with a plan to defeat the warlord and his army.&lt;br /&gt;
&lt;br /&gt;
With his greatsword in hand, Dickweedus led the charge against the warlord&#039;s forces, striking fear into their hearts with his ferocity and skill in battle. His warriors followed his lead, and together they fought valiantly against the enemy.&lt;br /&gt;
&lt;br /&gt;
The battle raged on for hours, but in the end, it was Dickweedus who emerged victorious. With one final blow, he struck down the warlord and put an end to his tyranny.&lt;br /&gt;
&lt;br /&gt;
His victory earned him the respect and admiration of his fellow warriors, as well as the gratitude of the people of Quelmar. He was hailed as a true hero, and his legend grew even greater with each passing day.&lt;br /&gt;
&lt;br /&gt;
From that day forward, Dickweedus continued to defend Quelmar against any threats that came their way. He became known as the greatest warrior in all of Quelmar, a symbol of bravery, strength, and heroism that inspired countless others to stand up for what is right and fight for their people. As time went on, Dickweedus became known as the greatest warrior in all of Quelmar. His legend spread far and wide, and he was respected and admired by all who knew him.&lt;br /&gt;
&lt;br /&gt;
One day, a powerful mage threatened to destroy Quelmar with his dark magic. The mage had a powerful army of undead soldiers at his disposal, and it seemed that Quelmar was no match for him.&lt;br /&gt;
&lt;br /&gt;
But Dickweedus refused to give up without a fight. He knew that the mage was powerful, but he also knew that his warriors were strong and brave.&lt;br /&gt;
&lt;br /&gt;
Dickweedus led his warriors into battle against the mage and his undead army. The battle was fierce, with magic and steel clashing against each other in a deadly dance. But with Dickweedus at their head, the Quelmarians fought with a ferocity that the mage had never seen before.&lt;br /&gt;
&lt;br /&gt;
In the end, it was Dickweedus who emerged victorious. He struck down the mage with a single blow of his greatsword, putting an end to his dark reign of terror.&lt;br /&gt;
&lt;br /&gt;
Dickweedus&#039; victory over the mage cemented his status as a true hero and defender of his people. His legend grew even greater, inspiring countless others to stand up for what is right and fight for their people, no matter the odds.  Well, there was a time when Dickweedus let his anger get the best of him. One day, he got into a heated argument with one of his fellow tribesmen over a trivial matter, and things quickly escalated.&lt;br /&gt;
&lt;br /&gt;
Despite his reputation as a great warrior and defender of his people, Dickweedus lost control of his temper and ended up getting into a physical altercation with his fellow tribesman. The fight was brutal, and both men ended up with injuries.&lt;br /&gt;
&lt;br /&gt;
The incident caused a rift in the tribe, and many of Dickweedus&#039; fellow warriors began to question his judgment and leadership. Dickweedus realized his mistake and apologized to his fellow tribesman, but the damage had already been done.&lt;br /&gt;
&lt;br /&gt;
The incident also tarnished Dickweedus&#039; reputation as a hero and defender of his people. While he continued to fight for Quelmar and protect his tribe from outside threats, many began to see him in a different light, as someone who was prone to violence and lacked self-control.&lt;br /&gt;
&lt;br /&gt;
However, Dickweedus learned from his mistake and worked hard to regain the trust and respect of his fellow tribesmen. He knew that he had let his anger get the best of him, and he vowed to never let it happen again.&lt;br /&gt;
&lt;br /&gt;
In the end, this less than heroic tale of Dickweedus serves as a reminder that even the greatest heroes can have flaws and make mistakes. It is how they learn from those mistakes and strive to be better that defines them as true heroes. After the incident where Dickweedus let his anger get the best of him, he worked tirelessly to regain the trust and respect of his fellow tribesmen. He knew that he had to make amends for his mistake and prove to them that he was still a worthy leader and defender of Quelmar.&lt;br /&gt;
&lt;br /&gt;
To do this, he took on even more dangerous missions and battles, putting his life on the line to protect his people. He also made a conscious effort to control his temper and avoid getting into arguments or fights over trivial matters.&lt;br /&gt;
&lt;br /&gt;
Over time, his efforts paid off. His fellow tribesmen began to see that he was sincere in his desire to make amends and become a better leader. They also saw that he was still a skilled warrior and fierce defender of Quelmar, despite his momentary lapse in judgment.&lt;br /&gt;
&lt;br /&gt;
In fact, some even began to see Dickweedus in a new light, as someone who had experienced a moment of weakness and learned from it. They admired his humility and his willingness to work hard to regain their trust and respect.&lt;br /&gt;
&lt;br /&gt;
In the end, this less than heroic tale of Dickweedus became a valuable lesson for him and his fellow tribesmen. It taught them the importance of self-control and the dangers of letting one&#039;s anger get the best of them. And it showed them that even the greatest heroes are human and capable of making mistakes, but what sets them apart is their ability to learn from those mistakes and become better because of them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some Barbarian information&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.&lt;br /&gt;
&lt;br /&gt;
While raging, you gain the following benefits if you aren&#039;t wearing heavy armor:&lt;br /&gt;
&lt;br /&gt;
* You have advantage on Strength checks and Strength saving throws.&lt;br /&gt;
* 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.&lt;br /&gt;
* You have resistance to bludgeoning, piercing, and slashing damage.&lt;br /&gt;
&lt;br /&gt;
If you are able to cast spells, you can&#039;t cast them or concentrate on them while raging.&lt;br /&gt;
&lt;br /&gt;
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Unarmored Defense ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren&#039;t as they should be, giving you an edge when you dodge away from danger.&lt;br /&gt;
&lt;br /&gt;
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can&#039;t be blinded, deafened, or incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
Path features&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvement ====&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#039;t increase an ability score above 20 using this feature.&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your speed increases by 10 feet while you aren&#039;t wearing heavy armor.&lt;br /&gt;
&lt;br /&gt;
==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you are surprised at the beginning of combat and aren&#039;t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.&lt;br /&gt;
&lt;br /&gt;
This increases to two additional dice at 13th level and three additional dice at 17th level.&lt;br /&gt;
&lt;br /&gt;
==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you&#039;re raging and don&#039;t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&lt;br /&gt;
&lt;br /&gt;
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
&lt;br /&gt;
==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
&lt;br /&gt;
==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
&lt;br /&gt;
=== Path of the Berserker ===&lt;br /&gt;
For some barbarians, rage is a means to an end–that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker&#039;s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
&lt;br /&gt;
; Frenzy&lt;br /&gt;
&lt;br /&gt;
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix PH-A).&lt;br /&gt;
&lt;br /&gt;
; Mindless Rage&lt;br /&gt;
&lt;br /&gt;
Beginning at 6th level, you can&#039;t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
; Intimidating Presence&lt;br /&gt;
&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
&lt;br /&gt;
If the creature succeeds on its saving throw, you can&#039;t use this feature on that creature again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
; Retaliation&lt;br /&gt;
&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19797</id>
		<title>Dickweedus</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19797"/>
		<updated>2023-05-01T12:58:39Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing to tell you is my character is a Barbarian, not a Ranger.  I decided to try something different after filling out the character form sheet thingie.  I could not figure out how to edit my original submission and didn&#039;t think filling out another one was the way to go.  Let me know if there is a way to do that - thanks.&lt;br /&gt;
&lt;br /&gt;
I am also playing a half-orc which is also different for me, I usually go with a half elf.  I have elected to go with the Primal Path option as well. I  did consider the wild magic version which looked interesting.  I am using D &amp;amp; D Beyond for character generation and maintenance.  I did not want to spend the money to down load Tasha&#039;s Cauldron of Everything since I already have it in hard cover and decided to stay with the player&#039;s handbook&#039;s standard options.&lt;br /&gt;
&lt;br /&gt;
So, I started out as a child, of the half orc variety.  Cute little bugger I was, with a face only a mother could love.  Mainly brought up by orcs as you will see when you get to know me.  I very much enjoy chopping things up (monsters) with my broad sword.  Also quite fond of shooting them with my long bow to tenderize them a bit.  Makes for good or better eating.  Ah, the good old days.  As a youngling the days were filled with fun hunting monsters and enjoying them over a camp fire.  As I grew up, I was eventually shunned by both my orc tribe and human ancestors of which I knew precious little of.  So, I have been a loner for a long time now.  After a while you do get used to it, but on occasion I prefer some company from time to time.  Therefore I have decided to try out the Tempest Brothers Expeditionary Company group in the hopes of gaining a new family of sorts. My party of adventurers who I have not yet met, doesn&#039;t know it, but they will be my clan and family moving forward.  I will protect them with every skill and weapon I have available to myself.&lt;br /&gt;
&lt;br /&gt;
I am not aware of many half orcs here at all.  I am one of very, very, very few indeed.  As such, I have had to learn how to get along with everyone else which is not too bad.  But, if you see my blood start to boil, you better find a good place to lay low.  When the rage comes upon me my enemies will not fair well at all. It is a sight to be seen and not felt.&lt;br /&gt;
&lt;br /&gt;
Since most of my time has been spent honing my combat skills, I have spent very little time with traditional learning activities.  I do not know much at all about my tribes history or the human part of me. Basically next to nothing. I could not provide any sort of detailed history if I tried.  Also being an outcast at such an early age doesn&#039;t help with that either.  Not much to go on.  As well, I am not imbued with the social graces since I have had very little interaction with most anyone.  I tend to annoy or bother others with out trying.  But, if you are in a tight spot, you will be hard pressed to find a better companion or associate.  What little I know follows.&lt;br /&gt;
&lt;br /&gt;
I mostly grew up in the Cauldomo region and the Wistness area, a small village in between them served as a center of operations.  My tribe seemed to be always on the move, never in one spot too long.  Basically an overgrown camp of sorts that was mobile circling around the small village of StateCollegeus which served as a source of loot and food for us.  No wonder the humans don&#039;t like me.  Frequently moving helped us stay alive and kept us safe from the village&#039;s retribution. Until. However, one fateful day, they caught us flat footed and the Blue and White clad villagers kicked our collective asses up and down the field of battle repeatedly.  A sound thrashing was given.  Although I survived the battle and took my share enemies, I did not kill one of them since that particular individual seemed vaguely familiar, perhaps a distant relation - I don&#039;t know, but my orc clan was not happy with me at all. I imagined he might have been my step brother perhaps or maybe a cousin.  I do not know why I felt that way but something inside of me tickled me the right way at that time and I went with my gut feeling and let him live.  After a sound beating by my clan &amp;quot;mates&amp;quot; and much ridicule they gave me the boot.  They tied me up around a pole, left me for dead and left the area for good.  The village of StateCollegeus was very happy about the tribe leaving the area.  I could not break the bonds that tied me up in my weakened condition.  As I passed in and out of consciousness I began hallucinating I think.  At one point,  I seem to remember someone vaguely familiar untying me and tending to my wounds, perhaps even nourishing me and giving water. My poor memory seems to have a vision of a beautiful woman tending to me, but not my mother.  Maybe a step sister?  Eventually I came to my senses and crawled away from the area. I began the long process of healing and recovering from my ordeal. All of this made me even stronger and placed a fine point on my own rage level.   &lt;br /&gt;
&lt;br /&gt;
Since that day some fifteen years ago I have been on my own.  Living off the land and traveling around.  I heard about the adventuring company which sounded good to me and slowly made my way the the big city.  As I got closer, I slowed my progress down while attempting to learn the ways of the city folk along the way.  Most of them do not make any sense to me and I can somewhat tolerate them, striving for patience and keeping my mouth closed.  Both of those are very hard for me and I struggle with that challenge. Sometimes I just haul off and smack someone around, but usually keep myself from doing real harm.  Usually.&lt;br /&gt;
&lt;br /&gt;
Beyond this, I do have some memories of my parents.  My mother was a smoking hot babe who was mostly crazy, at least a little addled.  This probably goes a long way as to telling why she was with my father for at least one night of carnal lust.  Dad was a fairly straight up orc of good standing with an eye for beauty.  When his clan (the eager beaver clan) found out he was going to sire a half orc and half human they were not pleased with him by any measure.  Non the less, he stayed in good standing with his clan and remained with them even after I was kicked out. For the most part, I was &amp;quot;raised&amp;quot; by the tribe.  Good for him since I put him through a fair amount of misery until I &amp;quot;departed&amp;quot; the clan.  &lt;br /&gt;
&lt;br /&gt;
As well, I remember going out hunting with several of my clan mates, all of us fairly young at the time, say ten or eleven years old.  We discovered two goblins eating their prey over a camp fire and decided to attack them.  They were five us younglings and the two goblins should have been no trouble at all.  Being young and foolish, we didn&#039;t properly reconnoiter the area, just filled with rage and attacked.  We said, &amp;quot;What could possibly go wrong?&amp;quot; with or best Jeremy Clarkson voices and impressions (reference to Top Gear - a truly funny show).  When the other twenty five goblin arrived things got sticky in a hurry.  Before I knew it, three of my mates ran away crying like babies for their mommies.  That left me and one other orc to fight about twenty remaining goblins.  We actually were doing okay against them since they were young and stupid like us until my mate fell to them.  Some how I managed to stay alive and whittled them down to a point where I was able to disengage and the battle essentially stopped at that point as we all were licking many wounds.  I had mixed feelings (as much as a half orc can)  about the battle.  On one hand I was pleased with my personal performance.  On the other hand, I did loose a clan mate which I still to this day regret.  Unfortunately the pussies that ran away got off Scott free.  I, on the other hand, was beaten because of the loss of my mate - as if I didn&#039;t already feel bad enough about that.  Ah, life in the tribe is something different for sure. &lt;br /&gt;
&lt;br /&gt;
So where do I go from here?  I need more words to jack up my experience points.  I have provided the basic information above and I guess I need to embellish from there and fill in the blanks. As a dopey engineer, the written word is not my strong skill.  I understand machines and generally not people.  So writing was not something I spent much time on except technical writing.  Writing specifications is a fairly dry effort and only the facts are used - hopefully.  I can tell when another engineer was burned on something by looking at his specification book for a project.  A topic that a couple of short paragraphs that would normally do the job that is seven pages long tells the story.  Some weasel dick contractor got a change order through on a cheap shot that the engineer got his pee pee smacked hard for - maybe his company got the bill as well.  That is not much fun and we have all been there from time to time. Unfortunately, professionalism is mostly gone these days because it was replaced by the all mighty dollar.  It is up to the individual to stand tall when things go sideways because the company you work for will not.  I guess this is a little off topic - ya think?  Yes it is so back to something that at least resembles dungeons and dragons.&lt;br /&gt;
&lt;br /&gt;
In the land of Quelmar, there was a half-orc named Dickweedus . He was born to an orc father and a human mother, both of whom died when he was young, leaving him to fend for himself in the harsh wilderness. Dickweedus quickly learned how to survive, using his natural strength and agility to hunt and fight off predators.&lt;br /&gt;
&lt;br /&gt;
As he grew older, Dickweedus &#039;s orcish blood began to show itself more and more. He became increasingly aggressive and impulsive, often resorting to violence to solve problems. It wasn&#039;t long before he gained a reputation as a fearsome warrior, feared and respected by many.&lt;br /&gt;
&lt;br /&gt;
Despite his reputation, Dickweedus had a strong sense of honor and loyalty. He was fiercely protective of those he considered his allies, and would go to great lengths to keep them safe. This trait eventually led him to join a group of adventurers, who quickly recognized his combat prowess and asked him to join their ranks.&lt;br /&gt;
&lt;br /&gt;
As a member of the group, Dickweedus found a sense of purpose that he had never felt before. He fought alongside his comrades, exploring dangerous ruins, battling fierce monsters, and uncovering ancient artifacts. Though he still struggled with his orcish instincts, his new friends helped him channel his aggression in a more positive way, and he became a true force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
Over time, Dickweedus began to see Quelmar in a new light. He had always been a loner, but now he found himself connected to a community of adventurers and explorers, all working towards a common goal. He began to realize that there was more to life than just survival, and that he could use his skills and strength to make a real difference in the world.&lt;br /&gt;
&lt;br /&gt;
Dickweedus was born into a small tribe of half-orcs that lived on the fringes of Quelmar&#039;s wilderness. His mother was a human woman who had been captured and taken as a prisoner by the tribe&#039;s orcish warriors. She was forced to bear Dickweedus as part of a twisted breeding program designed to create stronger, more resilient half-orcs.&lt;br /&gt;
&lt;br /&gt;
Growing up, Dickweedus struggled to fit in with his tribe. He was smaller and weaker than the other half-orcs, and his human blood made him a target for bullying and ridicule. Despite this, he refused to back down from a fight and developed a reputation for his tenacity and resilience. As he grew older, he began to channel his anger and frustration into his battles, unleashing a ferocity that surprised even his tormentors.&lt;br /&gt;
&lt;br /&gt;
Eventually, Dickweedus left his tribe and struck out on his own as a mercenary and adventurer. He quickly made a name for himself as a formidable warrior, taking on jobs that required brute force and a willingness to get his hands dirty. Along the way, he encountered a group of adventurers who showed him that there was more to life than fighting and killing. They taught him how to read and write, and introduced him to new cultures and ways of thinking.&lt;br /&gt;
&lt;br /&gt;
Now, Dickweedus travels the land of Quelmar as a member of this diverse group of adventurers. He still struggles with his half-orc heritage and the prejudices that come with it, but he has found a sense of belonging among his new friends. He fights not just for himself, but for a better future for all those who have been oppressed and overlooked. &lt;br /&gt;
&lt;br /&gt;
Dickweedus is a complex character with a lot of depth. Despite his tough exterior and fierce reputation, he is also capable of showing compassion and empathy towards those who have been mistreated or marginalized.&lt;br /&gt;
&lt;br /&gt;
His experiences as a half-orc have shaped his worldview, and he is acutely aware of the prejudices and discrimination that he and others like him face in Quelmar. He often finds himself drawn to causes and missions that aim to alleviate the suffering of those who are oppressed or exploited.&lt;br /&gt;
&lt;br /&gt;
At the same time, Dickweedus is not above using his strength and ferocity to achieve his goals. He is a skilled warrior who knows how to use his rage to devastating effect in battle. He often takes on jobs that require physical prowess and a willingness to take risks.&lt;br /&gt;
&lt;br /&gt;
One of the defining traits of Dickweedus is his loyalty to his friends and companions. He may not always get along with them, but he is fiercely protective of those he considers his allies. He has been known to put himself in harm&#039;s way to shield others from danger, and he will stop at nothing to ensure their safety.&lt;br /&gt;
&lt;br /&gt;
Despite his rough exterior, Dickweedus has a softer side as well. He is often seen spending time with animals and nature, and has a particular fondness for birds. He has been known to break out into song when he thinks nobody is watching, and is not above indulging in a good meal or a stiff drink.&lt;br /&gt;
&lt;br /&gt;
Overall, Dickweedus is a fascinating character with a lot of depth and nuance. He represents the struggle of those who have been marginalized and oppressed, while also embodying the strength and resilience that is required to survive and thrive in a harsh and unforgiving world.&lt;br /&gt;
&lt;br /&gt;
One aspect of Dickweedus&#039;s personality that is worth exploring is his struggle with his identity as a half-orc. Having grown up in a tribe of half-orcs, he was exposed to both human and orcish cultures from a young age, and he often feels caught between these two worlds.&lt;br /&gt;
&lt;br /&gt;
On the one hand, he recognizes the brutality and savagery that is often associated with orcs, and he has witnessed firsthand the destructive effects that unchecked rage and aggression can have. On the other hand, he also recognizes the humanity and compassion that is often associated with humans, and he has seen the beauty and richness of human culture.&lt;br /&gt;
&lt;br /&gt;
This internal conflict sometimes manifests itself in the way that Dickweedus interacts with others. He can be quick to anger and prone to outbursts, especially when he feels that he or his friends are being mistreated or threatened. At the same time, he also has a deep well of empathy and understanding, and he is often able to see things from multiple perspectives.&lt;br /&gt;
&lt;br /&gt;
One particular event that had a profound impact on Dickweedus&#039;s worldview was a mission that he undertook with his adventuring group to rescue a group of half-orc slaves from a powerful human noble. The experience of seeing his own people subjected to such cruelty and exploitation left a lasting impression on him, and he has since become a fierce advocate for the rights of all marginalized groups.&lt;br /&gt;
&lt;br /&gt;
Another aspect of Dickweedus&#039;s character that is worth exploring is his relationship with nature. Despite his fearsome reputation as a warrior, he has a deep love and respect for the natural world, and he often takes time to appreciate the beauty and majesty of the wilderness around him. This connection to nature has given him a sense of purpose and grounding, and he often turns to it for solace and comfort when the world becomes too overwhelming.&lt;br /&gt;
&lt;br /&gt;
Overall, Dickweedus is a complex and multifaceted character who represents the struggle of those who exist between two worlds. He embodies both the savagery and the humanity of his heritage, and he is constantly seeking to reconcile these opposing forces within himself. At the same time, he is a fierce warrior and a loyal friend, with a deep commitment to justice and fairness for all.&lt;br /&gt;
&lt;br /&gt;
Dickweedus is a unique and complex character with a rich backstory and many fascinating traits.&lt;br /&gt;
&lt;br /&gt;
Born to a tribe of half-orcs in the rugged wilderness of Quelmar, Dickweedus was raised in a harsh and unforgiving environment. He was taught from a young age to rely on his strength and ferocity in order to survive, and he quickly became known for his prowess as a warrior.&lt;br /&gt;
&lt;br /&gt;
However, Dickweedus also had a keen mind and a deep curiosity about the world around him. He was always eager to learn, and he spent much of his time exploring the wilds and observing the creatures that lived there.&lt;br /&gt;
&lt;br /&gt;
As he grew older, Dickweedus began to feel increasingly restless. He knew that there was more to the world than the narrow confines of his tribe, and he longed to explore the wider world beyond. Eventually, he decided to strike out on his own and seek his fortune as an adventurer.&lt;br /&gt;
&lt;br /&gt;
Along the way, Dickweedus has faced many challenges and obstacles, both physical and emotional. He has been forced to confront his own prejudices and biases, as well as those of others who judge him based on his appearance and heritage.&lt;br /&gt;
&lt;br /&gt;
Despite these challenges, however, Dickweedus has remained steadfast in his commitment to justice and fairness for all. He has fought against tyrants and oppressors, defended the weak and vulnerable, and helped to forge alliances between disparate groups.&lt;br /&gt;
&lt;br /&gt;
One of Dickweedus&#039;s defining traits is his fierce loyalty to his friends and companions. He is often quick to defend them, even at great personal risk, and he has formed deep bonds with those who have earned his trust.&lt;br /&gt;
&lt;br /&gt;
At the same time, Dickweedus is not without his flaws. He can be impulsive and prone to outbursts of rage, especially when he feels that his friends or his own sense of justice has been threatened. He is also sometimes slow to trust new people, especially those who remind him of those who have mistreated him in the past.&lt;br /&gt;
&lt;br /&gt;
Despite these flaws, however, Dickweedus is a deeply empathetic and compassionate individual, with a strong connection to the natural world and a keen sense of the interconnectedness of all things. He represents the struggle of those who exist on the margins of society, and his quest for understanding and justice is a powerful symbol of hope for all who seek a better world.&lt;br /&gt;
&lt;br /&gt;
In the land of Quelmar, there was a half-orc barbarian named Dickweedus. He was feared and respected by many due to his immense strength, skill in battle, and unwavering loyalty to his tribe.&lt;br /&gt;
&lt;br /&gt;
One day, a group of trolls invaded Dickweedus&#039; village, burning and pillaging everything in their path. Dickweedus rallied his fellow warriors and charged into battle, determined to defend his home and people.&lt;br /&gt;
&lt;br /&gt;
Despite being outnumbered and outmatched, Dickweedus fought with a ferocity that struck fear into the hearts of the trolls. His battle cry echoed through the valley, and with every swing of his massive greatsword, he cleaved through troll after troll.&lt;br /&gt;
&lt;br /&gt;
The battle raged on for hours, and just when it seemed that all hope was lost, Dickweedus spotted the troll chieftain. With a roar, he charged towards the monstrous creature, his greatsword held high.&lt;br /&gt;
&lt;br /&gt;
The two clashed in a fierce battle, trading blow for blow. But in the end, it was Dickweedus who emerged victorious. With a final swing, he struck the troll chieftain down, ending the invasion and saving his village.&lt;br /&gt;
&lt;br /&gt;
Word of Dickweedus&#039; heroism quickly spread throughout the land of Quelmar, and he became a legendary figure, admired and respected by all who knew his story.&lt;br /&gt;
&lt;br /&gt;
From that day forward, Dickweedus continued to defend his people and fight for justice, earning himself a place in the annals of Quelmar&#039;s greatest heroes. After his victory over the troll invasion, Dickweedus gained even more notoriety and became a legendary figure in Quelmar. He continued to fight for his people and defend his tribe against any threat that came their way.&lt;br /&gt;
&lt;br /&gt;
One day, a powerful dragon swooped down upon the village, threatening to incinerate everything in its path. Dickweedus knew that he had to act fast and rally his warriors to stand against this monstrous creature.&lt;br /&gt;
&lt;br /&gt;
With his greatsword in hand, Dickweedus led the charge against the dragon, dodging its fiery breath and striking at its armored scales. The battle was long and grueling, but Dickweedus refused to give up.&lt;br /&gt;
&lt;br /&gt;
In the end, with one final blow, Dickweedus struck the dragon down and saved his village once again. His name spread even further across Quelmar, and he was hailed as a true hero and protector of his people.&lt;br /&gt;
&lt;br /&gt;
As time went on, Dickweedus continued to lead his tribe with strength and wisdom. He became a trusted advisor to the chieftain and was respected by all who knew him. He taught younger warriors the ways of combat and helped to protect Quelmar from any threats that came their way. As Dickweedus continued to lead his tribe and defend Quelmar from any threats, his reputation spread far and wide. His legend grew with each victory, and people from all over Quelmar sought him out for his wisdom and strength.&lt;br /&gt;
&lt;br /&gt;
One day, a neighboring kingdom requested Dickweedus&#039; help in their own fight against a powerful necromancer who was terrorizing their land. Despite the dangers involved, Dickweedus knew that he had to answer the call and help his fellow Quelmarians.&lt;br /&gt;
&lt;br /&gt;
He traveled to the kingdom, and with his greatsword in hand, he faced the necromancer in a fierce battle. The two traded blows, and Dickweedus was pushed to his limits. But with sheer force of will and determination, he emerged victorious, defeating the necromancer and freeing the kingdom from his tyranny.&lt;br /&gt;
&lt;br /&gt;
His heroic actions earned him the admiration and gratitude of the kingdom&#039;s people, and he was honored with a great feast in his honor.&lt;br /&gt;
&lt;br /&gt;
But Dickweedus was not one to rest on his laurels. He returned to Quelmar, ready to continue defending his tribe against any threats that came their way.&lt;br /&gt;
&lt;br /&gt;
One day, a dark force descended upon Quelmar. A powerful demon had been summoned, threatening to destroy everything in its path. Dickweedus knew that he had to act fast, and he led his tribe into battle against the demon.&lt;br /&gt;
&lt;br /&gt;
The fight was intense, and many warriors fell in battle. But Dickweedus refused to give up. With all of his strength and might, he fought against the demon, driving it back and finally vanquishing it.&lt;br /&gt;
&lt;br /&gt;
His victory over the demon cemented his status as one of Quelmar&#039;s greatest heroes. And even to this day, his legend lives on, inspiring young warriors to stand up for what is right and defend their people with all of their strength and might. Another heroic tale of Dickweedus took place when a powerful warlord threatened to invade and conquer Quelmar. The warlord had a massive army, and it seemed that Quelmar was no match for them.&lt;br /&gt;
&lt;br /&gt;
But Dickweedus refused to give up without a fight. He rallied his warriors and came up with a plan to defeat the warlord and his army.&lt;br /&gt;
&lt;br /&gt;
With his greatsword in hand, Dickweedus led the charge against the warlord&#039;s forces, striking fear into their hearts with his ferocity and skill in battle. His warriors followed his lead, and together they fought valiantly against the enemy.&lt;br /&gt;
&lt;br /&gt;
The battle raged on for hours, but in the end, it was Dickweedus who emerged victorious. With one final blow, he struck down the warlord and put an end to his tyranny.&lt;br /&gt;
&lt;br /&gt;
His victory earned him the respect and admiration of his fellow warriors, as well as the gratitude of the people of Quelmar. He was hailed as a true hero, and his legend grew even greater with each passing day.&lt;br /&gt;
&lt;br /&gt;
From that day forward, Dickweedus continued to defend Quelmar against any threats that came their way. He became known as the greatest warrior in all of Quelmar, a symbol of bravery, strength, and heroism that inspired countless others to stand up for what is right and fight for their people. As time went on, Dickweedus became known as the greatest warrior in all of Quelmar. His legend spread far and wide, and he was respected and admired by all who knew him.&lt;br /&gt;
&lt;br /&gt;
One day, a powerful mage threatened to destroy Quelmar with his dark magic. The mage had a powerful army of undead soldiers at his disposal, and it seemed that Quelmar was no match for him.&lt;br /&gt;
&lt;br /&gt;
But Dickweedus refused to give up without a fight. He knew that the mage was powerful, but he also knew that his warriors were strong and brave.&lt;br /&gt;
&lt;br /&gt;
Dickweedus led his warriors into battle against the mage and his undead army. The battle was fierce, with magic and steel clashing against each other in a deadly dance. But with Dickweedus at their head, the Quelmarians fought with a ferocity that the mage had never seen before.&lt;br /&gt;
&lt;br /&gt;
In the end, it was Dickweedus who emerged victorious. He struck down the mage with a single blow of his greatsword, putting an end to his dark reign of terror.&lt;br /&gt;
&lt;br /&gt;
Dickweedus&#039; victory over the mage cemented his status as a true hero and defender of his people. His legend grew even greater, inspiring countless others to stand up for what is right and fight for their people, no matter the odds.&lt;br /&gt;
&lt;br /&gt;
Some Barbarian information&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.&lt;br /&gt;
&lt;br /&gt;
While raging, you gain the following benefits if you aren&#039;t wearing heavy armor:&lt;br /&gt;
&lt;br /&gt;
* You have advantage on Strength checks and Strength saving throws.&lt;br /&gt;
* 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.&lt;br /&gt;
* You have resistance to bludgeoning, piercing, and slashing damage.&lt;br /&gt;
&lt;br /&gt;
If you are able to cast spells, you can&#039;t cast them or concentrate on them while raging.&lt;br /&gt;
&lt;br /&gt;
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Unarmored Defense ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren&#039;t as they should be, giving you an edge when you dodge away from danger.&lt;br /&gt;
&lt;br /&gt;
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can&#039;t be blinded, deafened, or incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
Path features&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvement ====&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#039;t increase an ability score above 20 using this feature.&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your speed increases by 10 feet while you aren&#039;t wearing heavy armor.&lt;br /&gt;
&lt;br /&gt;
==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you are surprised at the beginning of combat and aren&#039;t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.&lt;br /&gt;
&lt;br /&gt;
This increases to two additional dice at 13th level and three additional dice at 17th level.&lt;br /&gt;
&lt;br /&gt;
==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you&#039;re raging and don&#039;t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&lt;br /&gt;
&lt;br /&gt;
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
&lt;br /&gt;
==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
&lt;br /&gt;
==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
&lt;br /&gt;
=== Path of the Berserker ===&lt;br /&gt;
For some barbarians, rage is a means to an end–that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker&#039;s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
&lt;br /&gt;
; Frenzy&lt;br /&gt;
&lt;br /&gt;
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix PH-A).&lt;br /&gt;
&lt;br /&gt;
; Mindless Rage&lt;br /&gt;
&lt;br /&gt;
Beginning at 6th level, you can&#039;t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
; Intimidating Presence&lt;br /&gt;
&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
&lt;br /&gt;
If the creature succeeds on its saving throw, you can&#039;t use this feature on that creature again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
; Retaliation&lt;br /&gt;
&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19796</id>
		<title>Dickweedus</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19796"/>
		<updated>2023-05-01T12:39:12Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing to tell you is my character is a Barbarian, not a Ranger.  I decided to try something different after filling out the character form sheet thingie.  I could not figure out how to edit my original submission and didn&#039;t think filling out another one was the way to go.  Let me know if there is a way to do that - thanks.&lt;br /&gt;
&lt;br /&gt;
I am also playing a half-orc which is also different for me, I usually go with a half elf.  I have elected to go with the Primal Path option as well. I  did consider the wild magic version which looked interesting.  I am using D &amp;amp; D Beyond for character generation and maintenance.  I did not want to spend the money to down load Tasha&#039;s Cauldron of Everything since I already have it in hard cover and decided to stay with the player&#039;s handbook&#039;s standard options.&lt;br /&gt;
&lt;br /&gt;
So, I started out as a child, of the half orc variety.  Cute little bugger I was, with a face only a mother could love.  Mainly brought up by orcs as you will see when you get to know me.  I very much enjoy chopping things up (monsters) with my broad sword.  Also quite fond of shooting them with my long bow to tenderize them a bit.  Makes for good or better eating.  Ah, the good old days.  As a youngling the days were filled with fun hunting monsters and enjoying them over a camp fire.  As I grew up, I was eventually shunned by both my orc tribe and human ancestors of which I knew precious little of.  So, I have been a loner for a long time now.  After a while you do get used to it, but on occasion I prefer some company from time to time.  Therefore I have decided to try out the Tempest Brothers Expeditionary Company group in the hopes of gaining a new family of sorts. My party of adventurers who I have not yet met, doesn&#039;t know it, but they will be my clan and family moving forward.  I will protect them with every skill and weapon I have available to myself.&lt;br /&gt;
&lt;br /&gt;
I am not aware of many half orcs here at all.  I am one of very, very, very few indeed.  As such, I have had to learn how to get along with everyone else which is not too bad.  But, if you see my blood start to boil, you better find a good place to lay low.  When the rage comes upon me my enemies will not fair well at all. It is a sight to be seen and not felt.&lt;br /&gt;
&lt;br /&gt;
Since most of my time has been spent honing my combat skills, I have spent very little time with traditional learning activities.  I do not know much at all about my tribes history or the human part of me. Basically next to nothing. I could not provide any sort of detailed history if I tried.  Also being an outcast at such an early age doesn&#039;t help with that either.  Not much to go on.  As well, I am not imbued with the social graces since I have had very little interaction with most anyone.  I tend to annoy or bother others with out trying.  But, if you are in a tight spot, you will be hard pressed to find a better companion or associate.  What little I know follows.&lt;br /&gt;
&lt;br /&gt;
I mostly grew up in the Cauldomo region and the Wistness area, a small village in between them served as a center of operations.  My tribe seemed to be always on the move, never in one spot too long.  Basically an overgrown camp of sorts that was mobile circling around the small village of StateCollegeus which served as a source of loot and food for us.  No wonder the humans don&#039;t like me.  Frequently moving helped us stay alive and kept us safe from the village&#039;s retribution. Until. However, one fateful day, they caught us flat footed and the Blue and White clad villagers kicked our collective asses up and down the field of battle repeatedly.  A sound thrashing was given.  Although I survived the battle and took my share enemies, I did not kill one of them since that particular individual seemed vaguely familiar, perhaps a distant relation - I don&#039;t know, but my orc clan was not happy with me at all. I imagined he might have been my step brother perhaps or maybe a cousin.  I do not know why I felt that way but something inside of me tickled me the right way at that time and I went with my gut feeling and let him live.  After a sound beating by my clan &amp;quot;mates&amp;quot; and much ridicule they gave me the boot.  They tied me up around a pole, left me for dead and left the area for good.  The village of StateCollegeus was very happy about the tribe leaving the area.  I could not break the bonds that tied me up in my weakened condition.  As I passed in and out of consciousness I began hallucinating I think.  At one point,  I seem to remember someone vaguely familiar untying me and tending to my wounds, perhaps even nourishing me and giving water. My poor memory seems to have a vision of a beautiful woman tending to me, but not my mother.  Maybe a step sister?  Eventually I came to my senses and crawled away from the area. I began the long process of healing and recovering from my ordeal. All of this made me even stronger and placed a fine point on my own rage level.   &lt;br /&gt;
&lt;br /&gt;
Since that day some fifteen years ago I have been on my own.  Living off the land and traveling around.  I heard about the adventuring company which sounded good to me and slowly made my way the the big city.  As I got closer, I slowed my progress down while attempting to learn the ways of the city folk along the way.  Most of them do not make any sense to me and I can somewhat tolerate them, striving for patience and keeping my mouth closed.  Both of those are very hard for me and I struggle with that challenge. Sometimes I just haul off and smack someone around, but usually keep myself from doing real harm.  Usually.&lt;br /&gt;
&lt;br /&gt;
Beyond this, I do have some memories of my parents.  My mother was a smoking hot babe who was mostly crazy, at least a little addled.  This probably goes a long way as to telling why she was with my father for at least one night of carnal lust.  Dad was a fairly straight up orc of good standing with an eye for beauty.  When his clan (the eager beaver clan) found out he was going to sire a half orc and half human they were not pleased with him by any measure.  Non the less, he stayed in good standing with his clan and remained with them even after I was kicked out. For the most part, I was &amp;quot;raised&amp;quot; by the tribe.  Good for him since I put him through a fair amount of misery until I &amp;quot;departed&amp;quot; the clan.  &lt;br /&gt;
&lt;br /&gt;
As well, I remember going out hunting with several of my clan mates, all of us fairly young at the time, say ten or eleven years old.  We discovered two goblins eating their prey over a camp fire and decided to attack them.  They were five us younglings and the two goblins should have been no trouble at all.  Being young and foolish, we didn&#039;t properly reconnoiter the area, just filled with rage and attacked.  We said, &amp;quot;What could possibly go wrong?&amp;quot; with or best Jeremy Clarkson voices and impressions (reference to Top Gear - a truly funny show).  When the other twenty five goblin arrived things got sticky in a hurry.  Before I knew it, three of my mates ran away crying like babies for their mommies.  That left me and one other orc to fight about twenty remaining goblins.  We actually were doing okay against them since they were young and stupid like us until my mate fell to them.  Some how I managed to stay alive and whittled them down to a point where I was able to disengage and the battle essentially stopped at that point as we all were licking many wounds.  I had mixed feelings (as much as a half orc can)  about the battle.  On one hand I was pleased with my personal performance.  On the other hand, I did loose a clan mate which I still to this day regret.  Unfortunately the pussies that ran away got off Scott free.  I, on the other hand, was beaten because of the loss of my mate - as if I didn&#039;t already feel bad enough about that.  Ah, life in the tribe is something different for sure. &lt;br /&gt;
&lt;br /&gt;
So where do I go from here?  I need more words to jack up my experience points.  I have provided the basic information above and I guess I need to embellish from there and fill in the blanks. As a dopey engineer, the written word is not my strong skill.  I understand machines and generally not people.  So writing was not something I spent much time on except technical writing.  Writing specifications is a fairly dry effort and only the facts are used - hopefully.  I can tell when another engineer was burned on something by looking at his specification book for a project.  A topic that a couple of short paragraphs that would normally do the job that is seven pages long tells the story.  Some weasel dick contractor got a change order through on a cheap shot that the engineer got his pee pee smacked hard for - maybe his company got the bill as well.  That is not much fun and we have all been there from time to time. Unfortunately, professionalism is mostly gone these days because it was replaced by the all mighty dollar.  It is up to the individual to stand tall when things go sideways because the company you work for will not.  I guess this is a little off topic - ya think?  Yes it is so back to something that at least resembles dungeons and dragons.&lt;br /&gt;
&lt;br /&gt;
In the land of Quelmar, there was a half-orc named Dickweedus . He was born to an orc father and a human mother, both of whom died when he was young, leaving him to fend for himself in the harsh wilderness. Dickweedus quickly learned how to survive, using his natural strength and agility to hunt and fight off predators.&lt;br /&gt;
&lt;br /&gt;
As he grew older, Dickweedus &#039;s orcish blood began to show itself more and more. He became increasingly aggressive and impulsive, often resorting to violence to solve problems. It wasn&#039;t long before he gained a reputation as a fearsome warrior, feared and respected by many.&lt;br /&gt;
&lt;br /&gt;
Despite his reputation, Dickweedus had a strong sense of honor and loyalty. He was fiercely protective of those he considered his allies, and would go to great lengths to keep them safe. This trait eventually led him to join a group of adventurers, who quickly recognized his combat prowess and asked him to join their ranks.&lt;br /&gt;
&lt;br /&gt;
As a member of the group, Dickweedus found a sense of purpose that he had never felt before. He fought alongside his comrades, exploring dangerous ruins, battling fierce monsters, and uncovering ancient artifacts. Though he still struggled with his orcish instincts, his new friends helped him channel his aggression in a more positive way, and he became a true force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
Over time, Dickweedus began to see Quelmar in a new light. He had always been a loner, but now he found himself connected to a community of adventurers and explorers, all working towards a common goal. He began to realize that there was more to life than just survival, and that he could use his skills and strength to make a real difference in the world.&lt;br /&gt;
&lt;br /&gt;
Dickweedus was born into a small tribe of half-orcs that lived on the fringes of Quelmar&#039;s wilderness. His mother was a human woman who had been captured and taken as a prisoner by the tribe&#039;s orcish warriors. She was forced to bear Dickweedus as part of a twisted breeding program designed to create stronger, more resilient half-orcs.&lt;br /&gt;
&lt;br /&gt;
Growing up, Dickweedus struggled to fit in with his tribe. He was smaller and weaker than the other half-orcs, and his human blood made him a target for bullying and ridicule. Despite this, he refused to back down from a fight and developed a reputation for his tenacity and resilience. As he grew older, he began to channel his anger and frustration into his battles, unleashing a ferocity that surprised even his tormentors.&lt;br /&gt;
&lt;br /&gt;
Eventually, Dickweedus left his tribe and struck out on his own as a mercenary and adventurer. He quickly made a name for himself as a formidable warrior, taking on jobs that required brute force and a willingness to get his hands dirty. Along the way, he encountered a group of adventurers who showed him that there was more to life than fighting and killing. They taught him how to read and write, and introduced him to new cultures and ways of thinking.&lt;br /&gt;
&lt;br /&gt;
Now, Dickweedus travels the land of Quelmar as a member of this diverse group of adventurers. He still struggles with his half-orc heritage and the prejudices that come with it, but he has found a sense of belonging among his new friends. He fights not just for himself, but for a better future for all those who have been oppressed and overlooked. &lt;br /&gt;
&lt;br /&gt;
Dickweedus is a complex character with a lot of depth. Despite his tough exterior and fierce reputation, he is also capable of showing compassion and empathy towards those who have been mistreated or marginalized.&lt;br /&gt;
&lt;br /&gt;
His experiences as a half-orc have shaped his worldview, and he is acutely aware of the prejudices and discrimination that he and others like him face in Quelmar. He often finds himself drawn to causes and missions that aim to alleviate the suffering of those who are oppressed or exploited.&lt;br /&gt;
&lt;br /&gt;
At the same time, Dickweedus is not above using his strength and ferocity to achieve his goals. He is a skilled warrior who knows how to use his rage to devastating effect in battle. He often takes on jobs that require physical prowess and a willingness to take risks.&lt;br /&gt;
&lt;br /&gt;
One of the defining traits of Dickweedus is his loyalty to his friends and companions. He may not always get along with them, but he is fiercely protective of those he considers his allies. He has been known to put himself in harm&#039;s way to shield others from danger, and he will stop at nothing to ensure their safety.&lt;br /&gt;
&lt;br /&gt;
Despite his rough exterior, Dickweedus has a softer side as well. He is often seen spending time with animals and nature, and has a particular fondness for birds. He has been known to break out into song when he thinks nobody is watching, and is not above indulging in a good meal or a stiff drink.&lt;br /&gt;
&lt;br /&gt;
Overall, Dickweedus is a fascinating character with a lot of depth and nuance. He represents the struggle of those who have been marginalized and oppressed, while also embodying the strength and resilience that is required to survive and thrive in a harsh and unforgiving world.&lt;br /&gt;
&lt;br /&gt;
One aspect of Dickweedus&#039;s personality that is worth exploring is his struggle with his identity as a half-orc. Having grown up in a tribe of half-orcs, he was exposed to both human and orcish cultures from a young age, and he often feels caught between these two worlds.&lt;br /&gt;
&lt;br /&gt;
On the one hand, he recognizes the brutality and savagery that is often associated with orcs, and he has witnessed firsthand the destructive effects that unchecked rage and aggression can have. On the other hand, he also recognizes the humanity and compassion that is often associated with humans, and he has seen the beauty and richness of human culture.&lt;br /&gt;
&lt;br /&gt;
This internal conflict sometimes manifests itself in the way that Dickweedus interacts with others. He can be quick to anger and prone to outbursts, especially when he feels that he or his friends are being mistreated or threatened. At the same time, he also has a deep well of empathy and understanding, and he is often able to see things from multiple perspectives.&lt;br /&gt;
&lt;br /&gt;
One particular event that had a profound impact on Dickweedus&#039;s worldview was a mission that he undertook with his adventuring group to rescue a group of half-orc slaves from a powerful human noble. The experience of seeing his own people subjected to such cruelty and exploitation left a lasting impression on him, and he has since become a fierce advocate for the rights of all marginalized groups.&lt;br /&gt;
&lt;br /&gt;
Another aspect of Dickweedus&#039;s character that is worth exploring is his relationship with nature. Despite his fearsome reputation as a warrior, he has a deep love and respect for the natural world, and he often takes time to appreciate the beauty and majesty of the wilderness around him. This connection to nature has given him a sense of purpose and grounding, and he often turns to it for solace and comfort when the world becomes too overwhelming.&lt;br /&gt;
&lt;br /&gt;
Overall, Dickweedus is a complex and multifaceted character who represents the struggle of those who exist between two worlds. He embodies both the savagery and the humanity of his heritage, and he is constantly seeking to reconcile these opposing forces within himself. At the same time, he is a fierce warrior and a loyal friend, with a deep commitment to justice and fairness for all.&lt;br /&gt;
&lt;br /&gt;
Dickweedus is a unique and complex character with a rich backstory and many fascinating traits.&lt;br /&gt;
&lt;br /&gt;
Born to a tribe of half-orcs in the rugged wilderness of Quelmar, Dickweedus was raised in a harsh and unforgiving environment. He was taught from a young age to rely on his strength and ferocity in order to survive, and he quickly became known for his prowess as a warrior.&lt;br /&gt;
&lt;br /&gt;
However, Dickweedus also had a keen mind and a deep curiosity about the world around him. He was always eager to learn, and he spent much of his time exploring the wilds and observing the creatures that lived there.&lt;br /&gt;
&lt;br /&gt;
As he grew older, Dickweedus began to feel increasingly restless. He knew that there was more to the world than the narrow confines of his tribe, and he longed to explore the wider world beyond. Eventually, he decided to strike out on his own and seek his fortune as an adventurer.&lt;br /&gt;
&lt;br /&gt;
Along the way, Dickweedus has faced many challenges and obstacles, both physical and emotional. He has been forced to confront his own prejudices and biases, as well as those of others who judge him based on his appearance and heritage.&lt;br /&gt;
&lt;br /&gt;
Despite these challenges, however, Dickweedus has remained steadfast in his commitment to justice and fairness for all. He has fought against tyrants and oppressors, defended the weak and vulnerable, and helped to forge alliances between disparate groups.&lt;br /&gt;
&lt;br /&gt;
One of Dickweedus&#039;s defining traits is his fierce loyalty to his friends and companions. He is often quick to defend them, even at great personal risk, and he has formed deep bonds with those who have earned his trust.&lt;br /&gt;
&lt;br /&gt;
At the same time, Dickweedus is not without his flaws. He can be impulsive and prone to outbursts of rage, especially when he feels that his friends or his own sense of justice has been threatened. He is also sometimes slow to trust new people, especially those who remind him of those who have mistreated him in the past.&lt;br /&gt;
&lt;br /&gt;
Despite these flaws, however, Dickweedus is a deeply empathetic and compassionate individual, with a strong connection to the natural world and a keen sense of the interconnectedness of all things. He represents the struggle of those who exist on the margins of society, and his quest for understanding and justice is a powerful symbol of hope for all who seek a better world.&lt;br /&gt;
&lt;br /&gt;
In the land of Quelmar, there was a half-orc barbarian named Dickweedus. He was feared and respected by many due to his immense strength, skill in battle, and unwavering loyalty to his tribe.&lt;br /&gt;
&lt;br /&gt;
One day, a group of trolls invaded Dickweedus&#039; village, burning and pillaging everything in their path. Dickweedus rallied his fellow warriors and charged into battle, determined to defend his home and people.&lt;br /&gt;
&lt;br /&gt;
Despite being outnumbered and outmatched, Dickweedus fought with a ferocity that struck fear into the hearts of the trolls. His battle cry echoed through the valley, and with every swing of his massive greatsword, he cleaved through troll after troll.&lt;br /&gt;
&lt;br /&gt;
The battle raged on for hours, and just when it seemed that all hope was lost, Dickweedus spotted the troll chieftain. With a roar, he charged towards the monstrous creature, his greatsword held high.&lt;br /&gt;
&lt;br /&gt;
The two clashed in a fierce battle, trading blow for blow. But in the end, it was Dickweedus who emerged victorious. With a final swing, he struck the troll chieftain down, ending the invasion and saving his village.&lt;br /&gt;
&lt;br /&gt;
Word of Dickweedus&#039; heroism quickly spread throughout the land of Quelmar, and he became a legendary figure, admired and respected by all who knew his story.&lt;br /&gt;
&lt;br /&gt;
From that day forward, Dickweedus continued to defend his people and fight for justice, earning himself a place in the annals of Quelmar&#039;s greatest heroes. After his victory over the troll invasion, Dickweedus gained even more notoriety and became a legendary figure in Quelmar. He continued to fight for his people and defend his tribe against any threat that came their way.&lt;br /&gt;
&lt;br /&gt;
One day, a powerful dragon swooped down upon the village, threatening to incinerate everything in its path. Dickweedus knew that he had to act fast and rally his warriors to stand against this monstrous creature.&lt;br /&gt;
&lt;br /&gt;
With his greatsword in hand, Dickweedus led the charge against the dragon, dodging its fiery breath and striking at its armored scales. The battle was long and grueling, but Dickweedus refused to give up.&lt;br /&gt;
&lt;br /&gt;
In the end, with one final blow, Dickweedus struck the dragon down and saved his village once again. His name spread even further across Quelmar, and he was hailed as a true hero and protector of his people.&lt;br /&gt;
&lt;br /&gt;
As time went on, Dickweedus continued to lead his tribe with strength and wisdom. He became a trusted advisor to the chieftain and was respected by all who knew him. He taught younger warriors the ways of combat and helped to protect Quelmar from any threats that came their way. As Dickweedus continued to lead his tribe and defend Quelmar from any threats, his reputation spread far and wide. His legend grew with each victory, and people from all over Quelmar sought him out for his wisdom and strength.&lt;br /&gt;
&lt;br /&gt;
One day, a neighboring kingdom requested Dickweedus&#039; help in their own fight against a powerful necromancer who was terrorizing their land. Despite the dangers involved, Dickweedus knew that he had to answer the call and help his fellow Quelmarians.&lt;br /&gt;
&lt;br /&gt;
He traveled to the kingdom, and with his greatsword in hand, he faced the necromancer in a fierce battle. The two traded blows, and Dickweedus was pushed to his limits. But with sheer force of will and determination, he emerged victorious, defeating the necromancer and freeing the kingdom from his tyranny.&lt;br /&gt;
&lt;br /&gt;
His heroic actions earned him the admiration and gratitude of the kingdom&#039;s people, and he was honored with a great feast in his honor.&lt;br /&gt;
&lt;br /&gt;
But Dickweedus was not one to rest on his laurels. He returned to Quelmar, ready to continue defending his tribe against any threats that came their way.&lt;br /&gt;
&lt;br /&gt;
One day, a dark force descended upon Quelmar. A powerful demon had been summoned, threatening to destroy everything in its path. Dickweedus knew that he had to act fast, and he led his tribe into battle against the demon.&lt;br /&gt;
&lt;br /&gt;
The fight was intense, and many warriors fell in battle. But Dickweedus refused to give up. With all of his strength and might, he fought against the demon, driving it back and finally vanquishing it.&lt;br /&gt;
&lt;br /&gt;
His victory over the demon cemented his status as one of Quelmar&#039;s greatest heroes. And even to this day, his legend lives on, inspiring young warriors to stand up for what is right and defend their people with all of their strength and might.&lt;br /&gt;
&lt;br /&gt;
Some Barbarian information&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.&lt;br /&gt;
&lt;br /&gt;
While raging, you gain the following benefits if you aren&#039;t wearing heavy armor:&lt;br /&gt;
&lt;br /&gt;
* You have advantage on Strength checks and Strength saving throws.&lt;br /&gt;
* 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.&lt;br /&gt;
* You have resistance to bludgeoning, piercing, and slashing damage.&lt;br /&gt;
&lt;br /&gt;
If you are able to cast spells, you can&#039;t cast them or concentrate on them while raging.&lt;br /&gt;
&lt;br /&gt;
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Unarmored Defense ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren&#039;t as they should be, giving you an edge when you dodge away from danger.&lt;br /&gt;
&lt;br /&gt;
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can&#039;t be blinded, deafened, or incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
Path features&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvement ====&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#039;t increase an ability score above 20 using this feature.&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your speed increases by 10 feet while you aren&#039;t wearing heavy armor.&lt;br /&gt;
&lt;br /&gt;
==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you are surprised at the beginning of combat and aren&#039;t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.&lt;br /&gt;
&lt;br /&gt;
This increases to two additional dice at 13th level and three additional dice at 17th level.&lt;br /&gt;
&lt;br /&gt;
==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you&#039;re raging and don&#039;t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&lt;br /&gt;
&lt;br /&gt;
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
&lt;br /&gt;
==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
&lt;br /&gt;
==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
&lt;br /&gt;
=== Path of the Berserker ===&lt;br /&gt;
For some barbarians, rage is a means to an end–that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker&#039;s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
&lt;br /&gt;
; Frenzy&lt;br /&gt;
&lt;br /&gt;
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix PH-A).&lt;br /&gt;
&lt;br /&gt;
; Mindless Rage&lt;br /&gt;
&lt;br /&gt;
Beginning at 6th level, you can&#039;t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
; Intimidating Presence&lt;br /&gt;
&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
&lt;br /&gt;
If the creature succeeds on its saving throw, you can&#039;t use this feature on that creature again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
; Retaliation&lt;br /&gt;
&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19795</id>
		<title>Dickweedus</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19795"/>
		<updated>2023-05-01T12:35:01Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing to tell you is my character is a Barbarian, not a Ranger.  I decided to try something different after filling out the character form sheet thingie.  I could not figure out how to edit my original submission and didn&#039;t think filling out another one was the way to go.  Let me know if there is a way to do that - thanks.&lt;br /&gt;
&lt;br /&gt;
I am also playing a half-orc which is also different for me, I usually go with a half elf.  I have elected to go with the Primal Path option as well. I  did consider the wild magic version which looked interesting.  I am using D &amp;amp; D Beyond for character generation and maintenance.  I did not want to spend the money to down load Tasha&#039;s Cauldron of Everything since I already have it in hard cover and decided to stay with the player&#039;s handbook&#039;s standard options.&lt;br /&gt;
&lt;br /&gt;
So, I started out as a child, of the half orc variety.  Cute little bugger I was, with a face only a mother could love.  Mainly brought up by orcs as you will see when you get to know me.  I very much enjoy chopping things up (monsters) with my broad sword.  Also quite fond of shooting them with my long bow to tenderize them a bit.  Makes for good or better eating.  Ah, the good old days.  As a youngling the days were filled with fun hunting monsters and enjoying them over a camp fire.  As I grew up, I was eventually shunned by both my orc tribe and human ancestors of which I knew precious little of.  So, I have been a loner for a long time now.  After a while you do get used to it, but on occasion I prefer some company from time to time.  Therefore I have decided to try out the Tempest Brothers Expeditionary Company group in the hopes of gaining a new family of sorts. My party of adventurers who I have not yet met, doesn&#039;t know it, but they will be my clan and family moving forward.  I will protect them with every skill and weapon I have available to myself.&lt;br /&gt;
&lt;br /&gt;
I am not aware of many half orcs here at all.  I am one of very, very, very few indeed.  As such, I have had to learn how to get along with everyone else which is not too bad.  But, if you see my blood start to boil, you better find a good place to lay low.  When the rage comes upon me my enemies will not fair well at all. It is a sight to be seen and not felt.&lt;br /&gt;
&lt;br /&gt;
Since most of my time has been spent honing my combat skills, I have spent very little time with traditional learning activities.  I do not know much at all about my tribes history or the human part of me. Basically next to nothing. I could not provide any sort of detailed history if I tried.  Also being an outcast at such an early age doesn&#039;t help with that either.  Not much to go on.  As well, I am not imbued with the social graces since I have had very little interaction with most anyone.  I tend to annoy or bother others with out trying.  But, if you are in a tight spot, you will be hard pressed to find a better companion or associate.  What little I know follows.&lt;br /&gt;
&lt;br /&gt;
I mostly grew up in the Cauldomo region and the Wistness area, a small village in between them served as a center of operations.  My tribe seemed to be always on the move, never in one spot too long.  Basically an overgrown camp of sorts that was mobile circling around the small village of StateCollegeus which served as a source of loot and food for us.  No wonder the humans don&#039;t like me.  Frequently moving helped us stay alive and kept us safe from the village&#039;s retribution. Until. However, one fateful day, they caught us flat footed and the Blue and White clad villagers kicked our collective asses up and down the field of battle repeatedly.  A sound thrashing was given.  Although I survived the battle and took my share enemies, I did not kill one of them since that particular individual seemed vaguely familiar, perhaps a distant relation - I don&#039;t know, but my orc clan was not happy with me at all. I imagined he might have been my step brother perhaps or maybe a cousin.  I do not know why I felt that way but something inside of me tickled me the right way at that time and I went with my gut feeling and let him live.  After a sound beating by my clan &amp;quot;mates&amp;quot; and much ridicule they gave me the boot.  They tied me up around a pole, left me for dead and left the area for good.  The village of StateCollegeus was very happy about the tribe leaving the area.  I could not break the bonds that tied me up in my weakened condition.  As I passed in and out of consciousness I began hallucinating I think.  At one point,  I seem to remember someone vaguely familiar untying me and tending to my wounds, perhaps even nourishing me and giving water. My poor memory seems to have a vision of a beautiful woman tending to me, but not my mother.  Maybe a step sister?  Eventually I came to my senses and crawled away from the area. I began the long process of healing and recovering from my ordeal. All of this made me even stronger and placed a fine point on my own rage level.   &lt;br /&gt;
&lt;br /&gt;
Since that day some fifteen years ago I have been on my own.  Living off the land and traveling around.  I heard about the adventuring company which sounded good to me and slowly made my way the the big city.  As I got closer, I slowed my progress down while attempting to learn the ways of the city folk along the way.  Most of them do not make any sense to me and I can somewhat tolerate them, striving for patience and keeping my mouth closed.  Both of those are very hard for me and I struggle with that challenge. Sometimes I just haul off and smack someone around, but usually keep myself from doing real harm.  Usually.&lt;br /&gt;
&lt;br /&gt;
Beyond this, I do have some memories of my parents.  My mother was a smoking hot babe who was mostly crazy, at least a little addled.  This probably goes a long way as to telling why she was with my father for at least one night of carnal lust.  Dad was a fairly straight up orc of good standing with an eye for beauty.  When his clan (the eager beaver clan) found out he was going to sire a half orc and half human they were not pleased with him by any measure.  Non the less, he stayed in good standing with his clan and remained with them even after I was kicked out. For the most part, I was &amp;quot;raised&amp;quot; by the tribe.  Good for him since I put him through a fair amount of misery until I &amp;quot;departed&amp;quot; the clan.  &lt;br /&gt;
&lt;br /&gt;
As well, I remember going out hunting with several of my clan mates, all of us fairly young at the time, say ten or eleven years old.  We discovered two goblins eating their prey over a camp fire and decided to attack them.  They were five us younglings and the two goblins should have been no trouble at all.  Being young and foolish, we didn&#039;t properly reconnoiter the area, just filled with rage and attacked.  We said, &amp;quot;What could possibly go wrong?&amp;quot; with or best Jeremy Clarkson voices and impressions (reference to Top Gear - a truly funny show).  When the other twenty five goblin arrived things got sticky in a hurry.  Before I knew it, three of my mates ran away crying like babies for their mommies.  That left me and one other orc to fight about twenty remaining goblins.  We actually were doing okay against them since they were young and stupid like us until my mate fell to them.  Some how I managed to stay alive and whittled them down to a point where I was able to disengage and the battle essentially stopped at that point as we all were licking many wounds.  I had mixed feelings (as much as a half orc can)  about the battle.  On one hand I was pleased with my personal performance.  On the other hand, I did loose a clan mate which I still to this day regret.  Unfortunately the pussies that ran away got off Scott free.  I, on the other hand, was beaten because of the loss of my mate - as if I didn&#039;t already feel bad enough about that.  Ah, life in the tribe is something different for sure. &lt;br /&gt;
&lt;br /&gt;
So where do I go from here?  I need more words to jack up my experience points.  I have provided the basic information above and I guess I need to embellish from there and fill in the blanks. As a dopey engineer, the written word is not my strong skill.  I understand machines and generally not people.  So writing was not something I spent much time on except technical writing.  Writing specifications is a fairly dry effort and only the facts are used - hopefully.  I can tell when another engineer was burned on something by looking at his specification book for a project.  A topic that a couple of short paragraphs that would normally do the job that is seven pages long tells the story.  Some weasel dick contractor got a change order through on a cheap shot that the engineer got his pee pee smacked hard for - maybe his company got the bill as well.  That is not much fun and we have all been there from time to time. Unfortunately, professionalism is mostly gone these days because it was replaced by the all mighty dollar.  It is up to the individual to stand tall when things go sideways because the company you work for will not.  I guess this is a little off topic - ya think?  Yes it is so back to something that at least resembles dungeons and dragons.&lt;br /&gt;
&lt;br /&gt;
In the land of Quelmar, there was a half-orc named Dickweedus . He was born to an orc father and a human mother, both of whom died when he was young, leaving him to fend for himself in the harsh wilderness. Dickweedus quickly learned how to survive, using his natural strength and agility to hunt and fight off predators.&lt;br /&gt;
&lt;br /&gt;
As he grew older, Dickweedus &#039;s orcish blood began to show itself more and more. He became increasingly aggressive and impulsive, often resorting to violence to solve problems. It wasn&#039;t long before he gained a reputation as a fearsome warrior, feared and respected by many.&lt;br /&gt;
&lt;br /&gt;
Despite his reputation, Dickweedus had a strong sense of honor and loyalty. He was fiercely protective of those he considered his allies, and would go to great lengths to keep them safe. This trait eventually led him to join a group of adventurers, who quickly recognized his combat prowess and asked him to join their ranks.&lt;br /&gt;
&lt;br /&gt;
As a member of the group, Dickweedus found a sense of purpose that he had never felt before. He fought alongside his comrades, exploring dangerous ruins, battling fierce monsters, and uncovering ancient artifacts. Though he still struggled with his orcish instincts, his new friends helped him channel his aggression in a more positive way, and he became a true force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
Over time, Dickweedus began to see Quelmar in a new light. He had always been a loner, but now he found himself connected to a community of adventurers and explorers, all working towards a common goal. He began to realize that there was more to life than just survival, and that he could use his skills and strength to make a real difference in the world.&lt;br /&gt;
&lt;br /&gt;
Dickweedus was born into a small tribe of half-orcs that lived on the fringes of Quelmar&#039;s wilderness. His mother was a human woman who had been captured and taken as a prisoner by the tribe&#039;s orcish warriors. She was forced to bear Dickweedus as part of a twisted breeding program designed to create stronger, more resilient half-orcs.&lt;br /&gt;
&lt;br /&gt;
Growing up, Dickweedus struggled to fit in with his tribe. He was smaller and weaker than the other half-orcs, and his human blood made him a target for bullying and ridicule. Despite this, he refused to back down from a fight and developed a reputation for his tenacity and resilience. As he grew older, he began to channel his anger and frustration into his battles, unleashing a ferocity that surprised even his tormentors.&lt;br /&gt;
&lt;br /&gt;
Eventually, Dickweedus left his tribe and struck out on his own as a mercenary and adventurer. He quickly made a name for himself as a formidable warrior, taking on jobs that required brute force and a willingness to get his hands dirty. Along the way, he encountered a group of adventurers who showed him that there was more to life than fighting and killing. They taught him how to read and write, and introduced him to new cultures and ways of thinking.&lt;br /&gt;
&lt;br /&gt;
Now, Dickweedus travels the land of Quelmar as a member of this diverse group of adventurers. He still struggles with his half-orc heritage and the prejudices that come with it, but he has found a sense of belonging among his new friends. He fights not just for himself, but for a better future for all those who have been oppressed and overlooked. &lt;br /&gt;
&lt;br /&gt;
Dickweedus is a complex character with a lot of depth. Despite his tough exterior and fierce reputation, he is also capable of showing compassion and empathy towards those who have been mistreated or marginalized.&lt;br /&gt;
&lt;br /&gt;
His experiences as a half-orc have shaped his worldview, and he is acutely aware of the prejudices and discrimination that he and others like him face in Quelmar. He often finds himself drawn to causes and missions that aim to alleviate the suffering of those who are oppressed or exploited.&lt;br /&gt;
&lt;br /&gt;
At the same time, Dickweedus is not above using his strength and ferocity to achieve his goals. He is a skilled warrior who knows how to use his rage to devastating effect in battle. He often takes on jobs that require physical prowess and a willingness to take risks.&lt;br /&gt;
&lt;br /&gt;
One of the defining traits of Dickweedus is his loyalty to his friends and companions. He may not always get along with them, but he is fiercely protective of those he considers his allies. He has been known to put himself in harm&#039;s way to shield others from danger, and he will stop at nothing to ensure their safety.&lt;br /&gt;
&lt;br /&gt;
Despite his rough exterior, Dickweedus has a softer side as well. He is often seen spending time with animals and nature, and has a particular fondness for birds. He has been known to break out into song when he thinks nobody is watching, and is not above indulging in a good meal or a stiff drink.&lt;br /&gt;
&lt;br /&gt;
Overall, Dickweedus is a fascinating character with a lot of depth and nuance. He represents the struggle of those who have been marginalized and oppressed, while also embodying the strength and resilience that is required to survive and thrive in a harsh and unforgiving world.&lt;br /&gt;
&lt;br /&gt;
One aspect of Dickweedus&#039;s personality that is worth exploring is his struggle with his identity as a half-orc. Having grown up in a tribe of half-orcs, he was exposed to both human and orcish cultures from a young age, and he often feels caught between these two worlds.&lt;br /&gt;
&lt;br /&gt;
On the one hand, he recognizes the brutality and savagery that is often associated with orcs, and he has witnessed firsthand the destructive effects that unchecked rage and aggression can have. On the other hand, he also recognizes the humanity and compassion that is often associated with humans, and he has seen the beauty and richness of human culture.&lt;br /&gt;
&lt;br /&gt;
This internal conflict sometimes manifests itself in the way that Dickweedus interacts with others. He can be quick to anger and prone to outbursts, especially when he feels that he or his friends are being mistreated or threatened. At the same time, he also has a deep well of empathy and understanding, and he is often able to see things from multiple perspectives.&lt;br /&gt;
&lt;br /&gt;
One particular event that had a profound impact on Dickweedus&#039;s worldview was a mission that he undertook with his adventuring group to rescue a group of half-orc slaves from a powerful human noble. The experience of seeing his own people subjected to such cruelty and exploitation left a lasting impression on him, and he has since become a fierce advocate for the rights of all marginalized groups.&lt;br /&gt;
&lt;br /&gt;
Another aspect of Dickweedus&#039;s character that is worth exploring is his relationship with nature. Despite his fearsome reputation as a warrior, he has a deep love and respect for the natural world, and he often takes time to appreciate the beauty and majesty of the wilderness around him. This connection to nature has given him a sense of purpose and grounding, and he often turns to it for solace and comfort when the world becomes too overwhelming.&lt;br /&gt;
&lt;br /&gt;
Overall, Dickweedus is a complex and multifaceted character who represents the struggle of those who exist between two worlds. He embodies both the savagery and the humanity of his heritage, and he is constantly seeking to reconcile these opposing forces within himself. At the same time, he is a fierce warrior and a loyal friend, with a deep commitment to justice and fairness for all.&lt;br /&gt;
&lt;br /&gt;
Dickweedus is a unique and complex character with a rich backstory and many fascinating traits.&lt;br /&gt;
&lt;br /&gt;
Born to a tribe of half-orcs in the rugged wilderness of Quelmar, Dickweedus was raised in a harsh and unforgiving environment. He was taught from a young age to rely on his strength and ferocity in order to survive, and he quickly became known for his prowess as a warrior.&lt;br /&gt;
&lt;br /&gt;
However, Dickweedus also had a keen mind and a deep curiosity about the world around him. He was always eager to learn, and he spent much of his time exploring the wilds and observing the creatures that lived there.&lt;br /&gt;
&lt;br /&gt;
As he grew older, Dickweedus began to feel increasingly restless. He knew that there was more to the world than the narrow confines of his tribe, and he longed to explore the wider world beyond. Eventually, he decided to strike out on his own and seek his fortune as an adventurer.&lt;br /&gt;
&lt;br /&gt;
Along the way, Dickweedus has faced many challenges and obstacles, both physical and emotional. He has been forced to confront his own prejudices and biases, as well as those of others who judge him based on his appearance and heritage.&lt;br /&gt;
&lt;br /&gt;
Despite these challenges, however, Dickweedus has remained steadfast in his commitment to justice and fairness for all. He has fought against tyrants and oppressors, defended the weak and vulnerable, and helped to forge alliances between disparate groups.&lt;br /&gt;
&lt;br /&gt;
One of Dickweedus&#039;s defining traits is his fierce loyalty to his friends and companions. He is often quick to defend them, even at great personal risk, and he has formed deep bonds with those who have earned his trust.&lt;br /&gt;
&lt;br /&gt;
At the same time, Dickweedus is not without his flaws. He can be impulsive and prone to outbursts of rage, especially when he feels that his friends or his own sense of justice has been threatened. He is also sometimes slow to trust new people, especially those who remind him of those who have mistreated him in the past.&lt;br /&gt;
&lt;br /&gt;
Despite these flaws, however, Dickweedus is a deeply empathetic and compassionate individual, with a strong connection to the natural world and a keen sense of the interconnectedness of all things. He represents the struggle of those who exist on the margins of society, and his quest for understanding and justice is a powerful symbol of hope for all who seek a better world.&lt;br /&gt;
&lt;br /&gt;
In the land of Quelmar, there was a half-orc barbarian named Dickweedus. He was feared and respected by many due to his immense strength, skill in battle, and unwavering loyalty to his tribe.&lt;br /&gt;
&lt;br /&gt;
One day, a group of trolls invaded Dickweedus&#039; village, burning and pillaging everything in their path. Dickweedus rallied his fellow warriors and charged into battle, determined to defend his home and people.&lt;br /&gt;
&lt;br /&gt;
Despite being outnumbered and outmatched, Dickweedus fought with a ferocity that struck fear into the hearts of the trolls. His battle cry echoed through the valley, and with every swing of his massive greatsword, he cleaved through troll after troll.&lt;br /&gt;
&lt;br /&gt;
The battle raged on for hours, and just when it seemed that all hope was lost, Dickweedus spotted the troll chieftain. With a roar, he charged towards the monstrous creature, his greatsword held high.&lt;br /&gt;
&lt;br /&gt;
The two clashed in a fierce battle, trading blow for blow. But in the end, it was Dickweedus who emerged victorious. With a final swing, he struck the troll chieftain down, ending the invasion and saving his village.&lt;br /&gt;
&lt;br /&gt;
Word of Dickweedus&#039; heroism quickly spread throughout the land of Quelmar, and he became a legendary figure, admired and respected by all who knew his story.&lt;br /&gt;
&lt;br /&gt;
From that day forward, Dickweedus continued to defend his people and fight for justice, earning himself a place in the annals of Quelmar&#039;s greatest heroes. After his victory over the troll invasion, Dickweedus gained even more notoriety and became a legendary figure in Quelmar. He continued to fight for his people and defend his tribe against any threat that came their way.&lt;br /&gt;
&lt;br /&gt;
One day, a powerful dragon swooped down upon the village, threatening to incinerate everything in its path. Dickweedus knew that he had to act fast and rally his warriors to stand against this monstrous creature.&lt;br /&gt;
&lt;br /&gt;
With his greatsword in hand, Dickweedus led the charge against the dragon, dodging its fiery breath and striking at its armored scales. The battle was long and grueling, but Dickweedus refused to give up.&lt;br /&gt;
&lt;br /&gt;
In the end, with one final blow, Dickweedus struck the dragon down and saved his village once again. His name spread even further across Quelmar, and he was hailed as a true hero and protector of his people.&lt;br /&gt;
&lt;br /&gt;
As time went on, Dickweedus continued to lead his tribe with strength and wisdom. He became a trusted advisor to the chieftain and was respected by all who knew him. He taught younger warriors the ways of combat and helped to protect Quelmar from any threats that came their way.&lt;br /&gt;
&lt;br /&gt;
Some Barbarian information&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.&lt;br /&gt;
&lt;br /&gt;
While raging, you gain the following benefits if you aren&#039;t wearing heavy armor:&lt;br /&gt;
&lt;br /&gt;
* You have advantage on Strength checks and Strength saving throws.&lt;br /&gt;
* 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.&lt;br /&gt;
* You have resistance to bludgeoning, piercing, and slashing damage.&lt;br /&gt;
&lt;br /&gt;
If you are able to cast spells, you can&#039;t cast them or concentrate on them while raging.&lt;br /&gt;
&lt;br /&gt;
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Unarmored Defense ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren&#039;t as they should be, giving you an edge when you dodge away from danger.&lt;br /&gt;
&lt;br /&gt;
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can&#039;t be blinded, deafened, or incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
Path features&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvement ====&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#039;t increase an ability score above 20 using this feature.&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your speed increases by 10 feet while you aren&#039;t wearing heavy armor.&lt;br /&gt;
&lt;br /&gt;
==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you are surprised at the beginning of combat and aren&#039;t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.&lt;br /&gt;
&lt;br /&gt;
This increases to two additional dice at 13th level and three additional dice at 17th level.&lt;br /&gt;
&lt;br /&gt;
==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you&#039;re raging and don&#039;t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&lt;br /&gt;
&lt;br /&gt;
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
&lt;br /&gt;
==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
&lt;br /&gt;
==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
&lt;br /&gt;
=== Path of the Berserker ===&lt;br /&gt;
For some barbarians, rage is a means to an end–that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker&#039;s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
&lt;br /&gt;
; Frenzy&lt;br /&gt;
&lt;br /&gt;
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix PH-A).&lt;br /&gt;
&lt;br /&gt;
; Mindless Rage&lt;br /&gt;
&lt;br /&gt;
Beginning at 6th level, you can&#039;t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
; Intimidating Presence&lt;br /&gt;
&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
&lt;br /&gt;
If the creature succeeds on its saving throw, you can&#039;t use this feature on that creature again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
; Retaliation&lt;br /&gt;
&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Half-Orc&amp;diff=19600</id>
		<title>Half-Orc</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Half-Orc&amp;diff=19600"/>
		<updated>2023-04-26T21:38:17Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Halforc.png|thumb|Depiction of a female half-orc. &amp;lt;nowiki&amp;gt;https://forgottenrealms.fandom.com/wiki/Half-orc#Description&amp;lt;/nowiki&amp;gt;. ]]&lt;br /&gt;
&lt;br /&gt;
A half-orc is a fictional character often found in fantasy literature, games, and media. They are typically depicted as a humanoid hybrid of an orc and another race, such as a human or an elf. Half-orcs often possess physical characteristics of both races, such as prominent teeth, strong jaws, and coarse hair.&lt;br /&gt;
&lt;br /&gt;
In many fantasy worlds, half-orcs face discrimination and prejudice from other races due to their heritage. They may struggle to find acceptance and a place in society, leading some to become outcasts or turn to a life of violence.&lt;br /&gt;
&lt;br /&gt;
Despite their difficult upbringing, half-orcs can also possess unique strengths and abilities, such as exceptional physical strength and endurance, which make them formidable warriors.&lt;br /&gt;
&lt;br /&gt;
Half-orcs are a fictional humanoid hybrid race that commonly appear in fantasy literature, role-playing games, and other media. They are often portrayed as being the result of a union between an orc and another humanoid species, such as a human or an elf.&lt;br /&gt;
&lt;br /&gt;
Physical Characteristics: Half-orcs typically have a mix of physical traits from both their orc and non-orc parent. These traits may include a prominent brow, a square jaw, pointed ears, coarse hair, and tusks. They are generally taller and more muscular than humans but are not as tall or massive as pureblood orcs. Half-orcs also tend to have green or grayish skin, which can vary in tone depending on their ancestry.&lt;br /&gt;
&lt;br /&gt;
Personality and Culture: Half-orcs often struggle to find acceptance in society due to their mixed heritage, and many are raised in harsh or violent environments. As a result, they tend to be rough around the edges and may have a brash, aggressive demeanor. However, they can also be fiercely loyal to those they consider allies, and some half-orcs value honor and courage above all else.&lt;br /&gt;
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In some fantasy settings, half-orcs may have their own distinct culture, with customs and traditions that blend aspects of orc and human (or other) cultures. They may also be integrated into human or orc society, though they may face prejudice from both.&lt;br /&gt;
&lt;br /&gt;
Abilities: Half-orcs often possess superior physical abilities, including strength, endurance, and resilience. They may also have heightened senses and reflexes, which make them formidable fighters. However, they may be slower to learn magical abilities or other more subtle skills.&lt;br /&gt;
&lt;br /&gt;
Role-playing: In role-playing games, half-orcs are a popular choice for players who want to create a character with a unique backstory and set of abilities. Many game systems provide players with a range of options for customizing their half-orc characters, including different physical attributes, backgrounds, and skills.&lt;br /&gt;
&lt;br /&gt;
Overall, half-orcs are a fascinating and complex fantasy race that offers plenty of opportunities for storytelling and role-playing. Whether they are portrayed as outcasts, warriors, or something in between, they are sure to add depth and richness to any fantasy world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Half-orcs&#039;&#039;&#039; are medium sized humanoids that are descended from [[Orc|orcs]] and [[Human|humans]]. They are typically half human and are a little stronger and taller than their human parent but their appearances can vary wildly. In Quelmar, they are considered New World Crossbreeds, since they were not recognized before 0 BR. They often find themselves as heavy lifters, soldiers, or fighters in general due to their innate strength. Having the combined physical power of their orcish ancestors with the agility of their human ones, half-orcs were formidable individuals. Though they were often shunned in both human and orcish society for different reasons, half-orcs have proven themselves from time to time as worthy heroes and dangerous villains. Their existence implied an interesting back story that most would not like to dwell on.&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
Half-orcs can look more like their human parent or more like their orc parent. Orcish genetics can vary as they are passed down. Typically, half-orcs have slightly small tusks on their bottom teeth, green or gray-tinted skin, and dark hair. A half-orc individual can take after either or both of their parents, so no half-orc looks the same, even if they&#039;re full siblings. Scars are considered very normal amongst orcs and thus half-orcs often wear scars with pride.&lt;br /&gt;
&lt;br /&gt;
Half-orcs were, on average, somewhere from 5 feet and ​9 inches​ to ​6 feet and ​4 inches (1.8​ to ​1.9 meters) in height and usually weighed around 155​ to ​225 pounds (70.3​ to ​102 kilograms). making them a little taller and stronger than humans on average. Most half-orcs had grayish skin, jutting jaws, prominent teeth, a sloping forehead, and coarse body hair, which caused them to stand out from their human brethren, though their canines were noticeably smaller than a full-blooded orc’s tusks. Half-orcs as such appeared bestial to humans, though amongst orcs they were considered human-like physically. Half-orc hair was most often black, though it grayed very quickly with age. In general, half-orcs did not live as long as humans, maturing by their sixteenth year and often dying before their sixtieth.&lt;br /&gt;
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Half-orcs that have lived amongst orcs have often picked up the common orcish tradition of ritual scarring. Half-orcs with such a background did not look upon scars as marks of shame or as unattractive blemishes, but rather as marks of pride that demonstrate their skill and bravery in battle. On occasion, however, scars were used for a darker purpose, with orcs marking half-orc slaves with scars in the same manner a rancher might brand cattle.&lt;br /&gt;
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Half-orcs had shorter lifespans than humans, reaching maturity slightly earlier and rarely living longer than seventy-five years.&lt;br /&gt;
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=== Personality ===&lt;br /&gt;
The personality of a half-orc would depend on how they were raised and who they were raised by. Their unique existence is a personality trait most times by itself. Half-orcs do typically mix the tenacity and adaptability from their human side with impatience and free-spiritedness from their orcish side. Like humans, half-orcs were quick to action, tenacious and bold, and possessed an adaptability that was unusual among most races. This was useful to the race given that they were considered outsiders just about everywhere; they had the ability to thrive in unwelcome or unusual locations, which was a necessity for a half-orc’s welfare.&lt;br /&gt;
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From their orcish blood, half-orcs typically took less desirable qualities, which added to the discomfort others often felt around them. Few half-orcs had the patience for the etiquette or protocol that civilization has often imposed and were far from quiet about their opinions on the subject. As a result, half-orcs were often perceived as uncouth savages, a reputation accentuated by the orcish love of physical pleasures such as eating, drinking, or dancing. Impatient and ill-tempered were stereotypes that are not too far off the mark for most half-orcs, but these qualities have not been necessarily negative. Sometimes, a brash and straight-to-business attitude has been precisely what is required.&lt;br /&gt;
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The half-orc personality tended to be short-tempered and sullen, though half-orc mental capabilities have often been underestimated and they were significantly more cunning than full-blooded orcs. More often than not, half-orcs preferred simple pleasures such as feasting, singing, wrestling, or wild dancing to refined pursuits such as poetry or philosophy. Most half-orcs were free-spirited like their orcish brethren, though they had fewer of the evil tendencies that blemished the reputation of orcs and were as likely good as they were evil, at least when raised among humans. Half-orcs were also reputed to be unintelligent and, though this was not true for the entire race, it was a definite trend in some populations.&lt;br /&gt;
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=== Abilities ===&lt;br /&gt;
Half-orcs had a strength uncommon to most humans, though comparable with orcs. They were less durable than their full-blooded kin, but they were typically more dexterous, and indeed more so than most other humanoids. Half-orcs also had a resilience unique to them and when gravely injured, simply seem all the more determined to win, as though the blows had, in fact, empowered them. Similarly, all half-orcs were capable of channeling their feral fury into a powerful attack. These qualities were only temporary, however, and like any other mortal, half-orcs would eventually tire as a battle wore on and could be broken physically.&lt;br /&gt;
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Half-orcs were also agile, charging swiftly when their rage was aroused. For some half-orcs the conflict of their two heritages developed into something more, becoming the very essence of their being. Other half-orcs gained a thirst for battle that enabled them to weather through battle longer than most found themselves capable of, making them both more resilient and more deadly.&lt;br /&gt;
 &#039;&#039;Relentless Endurance.&#039;&#039; When a PC is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. They can’t use this feature again until they finish a long rest.&lt;br /&gt;
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=== Society ===&lt;br /&gt;
In most culture, half-orcs suffered prejudice. Within the lands of their human ancestors, half-orcs were commonly seen as savage thugs and looked down upon. As a result, most half-orcs in human society were forced into menial labor or violence for a career. Some chose to take on the life of an adventurer, perhaps merely as another acceptable means to wealth and power or sometimes as a way to throw off the shackles of other people&#039;s perceptions.&lt;br /&gt;
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Within orc society, half-orcs were often looked down upon as weaker and inferior creatures, but overall they tended to fare better. Most orcs grudgingly acknowledged the superiority of the half-orc&#039;s intellect as well as their comparable strength. As a result, it was not entirely unusual for a half-orc raised amongst orcs to rise to a position of power within his or her tribe.&lt;br /&gt;
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Half-orcs who lived among humans were frequently drawn to adventure simply because few opportunities were present to them for less-violent occupations. Pressured into martial lifestyles and rejected by polite society, half-orcs often only found acceptance among other races by proving their worth as adventurers. Likewise, the only friends a half-orc was likely to make were other adventurers, often being an outcast of sorts.&lt;br /&gt;
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They often live in cities like [[Galik]]. They are not automatically directly related to orc tribes like the Red Blade Orcs.&lt;br /&gt;
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=== The Mark of Gruumsh ===&lt;br /&gt;
The one-eyed god Gruumsh created the orcs, and even those orcs who turn away from his worship can’t fully escape his influence. The same is true of half-orcs, though their human blood moderates the impact of their orcish heritage. Some half-orcs⁠ hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh exultation when they join in melee combat—and either exult along with him or shiver with fear and loathing. Half-orcs⁠ are not evil by nature, but evil does lurk within them, whether they embrace it or rebel against it.&lt;br /&gt;
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Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn’t just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures—feasting, drinking, wrestling, drumming, and wild dancing—fill their hearts with joy. They tend to be short-tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. The most accomplished half-orcs⁠ are those with enough self-control to get by in a civilized land.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/PCs&amp;diff=19520</id>
		<title>Within the Wicked Wilds/PCs</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/PCs&amp;diff=19520"/>
		<updated>2023-04-22T17:06:36Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
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&lt;div&gt;If you are a player please refrain from editing this page.&lt;br /&gt;
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{| class=&amp;quot;wikitable article-table&amp;quot;&lt;br /&gt;
|+ Wicked Wilds Player Characters&lt;br /&gt;
! Player !! Username !! Character !! Race !! Class/Subclass !! Lvl !! Words on Wiki !! Total XP&lt;br /&gt;
|-&lt;br /&gt;
| Mercedes C || JaeltheJust || &amp;lt;center&amp;gt; [[Redemption Core]] &amp;lt;/center&amp;gt; || [[Tiefling|Glasya Tiefling]] || Drakewarden Ranger || 4 || 2556 || 3456&lt;br /&gt;
|-&lt;br /&gt;
| Gavin M || Fightmefam || &amp;lt;center&amp;gt; [[Yeesus]] &amp;lt;/center&amp;gt; || [[Yuan-Ti|Yuan-Ti Pureblood]] || Order Domain Cleric || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Chuck || Mattherson || &amp;lt;center&amp;gt; [[Lysvan]] &amp;lt;/center&amp;gt; || [[Genasi|Fire Genasi]] || Circle of Wildfire Druid || 4 || 1834 || 2734&lt;br /&gt;
|-&lt;br /&gt;
| Geoffrey || EpicdudeX || &amp;lt;center&amp;gt; [[Wiggler]] &amp;lt;/center&amp;gt; || [[Warforged]] (Worm) || Circle of Spores Druid || 4 || 2040 || 2940&lt;br /&gt;
|-&lt;br /&gt;
| Margarita || mikroeinaitomatisou || &amp;lt;center&amp;gt; [[Helli Aliosh]] &amp;lt;/center&amp;gt; || [[Tiefling]] || Light Domain Cleric || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Marcy || Marcy || &amp;lt;center&amp;gt; [[Paris Hilton]] &amp;lt;/center&amp;gt; || [[Human]] || Beast Master Ranger || 3 || 102 || 1002&lt;br /&gt;
|-&lt;br /&gt;
| Jennifer Gau || jenxzi || &amp;lt;center&amp;gt; [[Scarlett Ophelia]] &amp;lt;/center&amp;gt; || [[Dhampir]] || Path of the Berserker Barbarian || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Jonathan R || JonTheTeach || &amp;lt;center&amp;gt; [[Commando Reconnaissance Unit Lambda]] &amp;lt;/center&amp;gt; || [[Warforged]] || Sun Soul Monk || 5 || 8240 || 7520&lt;br /&gt;
|-&lt;br /&gt;
| Satch || Chef Bananas  || &amp;lt;center&amp;gt; [[Jim Stacy]] &amp;lt;/center&amp;gt; || [[Human ]] || Kensai Monk  || 3 || 699 || 1599&lt;br /&gt;
|-&lt;br /&gt;
| Keller M || K-dawg12 || &amp;lt;center&amp;gt; [[Sneeze]] &amp;lt;/center&amp;gt; || [[Kobold]] || Path of the Beast Barbarian || 4 || 2127 || 3027&lt;br /&gt;
|-&lt;br /&gt;
| Nin || SilentDarknes || &amp;lt;center&amp;gt; [[Marion Ette]] &amp;lt;/center&amp;gt; || [[Tiefling]] || Celestial Warlock || 5 || 8020 || 7410&lt;br /&gt;
|-&lt;br /&gt;
| Kyle || Staulwart || &amp;lt;center&amp;gt; [[Dothand Raki]] &amp;lt;/center&amp;gt; || [[Genasi|Air Genasi]] || Tempest Domain Cleric || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Alexander K || Ark Reaction || &amp;lt;center&amp;gt; [[Hermes Purrnes]] &amp;lt;/center&amp;gt; || [[Shifter|Swiftstride Shifter]] || 2 Rogue/1 Monk || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Talia S || Warden || &amp;lt;center&amp;gt; [[Sabbatical (character)|Sabbatical]] &amp;lt;/center&amp;gt; || [[Tiefling|Fierna Tiefling]] || Knowledge Domain Cleric || 4 || 3195 || 4095&lt;br /&gt;
|-&lt;br /&gt;
| Stephen S || Eromanoops6 || &amp;lt;center&amp;gt; [[Rheinhold Azurine]] &amp;lt;/center&amp;gt; || [[Dragonborn]] || Circle of the Mist Druid (Circle of Spores) || 5 || 7242 || 7021&lt;br /&gt;
|-&lt;br /&gt;
| Steve G || G + 171 || &amp;lt;center&amp;gt; [[Dickweedus]] &amp;lt;/center&amp;gt; || [[Half-Orc]] ||Barbarian&lt;br /&gt;
&lt;br /&gt;
| 4 || 3152 || 4052&lt;br /&gt;
|-&lt;br /&gt;
| Nick P || NicestPerk || &amp;lt;center&amp;gt; [[Twilsby Pendergras]] &amp;lt;/center&amp;gt; || [[Human|Variant Human]] || Order of Scribes Wizard || 3 || 574 || 1474&lt;br /&gt;
|-&lt;br /&gt;
| Drew G || Droobius8 || &amp;lt;center&amp;gt; [[Dragonett]] &amp;lt;/center&amp;gt; || [[Elf|Wood Elf]] || Scout Rogue 3/Ranger 2 || 5 || 9827 || 8423&lt;br /&gt;
|-&lt;br /&gt;
| Matt || leomatt || &amp;lt;center&amp;gt; [[Juno]] &amp;lt;/center&amp;gt; || [[Changeling]] || Way of Shadow Monk || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Anna S || SilvariaSpitfyre || &amp;lt;center&amp;gt; [[Finnegan (Finny) Warbler]] &amp;lt;/center&amp;gt; || [[Aarakocra| Puffin Aarakocra]] || College of Whispers Bard || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Scarlet || scarletxskull || &amp;lt;center&amp;gt; [[Chrysaor]] &amp;lt;/center&amp;gt; || [[Aasimar]] || 2 Fighter/1 Draconic Bloodline Sorcerer || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Julia || lunadix || &amp;lt;center&amp;gt; [[Kompi]] &amp;lt;/center&amp;gt; || [[Kobold]] || Clonomancer Sorcerer  || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Ari || gardenvarietyfae || &amp;lt;center&amp;gt; [[Obsidian]] &amp;lt;/center&amp;gt; || [[Genasi|Earth Genasi]] || Hexblade Warlock  || 4 || 2492 || 3392&lt;br /&gt;
|-&lt;br /&gt;
| Syameal || Syameal || &amp;lt;center&amp;gt; [[Lowkey]] &amp;lt;/center&amp;gt; || [[Changeling]] || Wild Magic Sorcerer || 3 || 826 || 1726&lt;br /&gt;
|-&lt;br /&gt;
| Jean-Pierre T || JePaPix || &amp;lt;center&amp;gt; [[Ratchet]] &amp;lt;/center&amp;gt; || [[Dragonborn|Copper Dragonborn]] || Artillerist Artificer || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Jake L || Jakel || &amp;lt;center&amp;gt; [[Sir Yewvane Eedryll]] &amp;lt;/center&amp;gt; || [[Eladrin]] || Valor Bard || 4 || 2164 || 3064&lt;br /&gt;
|-&lt;br /&gt;
| Dave Spaar || SolitonMan || &amp;lt;center&amp;gt; [[Therrin Flare]] &amp;lt;/center&amp;gt; || [[Aasimar]] || Celestial Warlock || 3 || 806 || 1706&lt;br /&gt;
|-&lt;br /&gt;
| Sam || Elf-hatred enjoyer || &amp;lt;center&amp;gt; [[Nassir Tycho]] &amp;lt;/center&amp;gt; || [[Dragonborn|Brass Dragonborn]] || Zealot Barbarian || 3 || 1073 || 1973&lt;br /&gt;
|-&lt;br /&gt;
| Jam Wright || Jam Knows || &amp;lt;center&amp;gt; [[&amp;quot;Jo&amp;quot; Joylee Seraphim-Belphegor]] &amp;lt;/center&amp;gt; || [[Human]] || Twilight Domain Cleric || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Kris || kao || &amp;lt;center&amp;gt; [[Rhea Vav]] &amp;lt;/center&amp;gt; || [[Half-Orc]] || Life Domain Cleric || 4 || 2802 || 3702&lt;br /&gt;
|-&lt;br /&gt;
| Andy H || andyhag || &amp;lt;center&amp;gt; [[Deralickt Dadwarf, Low Priest of the Order of Cucullin, of the Reformed Church of Bajayzus, Hisself.|Deralickt Dadwarf]] &amp;lt;/center&amp;gt; || [[Dwarf]] || Twilight Domain Cleric || 4 || 1876 || 2776&lt;br /&gt;
|-&lt;br /&gt;
| Lyndsey || Lywyn || &amp;lt;center&amp;gt; [[Tassa Brightfox]] &amp;lt;/center&amp;gt; || [[Kender]] || Arcane Trickster Rogue || 4 || 1916 || 2816&lt;br /&gt;
|-&lt;br /&gt;
| Rich Scott || Sad_Robot_v2.0 || &amp;lt;center&amp;gt; [[Neru]] &amp;lt;/center&amp;gt; || [[Gnome|Rock Gnome]] || Oath of Glory Paladin || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Ben || Bencryption || &amp;lt;center&amp;gt; [[Zimper]] &amp;lt;/center&amp;gt; || [[Nilbog (Player Race)|Nilbog]] || Wild Magic Sorcerer || 3 || 0 || 900&lt;br /&gt;
|-&lt;br /&gt;
| Emma || glamourpal || &amp;lt;center&amp;gt; [[Luster]] &amp;lt;/center&amp;gt; || [[Fairy]] || Oath of Conquest Paladin || 3 || 1334 || 2234&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;br /&gt;
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&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable article-table&amp;quot;&lt;br /&gt;
|+ Deceased/Inactive Player Characters&lt;br /&gt;
! Player !! Username !! Character !! Race !! Class/Subclass !! Lvl !! Status !! Cause of Death&lt;br /&gt;
|-&lt;br /&gt;
| - || - || &amp;lt;center&amp;gt; - &amp;lt;/center&amp;gt; || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Half-Orc&amp;diff=19414</id>
		<title>Half-Orc</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Half-Orc&amp;diff=19414"/>
		<updated>2023-04-18T20:54:21Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Halforc.png|thumb|Depiction of a female half-orc. &amp;lt;nowiki&amp;gt;https://forgottenrealms.fandom.com/wiki/Half-orc#Description&amp;lt;/nowiki&amp;gt;. ]]&lt;br /&gt;
The attempt to embrace both sides of one’s nature, as well as the idea of rejecting one side, could be excellent story potential as well. Maybe a half-orc revels in the strength of their orcish nature and wants to cleanse the “weak” human side. Or maybe they are trying to subsume the orcish blood, not letting its rage overcome them. I had actually considered multi-classing into barbarian to represent Rukh’s more untamed side taking over at times. I never did, but it might have made for an interesting plot hook, as he likely would’ve despised the power of his rage. Maybe ultimately, accepting both sides would’ve been the way he could have found peace. Alas that the campaign ended before we got that far.&lt;br /&gt;
&lt;br /&gt;
If half-orcs are truly a mix of orcish and human blood in your campaign, a potential story could be the character dealing with the side of their heritage that they weren’t raised in. Amongst humans, a half-orc is likely larger and stronger, leading them to either be a bully or a protector. What happens when their orcish parent’s tribe starts raiding the village? Will they help fight them off? Betray the place where they grew up (and which perhaps rejected them)? Will they use their blood to enter into diplomacy? Challenge the chief for the right to lead the tribe?&lt;br /&gt;
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If they grew up among orcs, then they would be smaller and weaker, likely bullied. Did this make them feel inadequate, or did they work twice as hard to be as powerful as the others around them? Maybe they are favored in their tribe for their wits and are chosen to take on an important quest for the good of the tribe, or to be their representative in a quest with others (the other PCs). Their difference could be why they’re capable of getting along with the others.&lt;br /&gt;
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This makes me think of a campaign in which the PCs are representatives of different peoples going on a quest to save the world, a la Lord of the Rings. Imagine the surprise when the local orcs put up their own representative – the half-orc. “You have my sword.” “And my bow!” “And I will tear the damned throat out of anyone who messes with us!”&lt;br /&gt;
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I hope this has gotten you thinking about half-orcs and how to support someone who wants to play one in your campaign. I know that Caduceus Clay from Critical Role helped up the popularity of firbolgs as a PC race. I hope that Fjord has done the same for half-orcs. I hope to see more of them down the road. &lt;br /&gt;
&lt;br /&gt;
Half-orc barbarians are a common sight in the rugged and untamed wilderness of Quelmar. They are known for their strength, ferocity, and resilience, and they are often feared and respected by those who encounter them.&lt;br /&gt;
&lt;br /&gt;
In Quelmar, half-orc barbarians are typically born into nomadic tribes that roam the wilds, eking out a living through hunting, gathering, and raiding. These tribes are often fiercely independent and fiercely protective of their own, and they tend to be suspicious of outsiders.&lt;br /&gt;
&lt;br /&gt;
Half-orc barbarians are raised from a young age to be tough and self-reliant. They are taught to hunt and fight, to track prey through the dense forests and rugged mountains, and to survive in the harshest of environments.&lt;br /&gt;
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As they grow older, many half-orc barbarians begin to feel a sense of restlessness and a desire to explore the wider world beyond their tribe. Some strike out on their own as adventurers, seeking wealth, fame, and glory. Others choose to remain with their tribe, serving as protectors and warriors.&lt;br /&gt;
&lt;br /&gt;
Regardless of their path, however, all half-orc barbarians share certain traits in common. They are fiercely independent and stubborn, with a deep sense of pride in their heritage and their strength. They are often quick to anger and slow to trust, but once they have formed a bond of friendship or loyalty, they will defend it with all of their might.&lt;br /&gt;
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In combat, half-orc barbarians are fearsome opponents. They are known for their brute strength and their ability to shrug off even the most punishing blows. They often fight with crude weapons such as clubs and axes, and they are not above using their teeth and claws in battle.&lt;br /&gt;
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Despite their fearsome reputation, however, half-orc barbarians are not mindless killing machines. They are capable of great compassion and empathy, especially for those who share their struggles and hardships. Many half-orc barbarians have a deep connection to the natural world, and they see themselves as guardians of the wilderness.&lt;br /&gt;
&lt;br /&gt;
In Quelmar, half-orc barbarians occupy a unique position in society. They are often viewed with suspicion and mistrust by those in more civilized areas, who see them as uncivilized and dangerous. However, they are also respected for their strength and their ability to survive in even the harshest of environments. As such, they can be valuable allies or formidable foes, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
Half-Orc Barbarians are a popular character choice in fantasy role-playing games, such as Dungeons and Dragons. They are a combination of the Half-Orc race, which is known for its toughness and ferocity, and the Barbarian class, which is all about raw physical power and a willingness to engage in combat.&lt;br /&gt;
&lt;br /&gt;
Half-Orc Barbarians are typically depicted as fierce and intimidating warriors, with a primal nature that makes them excellent at close-quarters combat. They are often characterized as being very physical and muscular, with a great deal of endurance and strength. They are also known for their ability to withstand pain and injury, making them formidable opponents in battle.&lt;br /&gt;
&lt;br /&gt;
One of the unique aspects of Half-Orc Barbarians is their rage ability. When they enter a state of rage, they become even more ferocious and powerful, gaining a boost to their strength and resistance to damage. This ability can be triggered by various triggers such as being attacked, seeing a friend hurt, or even taunting.&lt;br /&gt;
&lt;br /&gt;
In terms of backstory, Half-Orc Barbarians are often born into difficult circumstances, such as growing up in harsh environments or facing discrimination due to their mixed heritage. Many of them turn to a life of adventure and combat as a way to prove themselves and overcome their challenges.&lt;br /&gt;
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Overall, Half-Orc Barbarians are a popular and powerful character choice for players who enjoy a brute force approach to combat and role-playing.&lt;br /&gt;
&lt;br /&gt;
We’re going to look at writing personal plot for a race that’s been around a long time but often fails to get a lot of the love other races deserve. Today, we’re talking about the half-orc. I personally love half-orcs, and one of my favorite PCs I’ve ever played was Rukh Redmane, half-orc paladin, a character who warred between the two sides of his blood. I think they have a lot of role-playing potential, but they often seem to be overlooked.&lt;br /&gt;
&lt;br /&gt;
Half-orcs arguably have their origin back in &#039;&#039;The Lord of the Rings&#039;&#039;, where we find a few different examples of people who seem to have mixed human and orcish blood, including the mighty Uruk-Hai. They showed up in 1st edition D&amp;amp;D as a playable race, but they all but vanished from 2nd edition. TSR was trying to clean up D&amp;amp;D’s image, and as a race with potentially problematic origins, they pushed the half-orc to the back of the group. They came back in 3rd edition, however, and they’ve been a mainstay ever since.&lt;br /&gt;
&lt;br /&gt;
One reason half-orcs have been so problematic is that early D&amp;amp;D felt they could only result from violence and rape. More recent editions have handled them differently, including Eberron, which features orcs as being a bit more civilized and suggests that, like half-elves, half-orcs are now essentially a race that breeds true and are their own people. 5th edition also touched on this, suggesting that they could be from the unions of fierce northern barbarians joined in alliance with orcish tribes. In my Shattered Pact campaign, half-orcs are more properly known as Urku. They are actually their own race, having originated from good orcs who followed a good orcish god and who were uplifted by that god to a different state of being. However you want to include half-orcs in your game, make sure that your half-orc players are comfortable with it. This is something good to discuss if someone expresses a desire to play a half-orc during a Session Zero game.&lt;br /&gt;
&lt;br /&gt;
Part of what might generate plot in your campaign might be how the rest of the world views half-orcs. Are they reviled? Feared? Or are they accepted as any other race? Rukh lived in a world where half-orcs were uncommon and despised, and he had a lot of work to do in finding acceptance. Quests to prove oneself and one’s good intentions could be a big part of what constitutes personal plot for a half-orc player character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Half-orcs&#039;&#039;&#039; are medium sized humanoids that are descended from [[Orc|orcs]] and [[Human|humans]]. They are typically half human and are a little stronger and taller than their human parent but their appearances can vary wildly. In Quelmar, they are considered New World Crossbreeds, since they were not recognized before 0 BR. They often find themselves as heavy lifters, soldiers, or fighters in general due to their innate strength. Having the combined physical power of their orcish ancestors with the agility of their human ones, half-orcs were formidable individuals. Though they were often shunned in both human and orcish society for different reasons, half-orcs have proven themselves from time to time as worthy heroes and dangerous villains. Their existence implied an interesting back story that most would not like to dwell on.&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
Half-orcs can look more like their human parent or more like their orc parent. Orcish genetics can vary as they are passed down. Typically, half-orcs have slightly small tusks on their bottom teeth, green or gray-tinted skin, and dark hair. A half-orc individual can take after either or both of their parents, so no half-orc looks the same, even if they&#039;re full siblings. Scars are considered very normal amongst orcs and thus half-orcs often wear scars with pride.&lt;br /&gt;
&lt;br /&gt;
Half-orcs were, on average, somewhere from 5 feet and ​9 inches​ to ​6 feet and ​4 inches (1.8​ to ​1.9 meters) in height and usually weighed around 155​ to ​225 pounds (70.3​ to ​102 kilograms). making them a little taller and stronger than humans on average. Most half-orcs had grayish skin, jutting jaws, prominent teeth, a sloping forehead, and coarse body hair, which caused them to stand out from their human brethren, though their canines were noticeably smaller than a full-blooded orc’s tusks. Half-orcs as such appeared bestial to humans, though amongst orcs they were considered human-like physically. Half-orc hair was most often black, though it grayed very quickly with age. In general, half-orcs did not live as long as humans, maturing by their sixteenth year and often dying before their sixtieth.&lt;br /&gt;
&lt;br /&gt;
Half-orcs that have lived amongst orcs have often picked up the common orcish tradition of ritual scarring. Half-orcs with such a background did not look upon scars as marks of shame or as unattractive blemishes, but rather as marks of pride that demonstrate their skill and bravery in battle. On occasion, however, scars were used for a darker purpose, with orcs marking half-orc slaves with scars in the same manner a rancher might brand cattle.&lt;br /&gt;
&lt;br /&gt;
Half-orcs had shorter lifespans than humans, reaching maturity slightly earlier and rarely living longer than seventy-five years.&lt;br /&gt;
&lt;br /&gt;
=== Personality ===&lt;br /&gt;
The personality of a half-orc would depend on how they were raised and who they were raised by. Their unique existence is a personality trait most times by itself. Half-orcs do typically mix the tenacity and adaptability from their human side with impatience and free-spiritedness from their orcish side. Like humans, half-orcs were quick to action, tenacious and bold, and possessed an adaptability that was unusual among most races. This was useful to the race given that they were considered outsiders just about everywhere; they had the ability to thrive in unwelcome or unusual locations, which was a necessity for a half-orc’s welfare.&lt;br /&gt;
&lt;br /&gt;
From their orcish blood, half-orcs typically took less desirable qualities, which added to the discomfort others often felt around them. Few half-orcs had the patience for the etiquette or protocol that civilization has often imposed and were far from quiet about their opinions on the subject. As a result, half-orcs were often perceived as uncouth savages, a reputation accentuated by the orcish love of physical pleasures such as eating, drinking, or dancing. Impatient and ill-tempered were stereotypes that are not too far off the mark for most half-orcs, but these qualities have not been necessarily negative. Sometimes, a brash and straight-to-business attitude has been precisely what is required.&lt;br /&gt;
&lt;br /&gt;
The half-orc personality tended to be short-tempered and sullen, though half-orc mental capabilities have often been underestimated and they were significantly more cunning than full-blooded orcs. More often than not, half-orcs preferred simple pleasures such as feasting, singing, wrestling, or wild dancing to refined pursuits such as poetry or philosophy. Most half-orcs were free-spirited like their orcish brethren, though they had fewer of the evil tendencies that blemished the reputation of orcs and were as likely good as they were evil, at least when raised among humans. Half-orcs were also reputed to be unintelligent and, though this was not true for the entire race, it was a definite trend in some populations.&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
Half-orcs had a strength uncommon to most humans, though comparable with orcs. They were less durable than their full-blooded kin, but they were typically more dexterous, and indeed more so than most other humanoids. Half-orcs also had a resilience unique to them and when gravely injured, simply seem all the more determined to win, as though the blows had, in fact, empowered them. Similarly, all half-orcs were capable of channeling their feral fury into a powerful attack. These qualities were only temporary, however, and like any other mortal, half-orcs would eventually tire as a battle wore on and could be broken physically.&lt;br /&gt;
&lt;br /&gt;
Half-orcs were also agile, charging swiftly when their rage was aroused. For some half-orcs the conflict of their two heritages developed into something more, becoming the very essence of their being. Other half-orcs gained a thirst for battle that enabled them to weather through battle longer than most found themselves capable of, making them both more resilient and more deadly.&lt;br /&gt;
 &#039;&#039;Relentless Endurance.&#039;&#039; When a PC is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. They can’t use this feature again until they finish a long rest.&lt;br /&gt;
&lt;br /&gt;
=== Society ===&lt;br /&gt;
In most culture, half-orcs suffered prejudice. Within the lands of their human ancestors, half-orcs were commonly seen as savage thugs and looked down upon. As a result, most half-orcs in human society were forced into menial labor or violence for a career. Some chose to take on the life of an adventurer, perhaps merely as another acceptable means to wealth and power or sometimes as a way to throw off the shackles of other people&#039;s perceptions.&lt;br /&gt;
&lt;br /&gt;
Within orc society, half-orcs were often looked down upon as weaker and inferior creatures, but overall they tended to fare better. Most orcs grudgingly acknowledged the superiority of the half-orc&#039;s intellect as well as their comparable strength. As a result, it was not entirely unusual for a half-orc raised amongst orcs to rise to a position of power within his or her tribe.&lt;br /&gt;
&lt;br /&gt;
Half-orcs who lived among humans were frequently drawn to adventure simply because few opportunities were present to them for less-violent occupations. Pressured into martial lifestyles and rejected by polite society, half-orcs often only found acceptance among other races by proving their worth as adventurers. Likewise, the only friends a half-orc was likely to make were other adventurers, often being an outcast of sorts.&lt;br /&gt;
&lt;br /&gt;
They often live in cities like [[Galik]]. They are not automatically directly related to orc tribes like the Red Blade Orcs.&lt;br /&gt;
&lt;br /&gt;
=== The Mark of Gruumsh ===&lt;br /&gt;
The one-eyed god Gruumsh created the orcs, and even those orcs who turn away from his worship can’t fully escape his influence. The same is true of half-orcs, though their human blood moderates the impact of their orcish heritage. Some half-orcs⁠ hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh exultation when they join in melee combat—and either exult along with him or shiver with fear and loathing. Half-orcs⁠ are not evil by nature, but evil does lurk within them, whether they embrace it or rebel against it.&lt;br /&gt;
&lt;br /&gt;
Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn’t just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures—feasting, drinking, wrestling, drumming, and wild dancing—fill their hearts with joy. They tend to be short-tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. The most accomplished half-orcs⁠ are those with enough self-control to get by in a civilized land.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Half-Orc&amp;diff=19413</id>
		<title>Half-Orc</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Half-Orc&amp;diff=19413"/>
		<updated>2023-04-18T20:48:15Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Halforc.png|thumb|Depiction of a female half-orc. &amp;lt;nowiki&amp;gt;https://forgottenrealms.fandom.com/wiki/Half-orc#Description&amp;lt;/nowiki&amp;gt;. ]]&lt;br /&gt;
Half-Orc Barbarians are a popular character choice in fantasy role-playing games, such as Dungeons and Dragons. They are a combination of the Half-Orc race, which is known for its toughness and ferocity, and the Barbarian class, which is all about raw physical power and a willingness to engage in combat.&lt;br /&gt;
&lt;br /&gt;
Half-Orc Barbarians are typically depicted as fierce and intimidating warriors, with a primal nature that makes them excellent at close-quarters combat. They are often characterized as being very physical and muscular, with a great deal of endurance and strength. They are also known for their ability to withstand pain and injury, making them formidable opponents in battle.&lt;br /&gt;
&lt;br /&gt;
One of the unique aspects of Half-Orc Barbarians is their rage ability. When they enter a state of rage, they become even more ferocious and powerful, gaining a boost to their strength and resistance to damage. This ability can be triggered by various triggers such as being attacked, seeing a friend hurt, or even taunting.&lt;br /&gt;
&lt;br /&gt;
In terms of backstory, Half-Orc Barbarians are often born into difficult circumstances, such as growing up in harsh environments or facing discrimination due to their mixed heritage. Many of them turn to a life of adventure and combat as a way to prove themselves and overcome their challenges.&lt;br /&gt;
&lt;br /&gt;
Overall, Half-Orc Barbarians are a popular and powerful character choice for players who enjoy a brute force approach to combat and role-playing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Half-orcs&#039;&#039;&#039; are medium sized humanoids that are descended from [[Orc|orcs]] and [[Human|humans]]. They are typically half human and are a little stronger and taller than their human parent but their appearances can vary wildly. In Quelmar, they are considered New World Crossbreeds, since they were not recognized before 0 BR. They often find themselves as heavy lifters, soldiers, or fighters in general due to their innate strength. Having the combined physical power of their orcish ancestors with the agility of their human ones, half-orcs were formidable individuals. Though they were often shunned in both human and orcish society for different reasons, half-orcs have proven themselves from time to time as worthy heroes and dangerous villains. Their existence implied an interesting back story that most would not like to dwell on.&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
Half-orcs can look more like their human parent or more like their orc parent. Orcish genetics can vary as they are passed down. Typically, half-orcs have slightly small tusks on their bottom teeth, green or gray-tinted skin, and dark hair. A half-orc individual can take after either or both of their parents, so no half-orc looks the same, even if they&#039;re full siblings. Scars are considered very normal amongst orcs and thus half-orcs often wear scars with pride.&lt;br /&gt;
&lt;br /&gt;
Half-orcs were, on average, somewhere from 5 feet and ​9 inches​ to ​6 feet and ​4 inches (1.8​ to ​1.9 meters) in height and usually weighed around 155​ to ​225 pounds (70.3​ to ​102 kilograms). making them a little taller and stronger than humans on average. Most half-orcs had grayish skin, jutting jaws, prominent teeth, a sloping forehead, and coarse body hair, which caused them to stand out from their human brethren, though their canines were noticeably smaller than a full-blooded orc’s tusks. Half-orcs as such appeared bestial to humans, though amongst orcs they were considered human-like physically. Half-orc hair was most often black, though it grayed very quickly with age. In general, half-orcs did not live as long as humans, maturing by their sixteenth year and often dying before their sixtieth.&lt;br /&gt;
&lt;br /&gt;
Half-orcs that have lived amongst orcs have often picked up the common orcish tradition of ritual scarring. Half-orcs with such a background did not look upon scars as marks of shame or as unattractive blemishes, but rather as marks of pride that demonstrate their skill and bravery in battle. On occasion, however, scars were used for a darker purpose, with orcs marking half-orc slaves with scars in the same manner a rancher might brand cattle.&lt;br /&gt;
&lt;br /&gt;
Half-orcs had shorter lifespans than humans, reaching maturity slightly earlier and rarely living longer than seventy-five years.&lt;br /&gt;
&lt;br /&gt;
=== Personality ===&lt;br /&gt;
The personality of a half-orc would depend on how they were raised and who they were raised by. Their unique existence is a personality trait most times by itself. Half-orcs do typically mix the tenacity and adaptability from their human side with impatience and free-spiritedness from their orcish side. Like humans, half-orcs were quick to action, tenacious and bold, and possessed an adaptability that was unusual among most races. This was useful to the race given that they were considered outsiders just about everywhere; they had the ability to thrive in unwelcome or unusual locations, which was a necessity for a half-orc’s welfare.&lt;br /&gt;
&lt;br /&gt;
From their orcish blood, half-orcs typically took less desirable qualities, which added to the discomfort others often felt around them. Few half-orcs had the patience for the etiquette or protocol that civilization has often imposed and were far from quiet about their opinions on the subject. As a result, half-orcs were often perceived as uncouth savages, a reputation accentuated by the orcish love of physical pleasures such as eating, drinking, or dancing. Impatient and ill-tempered were stereotypes that are not too far off the mark for most half-orcs, but these qualities have not been necessarily negative. Sometimes, a brash and straight-to-business attitude has been precisely what is required.&lt;br /&gt;
&lt;br /&gt;
The half-orc personality tended to be short-tempered and sullen, though half-orc mental capabilities have often been underestimated and they were significantly more cunning than full-blooded orcs. More often than not, half-orcs preferred simple pleasures such as feasting, singing, wrestling, or wild dancing to refined pursuits such as poetry or philosophy. Most half-orcs were free-spirited like their orcish brethren, though they had fewer of the evil tendencies that blemished the reputation of orcs and were as likely good as they were evil, at least when raised among humans. Half-orcs were also reputed to be unintelligent and, though this was not true for the entire race, it was a definite trend in some populations.&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
Half-orcs had a strength uncommon to most humans, though comparable with orcs. They were less durable than their full-blooded kin, but they were typically more dexterous, and indeed more so than most other humanoids. Half-orcs also had a resilience unique to them and when gravely injured, simply seem all the more determined to win, as though the blows had, in fact, empowered them. Similarly, all half-orcs were capable of channeling their feral fury into a powerful attack. These qualities were only temporary, however, and like any other mortal, half-orcs would eventually tire as a battle wore on and could be broken physically.&lt;br /&gt;
&lt;br /&gt;
Half-orcs were also agile, charging swiftly when their rage was aroused. For some half-orcs the conflict of their two heritages developed into something more, becoming the very essence of their being. Other half-orcs gained a thirst for battle that enabled them to weather through battle longer than most found themselves capable of, making them both more resilient and more deadly.&lt;br /&gt;
 &#039;&#039;Relentless Endurance.&#039;&#039; When a PC is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. They can’t use this feature again until they finish a long rest.&lt;br /&gt;
&lt;br /&gt;
=== Society ===&lt;br /&gt;
In most culture, half-orcs suffered prejudice. Within the lands of their human ancestors, half-orcs were commonly seen as savage thugs and looked down upon. As a result, most half-orcs in human society were forced into menial labor or violence for a career. Some chose to take on the life of an adventurer, perhaps merely as another acceptable means to wealth and power or sometimes as a way to throw off the shackles of other people&#039;s perceptions.&lt;br /&gt;
&lt;br /&gt;
Within orc society, half-orcs were often looked down upon as weaker and inferior creatures, but overall they tended to fare better. Most orcs grudgingly acknowledged the superiority of the half-orc&#039;s intellect as well as their comparable strength. As a result, it was not entirely unusual for a half-orc raised amongst orcs to rise to a position of power within his or her tribe.&lt;br /&gt;
&lt;br /&gt;
Half-orcs who lived among humans were frequently drawn to adventure simply because few opportunities were present to them for less-violent occupations. Pressured into martial lifestyles and rejected by polite society, half-orcs often only found acceptance among other races by proving their worth as adventurers. Likewise, the only friends a half-orc was likely to make were other adventurers, often being an outcast of sorts.&lt;br /&gt;
&lt;br /&gt;
They often live in cities like [[Galik]]. They are not automatically directly related to orc tribes like the Red Blade Orcs.&lt;br /&gt;
&lt;br /&gt;
=== The Mark of Gruumsh ===&lt;br /&gt;
The one-eyed god Gruumsh created the orcs, and even those orcs who turn away from his worship can’t fully escape his influence. The same is true of half-orcs, though their human blood moderates the impact of their orcish heritage. Some half-orcs⁠ hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh’s exultation when they join in melee combat—and either exult along with him or shiver with fear and loathing. Half-orcs⁠ are not evil by nature, but evil does lurk within them, whether they embrace it or rebel against it.&lt;br /&gt;
&lt;br /&gt;
Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn’t just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures—feasting, drinking, wrestling, drumming, and wild dancing—fill their hearts with joy. They tend to be short-tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. The most accomplished half-orcs⁠ are those with enough self-control to get by in a civilized land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We’re going to look at writing personal plot for a race that’s been around a long time but often fails to get a lot of the love other races deserve. Today, we’re talking about the half-orc. I personally love half-orcs, and one of my favorite PCs I’ve ever played was Rukh Redmane, half-orc paladin, a character who warred between the two sides of his blood. I think they have a lot of role-playing potential, but they often seem to be overlooked.&lt;br /&gt;
&lt;br /&gt;
Half-orcs arguably have their origin back in &#039;&#039;The Lord of the Rings&#039;&#039;, where we find a few different examples of people who seem to have mixed human and orcish blood, including the mighty Uruk-Hai. They showed up in 1st edition D&amp;amp;D as a playable race, but they all but vanished from 2nd edition. TSR was trying to clean up D&amp;amp;D’s image, and as a race with potentially problematic origins, they pushed the half-orc to the back of the group. They came back in 3rd edition, however, and they’ve been a mainstay ever since.&lt;br /&gt;
&lt;br /&gt;
One reason half-orcs have been so problematic is that early D&amp;amp;D felt they could only result from violence and rape. More recent editions have handled them differently, including Eberron, which features orcs as being a bit more civilized and suggests that, like half-elves, half-orcs are now essentially a race that breeds true and are their own people. 5th edition also touched on this, suggesting that they could be from the unions of fierce northern barbarians joined n alliance with orcish tribes. In my Shattered Pact campaign, half-orcs are more properly known as Urku. They are actually their own race, having originated from good orcs who followed a good orcish god and who were uplifted by that god to a different state of being. However you want to include half-orcs in your game, make sure that your half-orc players are comfortable with it. This is something good to discuss if someone expresses a desire to play a half-orc during a Session Zero game.&lt;br /&gt;
&lt;br /&gt;
Part of what might generate plot in your campaign might be how the rest of the world views half-orcs. Are they reviled? Feared? Or are they accepted as any other race? Rukh lived in a world where half-orcs were uncommon and despised, and he had a lot of work to do in finding acceptance. Quests to prove oneself and one’s good intentions could be a big part of what constitutes personal plot for a half-orc player character.&lt;br /&gt;
&lt;br /&gt;
The attempt to embrace both sides of one’s nature, as well as the idea of rejecting one side, could be excellent story potential as well. Maybe a half-orc revels in the strength of their orcish nature and wants to cleanse the “weak” human side. Or maybe they are trying to subsume the orcish blood, not letting its rage overcome them. I had actually considered multi-classing into barbarian to represent Rukh’s more untamed side taking over at times. I never did, but it might have made for an interesting plot hook, as he likely would’ve despised the power of his rage. Maybe ultimately, accepting both sides would’ve been the way he could have found peace. Alas that the campaign ended before we got that far.&lt;br /&gt;
&lt;br /&gt;
If half-orcs are truly a mix of orcish and human blood in your campaign, a potential story could be the character dealing with the side of their heritage that they weren’t raised in. Amongst humans, a half-orc is likely larger and stronger, leading them to either be a bully or a protector. What happens when their orcish parent’s tribe starts raiding the village? Will they help fight them off? Betray the place where they grew up (and which perhaps rejected them)? Will they use their blood to enter into diplomacy? Challenge the chief for the right to lead the tribe?&lt;br /&gt;
&lt;br /&gt;
If they grew up among orcs, then they would be smaller and weaker, likely bullied. Did this make them feel inadequate, or did they work twice as hard to be as powerful as the others around them? Maybe they are favored in their tribe for their wits and are chosen to take on an important quest for the good of the tribe, or to be their representative in a quest with others (the other PCs). Their difference could be why they’re capable of getting along with the others.&lt;br /&gt;
&lt;br /&gt;
This makes me think of a campaign in which the PCs are representatives of different peoples going on a quest to save the world, a la Lord of the Rings. Imagine the surprise when the local orcs put up their own representative – the half-orc. “You have my sword.” “And my bow!” “And I will tear the damned throat out of anyone who messes with us!”&lt;br /&gt;
&lt;br /&gt;
I hope this has gotten you thinking about half-orcs and how to support someone who wants to play one in your campaign. I know that Caduceus Clay from Critical Role helped up the popularity of firbolgs as a PC race. I hope that Fjord has done the same for half-orcs. I hope to see more of them down the road. &lt;br /&gt;
&lt;br /&gt;
Half-orc barbarians are a common sight in the rugged and untamed wilderness of Quelmar. They are known for their strength, ferocity, and resilience, and they are often feared and respected by those who encounter them.&lt;br /&gt;
&lt;br /&gt;
In Quelmar, half-orc barbarians are typically born into nomadic tribes that roam the wilds, eking out a living through hunting, gathering, and raiding. These tribes are often fiercely independent and fiercely protective of their own, and they tend to be suspicious of outsiders.&lt;br /&gt;
&lt;br /&gt;
Half-orc barbarians are raised from a young age to be tough and self-reliant. They are taught to hunt and fight, to track prey through the dense forests and rugged mountains, and to survive in the harshest of environments.&lt;br /&gt;
&lt;br /&gt;
As they grow older, many half-orc barbarians begin to feel a sense of restlessness and a desire to explore the wider world beyond their tribe. Some strike out on their own as adventurers, seeking wealth, fame, and glory. Others choose to remain with their tribe, serving as protectors and warriors.&lt;br /&gt;
&lt;br /&gt;
Regardless of their path, however, all half-orc barbarians share certain traits in common. They are fiercely independent and stubborn, with a deep sense of pride in their heritage and their strength. They are often quick to anger and slow to trust, but once they have formed a bond of friendship or loyalty, they will defend it with all of their might.&lt;br /&gt;
&lt;br /&gt;
In combat, half-orc barbarians are fearsome opponents. They are known for their brute strength and their ability to shrug off even the most punishing blows. They often fight with crude weapons such as clubs and axes, and they are not above using their teeth and claws in battle.&lt;br /&gt;
&lt;br /&gt;
Despite their fearsome reputation, however, half-orc barbarians are not mindless killing machines. They are capable of great compassion and empathy, especially for those who share their struggles and hardships. Many half-orc barbarians have a deep connection to the natural world, and they see themselves as guardians of the wilderness.&lt;br /&gt;
&lt;br /&gt;
In Quelmar, half-orc barbarians occupy a unique position in society. They are often viewed with suspicion and mistrust by those in more civilized areas, who see them as uncivilized and dangerous. However, they are also respected for their strength and their ability to survive in even the harshest of environments. As such, they can be valuable allies or formidable foes, depending on the circumstances.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19412</id>
		<title>Dickweedus</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19412"/>
		<updated>2023-04-18T20:32:53Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing to tell you is my character is a Barbarian, not a Ranger.  I decided to try something different after filling out the character form sheet thingie.  I could not figure out how to edit my original submission and didn&#039;t think filling out another one was the way to go.  Let me know if there is a way to do that - thanks.&lt;br /&gt;
&lt;br /&gt;
I am also playing a half-orc which is also different for me, I usually go with a half elf.  I have elected to go with the Primal Path option as well. I  did consider the wild magic version which looked interesting.  I am using D &amp;amp; D Beyond for character generation and maintenance.  I did not want to spend the money to down load Tasha&#039;s Cauldron of Everything since I already have it in hard cover and decided to stay with the player&#039;s handbook&#039;s standard options.&lt;br /&gt;
&lt;br /&gt;
So, I started out as a child, of the half orc variety.  Cute little bugger I was, with a face only a mother could love.  Mainly brought up by orcs as you will see when you get to know me.  I very much enjoy chopping things up (monsters) with my broad sword.  Also quite fond of shooting them with my long bow to tenderize them a bit.  Makes for good or better eating.  Ah, the good old days.  As a youngling the days were filled with fun hunting monsters and enjoying them over a camp fire.  As I grew up, I was eventually shunned by both my orc tribe and human ancestors of which I knew precious little of.  So, I have been a loner for a long time now.  After a while you do get used to it, but on occasion I prefer some company from time to time.  Therefore I have decided to try out the Tempest Brothers Expeditionary Company group in the hopes of gaining a new family of sorts. My party of adventurers who I have not yet met, doesn&#039;t know it, but they will be my clan and family moving forward.  I will protect them with every skill and weapon I have available to myself.&lt;br /&gt;
&lt;br /&gt;
I am not aware of many half orcs here at all.  I am one of very, very, very few indeed.  As such, I have had to learn how to get along with everyone else which is not too bad.  But, if you see my blood start to boil, you better find a good place to lay low.  When the rage comes upon me my enemies will not fair well at all. It is a sight to be seen and not felt.&lt;br /&gt;
&lt;br /&gt;
Since most of my time has been spent honing my combat skills, I have spent very little time with traditional learning activities.  I do not know much at all about my tribes history or the human part of me. Basically next to nothing. I could not provide any sort of detailed history if I tried.  Also being an outcast at such an early age doesn&#039;t help with that either.  Not much to go on.  As well, I am not imbued with the social graces since I have had very little interaction with most anyone.  I tend to annoy or bother others with out trying.  But, if you are in a tight spot, you will be hard pressed to find a better companion or associate.  What little I know follows.&lt;br /&gt;
&lt;br /&gt;
I mostly grew up in the Cauldomo region and the Wistness area, a small village in between them served as a center of operations.  My tribe seemed to be always on the move, never in one spot too long.  Basically an overgrown camp of sorts that was mobile circling around the small village of StateCollegeus which served as a source of loot and food for us.  No wonder the humans don&#039;t like me.  Frequently moving helped us stay alive and kept us safe from the village&#039;s retribution. Until. However, one fateful day, they caught us flat footed and the Blue and White clad villagers kicked our collective asses up and down the field of battle repeatedly.  A sound thrashing was given.  Although I survived the battle and took my share enemies, I did not kill one of them since that particular individual seemed vaguely familiar, perhaps a distant relation - I don&#039;t know, but my orc clan was not happy with me at all. I imagined he might have been my step brother perhaps or maybe a cousin.  I do not know why I felt that way but something inside of me tickled me the right way at that time and I went with my gut feeling and let him live.  After a sound beating by my clan &amp;quot;mates&amp;quot; and much ridicule they gave me the boot.  They tied me up around a pole, left me for dead and left the area for good.  The village of StateCollegeus was very happy about the tribe leaving the area.  I could not break the bonds that tied me up in my weakened condition.  As I passed in and out of consciousness I began hallucinating I think.  At one point,  I seem to remember someone vaguely familiar untying me and tending to my wounds, perhaps even nourishing me and giving water. My poor memory seems to have a vision of a beautiful woman tending to me, but not my mother.  Maybe a step sister?  Eventually I came to my senses and crawled away from the area. I began the long process of healing and recovering from my ordeal. All of this made me even stronger and placed a fine point on my own rage level.   &lt;br /&gt;
&lt;br /&gt;
Since that day some fifteen years ago I have been on my own.  Living off the land and traveling around.  I heard about the adventuring company which sounded good to me and slowly made my way the the big city.  As I got closer, I slowed my progress down while attempting to learn the ways of the city folk along the way.  Most of them do not make any sense to me and I can somewhat tolerate them, striving for patience and keeping my mouth closed.  Both of those are very hard for me and I struggle with that challenge. Sometimes I just haul off and smack someone around, but usually keep myself from doing real harm.  Usually.&lt;br /&gt;
&lt;br /&gt;
Beyond this, I do have some memories of my parents.  My mother was a smoking hot babe who was mostly crazy, at least a little addled.  This probably goes a long way as to telling why she was with my father for at least one night of carnal lust.  Dad was a fairly straight up orc of good standing with an eye for beauty.  When his clan (the eager beaver clan) found out he was going to sire a half orc and half human they were not pleased with him by any measure.  Non the less, he stayed in good standing with his clan and remained with them even after I was kicked out. For the most part, I was &amp;quot;raised&amp;quot; by the tribe.  Good for him since I put him through a fair amount of misery until I &amp;quot;departed&amp;quot; the clan.  &lt;br /&gt;
&lt;br /&gt;
As well, I remember going out hunting with several of my clan mates, all of us fairly young at the time, say ten or eleven years old.  We discovered two goblins eating their prey over a camp fire and decided to attack them.  They were five us younglings and the two goblins should have been no trouble at all.  Being young and foolish, we didn&#039;t properly reconnoiter the area, just filled with rage and attacked.  We said, &amp;quot;What could possibly go wrong?&amp;quot; with or best Jeremy Clarkson voices and impressions (reference to Top Gear - a truly funny show).  When the other twenty five goblin arrived things got sticky in a hurry.  Before I knew it, three of my mates ran away crying like babies for their mommies.  That left me and one other orc to fight about twenty remaining goblins.  We actually were doing okay against them since they were young and stupid like us until my mate fell to them.  Some how I managed to stay alive and whittled them down to a point where I was able to disengage and the battle essentially stopped at that point as we all were licking many wounds.  I had mixed feelings (as much as a half orc can)  about the battle.  On one hand I was pleased with my personal performance.  On the other hand, I did loose a clan mate which I still to this day regret.  Unfortunately the pussies that ran away got off Scott free.  I, on the other hand, was beaten because of the loss of my mate - as if I didn&#039;t already feel bad enough about that.  Ah, life in the tribe is something different for sure. &lt;br /&gt;
&lt;br /&gt;
So where do I go from here?  I need more words to jack up my experience points.  I have provided the basic information above and I guess I need to embellish from there and fill in the blanks. As a dopey engineer, the written word is not my strong skill.  I understand machines and generally not people.  So writing was not something I spent much time on except technical writing.  Writing specifications is a fairly dry effort and only the facts are used - hopefully.  I can tell when another engineer was burned on something by looking at his specification book for a project.  A topic that a couple of short paragraphs that would normally do the job that is seven pages long tells the story.  Some weasel dick contractor got a change order through on a cheap shot that the engineer got his pee pee smacked hard for - maybe his company got the bill as well.  That is not much fun and we have all been there from time to time. Unfortunately, professionalism is mostly gone these days because it was replaced by the all mighty dollar.  It is up to the individual to stand tall when things go sideways because the company you work for will not.  I guess this is a little off topic - ya think?  Yes it is so back to something that at least resembles dungeons and dragons.&lt;br /&gt;
&lt;br /&gt;
In the land of Quelmar, there was a half-orc named Dickweedus . He was born to an orc father and a human mother, both of whom died when he was young, leaving him to fend for himself in the harsh wilderness. Dickweedus quickly learned how to survive, using his natural strength and agility to hunt and fight off predators.&lt;br /&gt;
&lt;br /&gt;
As he grew older, Dickweedus &#039;s orcish blood began to show itself more and more. He became increasingly aggressive and impulsive, often resorting to violence to solve problems. It wasn&#039;t long before he gained a reputation as a fearsome warrior, feared and respected by many.&lt;br /&gt;
&lt;br /&gt;
Despite his reputation, Dickweedus had a strong sense of honor and loyalty. He was fiercely protective of those he considered his allies, and would go to great lengths to keep them safe. This trait eventually led him to join a group of adventurers, who quickly recognized his combat prowess and asked him to join their ranks.&lt;br /&gt;
&lt;br /&gt;
As a member of the group, Dickweedus found a sense of purpose that he had never felt before. He fought alongside his comrades, exploring dangerous ruins, battling fierce monsters, and uncovering ancient artifacts. Though he still struggled with his orcish instincts, his new friends helped him channel his aggression in a more positive way, and he became a true force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
Over time, Dickweedus began to see Quelmar in a new light. He had always been a loner, but now he found himself connected to a community of adventurers and explorers, all working towards a common goal. He began to realize that there was more to life than just survival, and that he could use his skills and strength to make a real difference in the world.&lt;br /&gt;
&lt;br /&gt;
Dickweedus was born into a small tribe of half-orcs that lived on the fringes of Quelmar&#039;s wilderness. His mother was a human woman who had been captured and taken as a prisoner by the tribe&#039;s orcish warriors. She was forced to bear Dickweedus as part of a twisted breeding program designed to create stronger, more resilient half-orcs.&lt;br /&gt;
&lt;br /&gt;
Growing up, Dickweedus struggled to fit in with his tribe. He was smaller and weaker than the other half-orcs, and his human blood made him a target for bullying and ridicule. Despite this, he refused to back down from a fight and developed a reputation for his tenacity and resilience. As he grew older, he began to channel his anger and frustration into his battles, unleashing a ferocity that surprised even his tormentors.&lt;br /&gt;
&lt;br /&gt;
Eventually, Dickweedus left his tribe and struck out on his own as a mercenary and adventurer. He quickly made a name for himself as a formidable warrior, taking on jobs that required brute force and a willingness to get his hands dirty. Along the way, he encountered a group of adventurers who showed him that there was more to life than fighting and killing. They taught him how to read and write, and introduced him to new cultures and ways of thinking.&lt;br /&gt;
&lt;br /&gt;
Now, Dickweedus travels the land of Quelmar as a member of this diverse group of adventurers. He still struggles with his half-orc heritage and the prejudices that come with it, but he has found a sense of belonging among his new friends. He fights not just for himself, but for a better future for all those who have been oppressed and overlooked. &lt;br /&gt;
&lt;br /&gt;
Dickweedus is a complex character with a lot of depth. Despite his tough exterior and fierce reputation, he is also capable of showing compassion and empathy towards those who have been mistreated or marginalized.&lt;br /&gt;
&lt;br /&gt;
His experiences as a half-orc have shaped his worldview, and he is acutely aware of the prejudices and discrimination that he and others like him face in Quelmar. He often finds himself drawn to causes and missions that aim to alleviate the suffering of those who are oppressed or exploited.&lt;br /&gt;
&lt;br /&gt;
At the same time, Dickweedus is not above using his strength and ferocity to achieve his goals. He is a skilled warrior who knows how to use his rage to devastating effect in battle. He often takes on jobs that require physical prowess and a willingness to take risks.&lt;br /&gt;
&lt;br /&gt;
One of the defining traits of Dickweedus is his loyalty to his friends and companions. He may not always get along with them, but he is fiercely protective of those he considers his allies. He has been known to put himself in harm&#039;s way to shield others from danger, and he will stop at nothing to ensure their safety.&lt;br /&gt;
&lt;br /&gt;
Despite his rough exterior, Dickweedus has a softer side as well. He is often seen spending time with animals and nature, and has a particular fondness for birds. He has been known to break out into song when he thinks nobody is watching, and is not above indulging in a good meal or a stiff drink.&lt;br /&gt;
&lt;br /&gt;
Overall, Dickweedus is a fascinating character with a lot of depth and nuance. He represents the struggle of those who have been marginalized and oppressed, while also embodying the strength and resilience that is required to survive and thrive in a harsh and unforgiving world.&lt;br /&gt;
&lt;br /&gt;
One aspect of Dickweedus&#039;s personality that is worth exploring is his struggle with his identity as a half-orc. Having grown up in a tribe of half-orcs, he was exposed to both human and orcish cultures from a young age, and he often feels caught between these two worlds.&lt;br /&gt;
&lt;br /&gt;
On the one hand, he recognizes the brutality and savagery that is often associated with orcs, and he has witnessed firsthand the destructive effects that unchecked rage and aggression can have. On the other hand, he also recognizes the humanity and compassion that is often associated with humans, and he has seen the beauty and richness of human culture.&lt;br /&gt;
&lt;br /&gt;
This internal conflict sometimes manifests itself in the way that Dickweedus interacts with others. He can be quick to anger and prone to outbursts, especially when he feels that he or his friends are being mistreated or threatened. At the same time, he also has a deep well of empathy and understanding, and he is often able to see things from multiple perspectives.&lt;br /&gt;
&lt;br /&gt;
One particular event that had a profound impact on Dickweedus&#039;s worldview was a mission that he undertook with his adventuring group to rescue a group of half-orc slaves from a powerful human noble. The experience of seeing his own people subjected to such cruelty and exploitation left a lasting impression on him, and he has since become a fierce advocate for the rights of all marginalized groups.&lt;br /&gt;
&lt;br /&gt;
Another aspect of Dickweedus&#039;s character that is worth exploring is his relationship with nature. Despite his fearsome reputation as a warrior, he has a deep love and respect for the natural world, and he often takes time to appreciate the beauty and majesty of the wilderness around him. This connection to nature has given him a sense of purpose and grounding, and he often turns to it for solace and comfort when the world becomes too overwhelming.&lt;br /&gt;
&lt;br /&gt;
Overall, Dickweedus is a complex and multifaceted character who represents the struggle of those who exist between two worlds. He embodies both the savagery and the humanity of his heritage, and he is constantly seeking to reconcile these opposing forces within himself. At the same time, he is a fierce warrior and a loyal friend, with a deep commitment to justice and fairness for all.&lt;br /&gt;
&lt;br /&gt;
Dickweedus is a unique and complex character with a rich backstory and many fascinating traits.&lt;br /&gt;
&lt;br /&gt;
Born to a tribe of half-orcs in the rugged wilderness of Quelmar, Dickweedus was raised in a harsh and unforgiving environment. He was taught from a young age to rely on his strength and ferocity in order to survive, and he quickly became known for his prowess as a warrior.&lt;br /&gt;
&lt;br /&gt;
However, Dickweedus also had a keen mind and a deep curiosity about the world around him. He was always eager to learn, and he spent much of his time exploring the wilds and observing the creatures that lived there.&lt;br /&gt;
&lt;br /&gt;
As he grew older, Dickweedus began to feel increasingly restless. He knew that there was more to the world than the narrow confines of his tribe, and he longed to explore the wider world beyond. Eventually, he decided to strike out on his own and seek his fortune as an adventurer.&lt;br /&gt;
&lt;br /&gt;
Along the way, Dickweedus has faced many challenges and obstacles, both physical and emotional. He has been forced to confront his own prejudices and biases, as well as those of others who judge him based on his appearance and heritage.&lt;br /&gt;
&lt;br /&gt;
Despite these challenges, however, Dickweedus has remained steadfast in his commitment to justice and fairness for all. He has fought against tyrants and oppressors, defended the weak and vulnerable, and helped to forge alliances between disparate groups.&lt;br /&gt;
&lt;br /&gt;
One of Dickweedus&#039;s defining traits is his fierce loyalty to his friends and companions. He is often quick to defend them, even at great personal risk, and he has formed deep bonds with those who have earned his trust.&lt;br /&gt;
&lt;br /&gt;
At the same time, Dickweedus is not without his flaws. He can be impulsive and prone to outbursts of rage, especially when he feels that his friends or his own sense of justice has been threatened. He is also sometimes slow to trust new people, especially those who remind him of those who have mistreated him in the past.&lt;br /&gt;
&lt;br /&gt;
Despite these flaws, however, Dickweedus is a deeply empathetic and compassionate individual, with a strong connection to the natural world and a keen sense of the interconnectedness of all things. He represents the struggle of those who exist on the margins of society, and his quest for understanding and justice is a powerful symbol of hope for all who seek a better world.&lt;br /&gt;
&lt;br /&gt;
Some Barbarian information&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.&lt;br /&gt;
&lt;br /&gt;
While raging, you gain the following benefits if you aren&#039;t wearing heavy armor:&lt;br /&gt;
&lt;br /&gt;
* You have advantage on Strength checks and Strength saving throws.&lt;br /&gt;
* 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.&lt;br /&gt;
* You have resistance to bludgeoning, piercing, and slashing damage.&lt;br /&gt;
&lt;br /&gt;
If you are able to cast spells, you can&#039;t cast them or concentrate on them while raging.&lt;br /&gt;
&lt;br /&gt;
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Unarmored Defense ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren&#039;t as they should be, giving you an edge when you dodge away from danger.&lt;br /&gt;
&lt;br /&gt;
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can&#039;t be blinded, deafened, or incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
Path features&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvement ====&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#039;t increase an ability score above 20 using this feature.&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your speed increases by 10 feet while you aren&#039;t wearing heavy armor.&lt;br /&gt;
&lt;br /&gt;
==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you are surprised at the beginning of combat and aren&#039;t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.&lt;br /&gt;
&lt;br /&gt;
This increases to two additional dice at 13th level and three additional dice at 17th level.&lt;br /&gt;
&lt;br /&gt;
==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you&#039;re raging and don&#039;t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&lt;br /&gt;
&lt;br /&gt;
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
&lt;br /&gt;
==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
&lt;br /&gt;
==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
&lt;br /&gt;
=== Path of the Berserker ===&lt;br /&gt;
For some barbarians, rage is a means to an end–that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker&#039;s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
&lt;br /&gt;
; Frenzy&lt;br /&gt;
&lt;br /&gt;
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix PH-A).&lt;br /&gt;
&lt;br /&gt;
; Mindless Rage&lt;br /&gt;
&lt;br /&gt;
Beginning at 6th level, you can&#039;t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
; Intimidating Presence&lt;br /&gt;
&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
&lt;br /&gt;
If the creature succeeds on its saving throw, you can&#039;t use this feature on that creature again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
; Retaliation&lt;br /&gt;
&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19411</id>
		<title>Dickweedus</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19411"/>
		<updated>2023-04-18T20:21:30Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing to tell you is my character is a Barbarian, not a Ranger.  I decided to try something different after filling out the character form sheet thingie.  I could not figure out how to edit my original submission and didn&#039;t think filling out another one was the way to go.  Let me know if there is a way to do that - thanks.&lt;br /&gt;
&lt;br /&gt;
I am also playing a half-orc which is also different for me, I usually go with a half elf.  I have elected to go with the Primal Path option as well. I  did consider the wild magic version which looked interesting.  I am using D &amp;amp; D Beyond for character generation and maintenance.  I did not want to spend the money to down load Tasha&#039;s Cauldron of Everything since I already have it in hard cover and decided to stay with the player&#039;s handbook&#039;s standard options.&lt;br /&gt;
&lt;br /&gt;
So, I started out as a child, of the half orc variety.  Cute little bugger I was, with a face only a mother could love.  Mainly brought up by orcs as you will see when you get to know me.  I very much enjoy chopping things up (monsters) with my broad sword.  Also quite fond of shooting them with my long bow to tenderize them a bit.  Makes for good or better eating.  Ah, the good old days.  As a youngling the days were filled with fun hunting monsters and enjoying them over a camp fire.  As I grew up, I was eventually shunned by both my orc tribe and human ancestors of which I knew precious little of.  So, I have been a loner for a long time now.  After a while you do get used to it, but on occasion I prefer some company from time to time.  Therefore I have decided to try out the Tempest Brothers Expeditionary Company group in the hopes of gaining a new family of sorts. My party of adventurers who I have not yet met, doesn&#039;t know it, but they will be my clan and family moving forward.  I will protect them with every skill and weapon I have available to myself.&lt;br /&gt;
&lt;br /&gt;
I am not aware of many half orcs here at all.  I am one of very, very, very few indeed.  As such, I have had to learn how to get along with everyone else which is not too bad.  But, if you see my blood start to boil, you better find a good place to lay low.  When the rage comes upon me my enemies will not fair well at all. It is a sight to be seen and not felt.&lt;br /&gt;
&lt;br /&gt;
Since most of my time has been spent honing my combat skills, I have spent very little time with traditional learning activities.  I do not know much at all about my tribes history or the human part of me. Basically next to nothing. I could not provide any sort of detailed history if I tried.  Also being an outcast at such an early age doesn&#039;t help with that either.  Not much to go on.  As well, I am not imbued with the social graces since I have had very little interaction with most anyone.  I tend to annoy or bother others with out trying.  But, if you are in a tight spot, you will be hard pressed to find a better companion or associate.  What little I know follows.&lt;br /&gt;
&lt;br /&gt;
I mostly grew up in the Cauldomo region and the Wistness area, a small village in between them served as a center of operations.  My tribe seemed to be always on the move, never in one spot too long.  Basically an overgrown camp of sorts that was mobile circling around the small village of StateCollegeus which served as a source of loot and food for us.  No wonder the humans don&#039;t like me.  Frequently moving helped us stay alive and kept us safe from the village&#039;s retribution. Until. However, one fateful day, they caught us flat footed and the Blue and White clad villagers kicked our collective asses up and down the field of battle repeatedly.  A sound thrashing was given.  Although I survived the battle and took my share enemies, I did not kill one of them since that particular individual seemed vaguely familiar, perhaps a distant relation - I don&#039;t know, but my orc clan was not happy with me at all. I imagined he might have been my step brother perhaps or maybe a cousin.  I do not know why I felt that way but something inside of me tickled me the right way at that time and I went with my gut feeling and let him live.  After a sound beating by my clan &amp;quot;mates&amp;quot; and much ridicule they gave me the boot.  They tied me up around a pole, left me for dead and left the area for good.  The village of StateCollegeus was very happy about the tribe leaving the area.  I could not break the bonds that tied me up in my weakened condition.  As I passed in and out of consciousness I began hallucinating I think.  At one point,  I seem to remember someone vaguely familiar untying me and tending to my wounds, perhaps even nourishing me and giving water. My poor memory seems to have a vision of a beautiful woman tending to me, but not my mother.  Maybe a step sister?  Eventually I came to my senses and crawled away from the area. I began the long process of healing and recovering from my ordeal. All of this made me even stronger and placed a fine point on my own rage level.   &lt;br /&gt;
&lt;br /&gt;
Since that day some fifteen years ago I have been on my own.  Living off the land and traveling around.  I heard about the adventuring company which sounded good to me and slowly made my way the the big city.  As I got closer, I slowed my progress down while attempting to learn the ways of the city folk along the way.  Most of them do not make any sense to me and I can somewhat tolerate them, striving for patience and keeping my mouth closed.  Both of those are very hard for me and I struggle with that challenge. Sometimes I just haul off and smack someone around, but usually keep myself from doing real harm.  Usually.&lt;br /&gt;
&lt;br /&gt;
Beyond this, I do have some memories of my parents.  My mother was a smoking hot babe who was mostly crazy, at least a little addled.  This probably goes a long way as to telling why she was with my father for at least one night of carnal lust.  Dad was a fairly straight up orc of good standing with an eye for beauty.  When his clan (the eager beaver clan) found out he was going to sire a half orc and half human they were not pleased with him by any measure.  Non the less, he stayed in good standing with his clan and remained with them even after I was kicked out. For the most part, I was &amp;quot;raised&amp;quot; by the tribe.  Good for him since I put him through a fair amount of misery until I &amp;quot;departed&amp;quot; the clan.  &lt;br /&gt;
&lt;br /&gt;
As well, I remember going out hunting with several of my clan mates, all of us fairly young at the time, say ten or eleven years old.  We discovered two goblins eating their prey over a camp fire and decided to attack them.  They were five us younglings and the two goblins should have been no trouble at all.  Being young and foolish, we didn&#039;t properly reconnoiter the area, just filled with rage and attacked.  We said, &amp;quot;What could possibly go wrong?&amp;quot; with or best Jeremy Clarkson voices and impressions (reference to Top Gear - a truly funny show).  When the other twenty five goblin arrived things got sticky in a hurry.  Before I knew it, three of my mates ran away crying like babies for their mommies.  That left me and one other orc to fight about twenty remaining goblins.  We actually were doing okay against them since they were young and stupid like us until my mate fell to them.  Some how I managed to stay alive and whittled them down to a point where I was able to disengage and the battle essentially stopped at that point as we all were licking many wounds.  I had mixed feelings (as much as a half orc can)  about the battle.  On one hand I was pleased with my personal performance.  On the other hand, I did loose a clan mate which I still to this day regret.  Unfortunately the pussies that ran away got off Scott free.  I, on the other hand, was beaten because of the loss of my mate - as if I didn&#039;t already feel bad enough about that.  Ah, life in the tribe is something different for sure. &lt;br /&gt;
&lt;br /&gt;
So where do I go from here?  I need more words to jack up my experience points.  I have provided the basic information above and I guess I need to embellish from there and fill in the blanks. As a dopey engineer, the written word is not my strong skill.  I understand machines and generally not people.  So writing was not something I spent much time on except technical writing.  Writing specifications is a fairly dry effort and only the facts are used - hopefully.  I can tell when another engineer was burned on something by looking at his specification book for a project.  A topic that a couple of short paragraphs that would normally do the job that is seven pages long tells the story.  Some weasel dick contractor got a change order through on a cheap shot that the engineer got his pee pee smacked hard for - maybe his company got the bill as well.  That is not much fun and we have all been there from time to time. Unfortunately, professionalism is mostly gone these days because it was replaced by the all mighty dollar.  It is up to the individual to stand tall when things go sideways because the company you work for will not.  I guess this is a little off topic - ya think?  Yes it is so back to something that at least resembles dungeons and dragons.&lt;br /&gt;
&lt;br /&gt;
In the land of Quelmar, there was a half-orc named Dickweedus . He was born to an orc father and a human mother, both of whom died when he was young, leaving him to fend for himself in the harsh wilderness. Dickweedus quickly learned how to survive, using his natural strength and agility to hunt and fight off predators.&lt;br /&gt;
&lt;br /&gt;
As he grew older, Dickweedus &#039;s orcish blood began to show itself more and more. He became increasingly aggressive and impulsive, often resorting to violence to solve problems. It wasn&#039;t long before he gained a reputation as a fearsome warrior, feared and respected by many.&lt;br /&gt;
&lt;br /&gt;
Despite his reputation, Dickweedus had a strong sense of honor and loyalty. He was fiercely protective of those he considered his allies, and would go to great lengths to keep them safe. This trait eventually led him to join a group of adventurers, who quickly recognized his combat prowess and asked him to join their ranks.&lt;br /&gt;
&lt;br /&gt;
As a member of the group, Dickweedus found a sense of purpose that he had never felt before. He fought alongside his comrades, exploring dangerous ruins, battling fierce monsters, and uncovering ancient artifacts. Though he still struggled with his orcish instincts, his new friends helped him channel his aggression in a more positive way, and he became a true force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
Over time, Dickweedus began to see Quelmar in a new light. He had always been a loner, but now he found himself connected to a community of adventurers and explorers, all working towards a common goal. He began to realize that there was more to life than just survival, and that he could use his skills and strength to make a real difference in the world.&lt;br /&gt;
&lt;br /&gt;
Dickweedus was born into a small tribe of half-orcs that lived on the fringes of Quelmar&#039;s wilderness. His mother was a human woman who had been captured and taken as a prisoner by the tribe&#039;s orcish warriors. She was forced to bear Dickweedus as part of a twisted breeding program designed to create stronger, more resilient half-orcs.&lt;br /&gt;
&lt;br /&gt;
Growing up, Dickweedus struggled to fit in with his tribe. He was smaller and weaker than the other half-orcs, and his human blood made him a target for bullying and ridicule. Despite this, he refused to back down from a fight and developed a reputation for his tenacity and resilience. As he grew older, he began to channel his anger and frustration into his battles, unleashing a ferocity that surprised even his tormentors.&lt;br /&gt;
&lt;br /&gt;
Eventually, Dickweedus left his tribe and struck out on his own as a mercenary and adventurer. He quickly made a name for himself as a formidable warrior, taking on jobs that required brute force and a willingness to get his hands dirty. Along the way, he encountered a group of adventurers who showed him that there was more to life than fighting and killing. They taught him how to read and write, and introduced him to new cultures and ways of thinking.&lt;br /&gt;
&lt;br /&gt;
Now, Dickweedus travels the land of Quelmar as a member of this diverse group of adventurers. He still struggles with his half-orc heritage and the prejudices that come with it, but he has found a sense of belonging among his new friends. He fights not just for himself, but for a better future for all those who have been oppressed and overlooked. &lt;br /&gt;
&lt;br /&gt;
Dickweedus is a complex character with a lot of depth. Despite his tough exterior and fierce reputation, he is also capable of showing compassion and empathy towards those who have been mistreated or marginalized.&lt;br /&gt;
&lt;br /&gt;
His experiences as a half-orc have shaped his worldview, and he is acutely aware of the prejudices and discrimination that he and others like him face in Quelmar. He often finds himself drawn to causes and missions that aim to alleviate the suffering of those who are oppressed or exploited.&lt;br /&gt;
&lt;br /&gt;
At the same time, Dickweedus is not above using his strength and ferocity to achieve his goals. He is a skilled warrior who knows how to use his rage to devastating effect in battle. He often takes on jobs that require physical prowess and a willingness to take risks.&lt;br /&gt;
&lt;br /&gt;
One of the defining traits of Dickweedus is his loyalty to his friends and companions. He may not always get along with them, but he is fiercely protective of those he considers his allies. He has been known to put himself in harm&#039;s way to shield others from danger, and he will stop at nothing to ensure their safety.&lt;br /&gt;
&lt;br /&gt;
Despite his rough exterior, Dickweedus has a softer side as well. He is often seen spending time with animals and nature, and has a particular fondness for birds. He has been known to break out into song when he thinks nobody is watching, and is not above indulging in a good meal or a stiff drink.&lt;br /&gt;
&lt;br /&gt;
Overall, Dickweedus is a fascinating character with a lot of depth and nuance. He represents the struggle of those who have been marginalized and oppressed, while also embodying the strength and resilience that is required to survive and thrive in a harsh and unforgiving world.&lt;br /&gt;
&lt;br /&gt;
Some Barbarian information&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.&lt;br /&gt;
&lt;br /&gt;
While raging, you gain the following benefits if you aren&#039;t wearing heavy armor:&lt;br /&gt;
&lt;br /&gt;
* You have advantage on Strength checks and Strength saving throws.&lt;br /&gt;
* 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.&lt;br /&gt;
* You have resistance to bludgeoning, piercing, and slashing damage.&lt;br /&gt;
&lt;br /&gt;
If you are able to cast spells, you can&#039;t cast them or concentrate on them while raging.&lt;br /&gt;
&lt;br /&gt;
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Unarmored Defense ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren&#039;t as they should be, giving you an edge when you dodge away from danger.&lt;br /&gt;
&lt;br /&gt;
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can&#039;t be blinded, deafened, or incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
Path features&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvement ====&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#039;t increase an ability score above 20 using this feature.&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your speed increases by 10 feet while you aren&#039;t wearing heavy armor.&lt;br /&gt;
&lt;br /&gt;
==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you are surprised at the beginning of combat and aren&#039;t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.&lt;br /&gt;
&lt;br /&gt;
This increases to two additional dice at 13th level and three additional dice at 17th level.&lt;br /&gt;
&lt;br /&gt;
==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you&#039;re raging and don&#039;t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&lt;br /&gt;
&lt;br /&gt;
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
&lt;br /&gt;
==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
&lt;br /&gt;
==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
&lt;br /&gt;
=== Path of the Berserker ===&lt;br /&gt;
For some barbarians, rage is a means to an end–that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker&#039;s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
&lt;br /&gt;
; Frenzy&lt;br /&gt;
&lt;br /&gt;
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix PH-A).&lt;br /&gt;
&lt;br /&gt;
; Mindless Rage&lt;br /&gt;
&lt;br /&gt;
Beginning at 6th level, you can&#039;t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
; Intimidating Presence&lt;br /&gt;
&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
&lt;br /&gt;
If the creature succeeds on its saving throw, you can&#039;t use this feature on that creature again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
; Retaliation&lt;br /&gt;
&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19410</id>
		<title>Dickweedus</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19410"/>
		<updated>2023-04-18T20:19:21Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing to tell you is my character is a Barbarian, not a Ranger.  I decided to try something different after filling out the character form sheet thingie.  I could not figure out how to edit my original submission and didn&#039;t think filling out another one was the way to go.  Let me know if there is a way to do that - thanks.&lt;br /&gt;
&lt;br /&gt;
I am also playing a half-orc which is also different for me, I usually go with a half elf.  I have elected to go with the Primal Path option as well. I  did consider the wild magic version which looked interesting.  I am using D &amp;amp; D Beyond for character generation and maintenance.  I did not want to spend the money to down load Tasha&#039;s Cauldron of Everything since I already have it in hard cover and decided to stay with the player&#039;s handbook&#039;s standard options.&lt;br /&gt;
&lt;br /&gt;
So, I started out as a child, of the half orc variety.  Cute little bugger I was, with a face only a mother could love.  Mainly brought up by orcs as you will see when you get to know me.  I very much enjoy chopping things up (monsters) with my broad sword.  Also quite fond of shooting them with my long bow to tenderize them a bit.  Makes for good or better eating.  Ah, the good old days.  As a youngling the days were filled with fun hunting monsters and enjoying them over a camp fire.  As I grew up, I was eventually shunned by both my orc tribe and human ancestors of which I knew precious little of.  So, I have been a loner for a long time now.  After a while you do get used to it, but on occasion I prefer some company from time to time.  Therefore I have decided to try out the Tempest Brothers Expeditionary Company group in the hopes of gaining a new family of sorts. My party of adventurers who I have not yet met, doesn&#039;t know it, but they will be my clan and family moving forward.  I will protect them with every skill and weapon I have available to myself.&lt;br /&gt;
&lt;br /&gt;
I am not aware of many half orcs here at all.  I am one of very, very, very few indeed.  As such, I have had to learn how to get along with everyone else which is not too bad.  But, if you see my blood start to boil, you better find a good place to lay low.  When the rage comes upon me my enemies will not fair well at all. It is a sight to be seen and not felt.&lt;br /&gt;
&lt;br /&gt;
Since most of my time has been spent honing my combat skills, I have spent very little time with traditional learning activities.  I do not know much at all about my tribes history or the human part of me. Basically next to nothing. I could not provide any sort of detailed history if I tried.  Also being an outcast at such an early age doesn&#039;t help with that either.  Not much to go on.  As well, I am not imbued with the social graces since I have had very little interaction with most anyone.  I tend to annoy or bother others with out trying.  But, if you are in a tight spot, you will be hard pressed to find a better companion or associate.  What little I know follows.&lt;br /&gt;
&lt;br /&gt;
I mostly grew up in the Cauldomo region and the Wistness area, a small village in between them served as a center of operations.  My tribe seemed to be always on the move, never in one spot too long.  Basically an overgrown camp of sorts that was mobile circling around the small village of StateCollegeus which served as a source of loot and food for us.  No wonder the humans don&#039;t like me.  Frequently moving helped us stay alive and kept us safe from the village&#039;s retribution. Until. However, one fateful day, they caught us flat footed and the Blue and White clad villagers kicked our collective asses up and down the field of battle repeatedly.  A sound thrashing was given.  Although I survived the battle and took my share enemies, I did not kill one of them since that particular individual seemed vaguely familiar, perhaps a distant relation - I don&#039;t know, but my orc clan was not happy with me at all. I imagined he might have been my step brother perhaps or maybe a cousin.  I do not know why I felt that way but something inside of me tickled me the right way at that time and I went with my gut feeling and let him live.  After a sound beating by my clan &amp;quot;mates&amp;quot; and much ridicule they gave me the boot.  They tied me up around a pole, left me for dead and left the area for good.  The village of StateCollegeus was very happy about the tribe leaving the area.  I could not break the bonds that tied me up in my weakened condition.  As I passed in and out of consciousness I began hallucinating I think.  At one point,  I seem to remember someone vaguely familiar untying me and tending to my wounds, perhaps even nourishing me and giving water. My poor memory seems to have a vision of a beautiful woman tending to me, but not my mother.  Maybe a step sister?  Eventually I came to my senses and crawled away from the area. I began the long process of healing and recovering from my ordeal. All of this made me even stronger and placed a fine point on my own rage level.   &lt;br /&gt;
&lt;br /&gt;
Since that day some fifteen years ago I have been on my own.  Living off the land and traveling around.  I heard about the adventuring company which sounded good to me and slowly made my way the the big city.  As I got closer, I slowed my progress down while attempting to learn the ways of the city folk along the way.  Most of them do not make any sense to me and I can somewhat tolerate them, striving for patience and keeping my mouth closed.  Both of those are very hard for me and I struggle with that challenge. Sometimes I just haul off and smack someone around, but usually keep myself from doing real harm.  Usually.&lt;br /&gt;
&lt;br /&gt;
Beyond this, I do have some memories of my parents.  My mother was a smoking hot babe who was mostly crazy, at least a little addled.  This probably goes a long way as to telling why she was with my father for at least one night of carnal lust.  Dad was a fairly straight up orc of good standing with an eye for beauty.  When his clan (the eager beaver clan) found out he was going to sire a half orc and half human they were not pleased with him by any measure.  Non the less, he stayed in good standing with his clan and remained with them even after I was kicked out. For the most part, I was &amp;quot;raised&amp;quot; by the tribe.  Good for him since I put him through a fair amount of misery until I &amp;quot;departed&amp;quot; the clan.  &lt;br /&gt;
&lt;br /&gt;
As well, I remember going out hunting with several of my clan mates, all of us fairly young at the time, say ten or eleven years old.  We discovered two goblins eating their prey over a camp fire and decided to attack them.  They were five us younglings and the two goblins should have been no trouble at all.  Being young and foolish, we didn&#039;t properly reconnoiter the area, just filled with rage and attacked.  We said, &amp;quot;What could possibly go wrong?&amp;quot; with or best Jeremy Clarkson voices and impressions (reference to Top Gear - a truly funny show).  When the other twenty five goblin arrived things got sticky in a hurry.  Before I knew it, three of my mates ran away crying like babies for their mommies.  That left me and one other orc to fight about twenty remaining goblins.  We actually were doing okay against them since they were young and stupid like us until my mate fell to them.  Some how I managed to stay alive and whittled them down to a point where I was able to disengage and the battle essentially stopped at that point as we all were licking many wounds.  I had mixed feelings (as much as a half orc can)  about the battle.  On one hand I was pleased with my personal performance.  On the other hand, I did loose a clan mate which I still to this day regret.  Unfortunately the pussies that ran away got off Scott free.  I, on the other hand, was beaten because of the loss of my mate - as if I didn&#039;t already feel bad enough about that.  Ah, life in the tribe is something different for sure. &lt;br /&gt;
&lt;br /&gt;
So where do I go from here?  I need more words to jack up my experience points.  I have provided the basic information above and I guess I need to embellish from there and fill in the blanks. As a dopey engineer, the written word is not my strong skill.  I understand machines and generally not people.  So writing was not something I spent much time on except technical writing.  Writing specifications is a fairly dry effort and only the facts are used - hopefully.  I can tell when another engineer was burned on something by looking at his specification book for a project.  A topic that a couple of short paragraphs that would normally do the job that is seven pages long tells the story.  Some weasel dick contractor got a change order through on a cheap shot that the engineer got his pee pee smacked hard for - maybe his company got the bill as well.  That is not much fun and we have all been there from time to time. Unfortunately, professionalism is mostly gone these days because it was replaced by the all mighty dollar.  It is up to the individual to stand tall when things go sideways because the company you work for will not.  I guess this is a little off topic - ya think?  Yes it is so back to something that at least resembles dungeons and dragons.&lt;br /&gt;
&lt;br /&gt;
In the land of Quelmar, there was a half-orc named Dickweedus . He was born to an orc father and a human mother, both of whom died when he was young, leaving him to fend for himself in the harsh wilderness. Dickweedus quickly learned how to survive, using his natural strength and agility to hunt and fight off predators.&lt;br /&gt;
&lt;br /&gt;
As he grew older, Dickweedus &#039;s orcish blood began to show itself more and more. He became increasingly aggressive and impulsive, often resorting to violence to solve problems. It wasn&#039;t long before he gained a reputation as a fearsome warrior, feared and respected by many.&lt;br /&gt;
&lt;br /&gt;
Despite his reputation, Dickweedus had a strong sense of honor and loyalty. He was fiercely protective of those he considered his allies, and would go to great lengths to keep them safe. This trait eventually led him to join a group of adventurers, who quickly recognized his combat prowess and asked him to join their ranks.&lt;br /&gt;
&lt;br /&gt;
As a member of the group, Dickweedus found a sense of purpose that he had never felt before. He fought alongside his comrades, exploring dangerous ruins, battling fierce monsters, and uncovering ancient artifacts. Though he still struggled with his orcish instincts, his new friends helped him channel his aggression in a more positive way, and he became a true force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
Over time, Dickweedus began to see Quelmar in a new light. He had always been a loner, but now he found himself connected to a community of adventurers and explorers, all working towards a common goal. He began to realize that there was more to life than just survival, and that he could use his skills and strength to make a real difference in the world.&lt;br /&gt;
&lt;br /&gt;
Dickweedus was born into a small tribe of half-orcs that lived on the fringes of Quelmar&#039;s wilderness. His mother was a human woman who had been captured and taken as a prisoner by the tribe&#039;s orcish warriors. She was forced to bear Dickweedus as part of a twisted breeding program designed to create stronger, more resilient half-orcs.&lt;br /&gt;
&lt;br /&gt;
Growing up, Dickweedus struggled to fit in with his tribe. He was smaller and weaker than the other half-orcs, and his human blood made him a target for bullying and ridicule. Despite this, he refused to back down from a fight and developed a reputation for his tenacity and resilience. As he grew older, he began to channel his anger and frustration into his battles, unleashing a ferocity that surprised even his tormentors.&lt;br /&gt;
&lt;br /&gt;
Eventually, Dickweedus left his tribe and struck out on his own as a mercenary and adventurer. He quickly made a name for himself as a formidable warrior, taking on jobs that required brute force and a willingness to get his hands dirty. Along the way, he encountered a group of adventurers who showed him that there was more to life than fighting and killing. They taught him how to read and write, and introduced him to new cultures and ways of thinking.&lt;br /&gt;
&lt;br /&gt;
Now, Dickweedus travels the land of Quelmar as a member of this diverse group of adventurers. He still struggles with his half-orc heritage and the prejudices that come with it, but he has found a sense of belonging among his new friends. He fights not just for himself, but for a better future for all those who have been oppressed and overlooked.&lt;br /&gt;
&lt;br /&gt;
Some Barbarian information&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.&lt;br /&gt;
&lt;br /&gt;
While raging, you gain the following benefits if you aren&#039;t wearing heavy armor:&lt;br /&gt;
&lt;br /&gt;
* You have advantage on Strength checks and Strength saving throws.&lt;br /&gt;
* 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.&lt;br /&gt;
* You have resistance to bludgeoning, piercing, and slashing damage.&lt;br /&gt;
&lt;br /&gt;
If you are able to cast spells, you can&#039;t cast them or concentrate on them while raging.&lt;br /&gt;
&lt;br /&gt;
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Unarmored Defense ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren&#039;t as they should be, giving you an edge when you dodge away from danger.&lt;br /&gt;
&lt;br /&gt;
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can&#039;t be blinded, deafened, or incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
Path features&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvement ====&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#039;t increase an ability score above 20 using this feature.&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your speed increases by 10 feet while you aren&#039;t wearing heavy armor.&lt;br /&gt;
&lt;br /&gt;
==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you are surprised at the beginning of combat and aren&#039;t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.&lt;br /&gt;
&lt;br /&gt;
This increases to two additional dice at 13th level and three additional dice at 17th level.&lt;br /&gt;
&lt;br /&gt;
==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you&#039;re raging and don&#039;t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&lt;br /&gt;
&lt;br /&gt;
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
&lt;br /&gt;
==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
&lt;br /&gt;
==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
&lt;br /&gt;
=== Path of the Berserker ===&lt;br /&gt;
For some barbarians, rage is a means to an end–that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker&#039;s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
&lt;br /&gt;
; Frenzy&lt;br /&gt;
&lt;br /&gt;
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix PH-A).&lt;br /&gt;
&lt;br /&gt;
; Mindless Rage&lt;br /&gt;
&lt;br /&gt;
Beginning at 6th level, you can&#039;t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
; Intimidating Presence&lt;br /&gt;
&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
&lt;br /&gt;
If the creature succeeds on its saving throw, you can&#039;t use this feature on that creature again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
; Retaliation&lt;br /&gt;
&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Half-Orc&amp;diff=19409</id>
		<title>Half-Orc</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Half-Orc&amp;diff=19409"/>
		<updated>2023-04-18T20:15:18Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Halforc.png|thumb|Depiction of a female half-orc. &amp;lt;nowiki&amp;gt;https://forgottenrealms.fandom.com/wiki/Half-orc#Description&amp;lt;/nowiki&amp;gt;. ]]&lt;br /&gt;
Half-Orc Barbarians are a popular character choice in fantasy role-playing games, such as Dungeons and Dragons. They are a combination of the Half-Orc race, which is known for its toughness and ferocity, and the Barbarian class, which is all about raw physical power and a willingness to engage in combat.&lt;br /&gt;
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Half-Orc Barbarians are typically depicted as fierce and intimidating warriors, with a primal nature that makes them excellent at close-quarters combat. They are often characterized as being very physical and muscular, with a great deal of endurance and strength. They are also known for their ability to withstand pain and injury, making them formidable opponents in battle.&lt;br /&gt;
&lt;br /&gt;
One of the unique aspects of Half-Orc Barbarians is their rage ability. When they enter a state of rage, they become even more ferocious and powerful, gaining a boost to their strength and resistance to damage. This ability can be triggered by various triggers such as being attacked, seeing a friend hurt, or even taunting.&lt;br /&gt;
&lt;br /&gt;
In terms of backstory, Half-Orc Barbarians are often born into difficult circumstances, such as growing up in harsh environments or facing discrimination due to their mixed heritage. Many of them turn to a life of adventure and combat as a way to prove themselves and overcome their challenges.&lt;br /&gt;
&lt;br /&gt;
Overall, Half-Orc Barbarians are a popular and powerful character choice for players who enjoy a brute force approach to combat and role-playing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Half-orcs&#039;&#039;&#039; are medium sized humanoids that are descended from [[Orc|orcs]] and [[Human|humans]]. They are typically half human and are a little stronger and taller than their human parent but their appearances can vary wildly. In Quelmar, they are considered New World Crossbreeds, since they were not recognized before 0 BR. They often find themselves as heavy lifters, soldiers, or fighters in general due to their innate strength. Having the combined physical power of their orcish ancestors with the agility of their human ones, half-orcs were formidable individuals. Though they were often shunned in both human and orcish society for different reasons, half-orcs have proven themselves from time to time as worthy heroes and dangerous villains. Their existence implied an interesting back story that most would not like to dwell on.&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
Half-orcs can look more like their human parent or more like their orc parent. Orcish genetics can vary as they are passed down. Typically, half-orcs have slightly small tusks on their bottom teeth, green or gray-tinted skin, and dark hair. A half-orc individual can take after either or both of their parents, so no half-orc looks the same, even if they&#039;re full siblings. Scars are considered very normal amongst orcs and thus half-orcs often wear scars with pride.&lt;br /&gt;
&lt;br /&gt;
Half-orcs were, on average, somewhere from 5 feet and ​9 inches​ to ​6 feet and ​4 inches (1.8​ to ​1.9 meters) in height and usually weighed around 155​ to ​225 pounds (70.3​ to ​102 kilograms). making them a little taller and stronger than humans on average. Most half-orcs had grayish skin, jutting jaws, prominent teeth, a sloping forehead, and coarse body hair, which caused them to stand out from their human brethren, though their canines were noticeably smaller than a full-blooded orc’s tusks. Half-orcs as such appeared bestial to humans, though amongst orcs they were considered human-like physically. Half-orc hair was most often black, though it grayed very quickly with age. In general, half-orcs did not live as long as humans, maturing by their sixteenth year and often dying before their sixtieth.&lt;br /&gt;
&lt;br /&gt;
Half-orcs that have lived amongst orcs have often picked up the common orcish tradition of ritual scarring. Half-orcs with such a background did not look upon scars as marks of shame or as unattractive blemishes, but rather as marks of pride that demonstrate their skill and bravery in battle. On occasion, however, scars were used for a darker purpose, with orcs marking half-orc slaves with scars in the same manner a rancher might brand cattle.&lt;br /&gt;
&lt;br /&gt;
Half-orcs had shorter lifespans than humans, reaching maturity slightly earlier and rarely living longer than seventy-five years.&lt;br /&gt;
&lt;br /&gt;
=== Personality ===&lt;br /&gt;
The personality of a half-orc would depend on how they were raised and who they were raised by. Their unique existence is a personality trait most times by itself. Half-orcs do typically mix the tenacity and adaptability from their human side with impatience and free-spiritedness from their orcish side. Like humans, half-orcs were quick to action, tenacious and bold, and possessed an adaptability that was unusual among most races. This was useful to the race given that they were considered outsiders just about everywhere; they had the ability to thrive in unwelcome or unusual locations, which was a necessity for a half-orc’s welfare.&lt;br /&gt;
&lt;br /&gt;
From their orcish blood, half-orcs typically took less desirable qualities, which added to the discomfort others often felt around them. Few half-orcs had the patience for the etiquette or protocol that civilization has often imposed and were far from quiet about their opinions on the subject. As a result, half-orcs were often perceived as uncouth savages, a reputation accentuated by the orcish love of physical pleasures such as eating, drinking, or dancing. Impatient and ill-tempered were stereotypes that are not too far off the mark for most half-orcs, but these qualities have not been necessarily negative. Sometimes, a brash and straight-to-business attitude has been precisely what is required.&lt;br /&gt;
&lt;br /&gt;
The half-orc personality tended to be short-tempered and sullen, though half-orc mental capabilities have often been underestimated and they were significantly more cunning than full-blooded orcs. More often than not, half-orcs preferred simple pleasures such as feasting, singing, wrestling, or wild dancing to refined pursuits such as poetry or philosophy. Most half-orcs were free-spirited like their orcish brethren, though they had fewer of the evil tendencies that blemished the reputation of orcs and were as likely good as they were evil, at least when raised among humans. Half-orcs were also reputed to be unintelligent and, though this was not true for the entire race, it was a definite trend in some populations.&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
Half-orcs had a strength uncommon to most humans, though comparable with orcs. They were less durable than their full-blooded kin, but they were typically more dexterous, and indeed more so than most other humanoids. Half-orcs also had a resilience unique to them and when gravely injured, simply seem all the more determined to win, as though the blows had, in fact, empowered them. Similarly, all half-orcs were capable of channeling their feral fury into a powerful attack. These qualities were only temporary, however, and like any other mortal, half-orcs would eventually tire as a battle wore on and could be broken physically.&lt;br /&gt;
&lt;br /&gt;
Half-orcs were also agile, charging swiftly when their rage was aroused. For some half-orcs the conflict of their two heritages developed into something more, becoming the very essence of their being. Other half-orcs gained a thirst for battle that enabled them to weather through battle longer than most found themselves capable of, making them both more resilient and more deadly.&lt;br /&gt;
 &#039;&#039;Relentless Endurance.&#039;&#039; When a PC is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. They can’t use this feature again until they finish a long rest.&lt;br /&gt;
&lt;br /&gt;
=== Society ===&lt;br /&gt;
In most culture, half-orcs suffered prejudice. Within the lands of their human ancestors, half-orcs were commonly seen as savage thugs and looked down upon. As a result, most half-orcs in human society were forced into menial labor or violence for a career. Some chose to take on the life of an adventurer, perhaps merely as another acceptable means to wealth and power or sometimes as a way to throw off the shackles of other people&#039;s perceptions.&lt;br /&gt;
&lt;br /&gt;
Within orc society, half-orcs were often looked down upon as weaker and inferior creatures, but overall they tended to fare better. Most orcs grudgingly acknowledged the superiority of the half-orc&#039;s intellect as well as their comparable strength. As a result, it was not entirely unusual for a half-orc raised amongst orcs to rise to a position of power within his or her tribe.&lt;br /&gt;
&lt;br /&gt;
Half-orcs who lived among humans were frequently drawn to adventure simply because few opportunities were present to them for less-violent occupations. Pressured into martial lifestyles and rejected by polite society, half-orcs often only found acceptance among other races by proving their worth as adventurers. Likewise, the only friends a half-orc was likely to make were other adventurers, often being an outcast of sorts.&lt;br /&gt;
&lt;br /&gt;
They often live in cities like [[Galik]]. They are not automatically directly related to orc tribes like the Red Blade Orcs.&lt;br /&gt;
&lt;br /&gt;
=== The Mark of Gruumsh ===&lt;br /&gt;
The one-eyed god Gruumsh created the orcs, and even those orcs who turn away from his worship can’t fully escape his influence. The same is true of half-orcs, though their human blood moderates the impact of their orcish heritage. Some half-orcs⁠ hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh’s exultation when they join in melee combat—and either exult along with him or shiver with fear and loathing. Half-orcs⁠ are not evil by nature, but evil does lurk within them, whether they embrace it or rebel against it.&lt;br /&gt;
&lt;br /&gt;
Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn’t just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures—feasting, drinking, wrestling, drumming, and wild dancing—fill their hearts with joy. They tend to be short-tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. The most accomplished half-orcs⁠ are those with enough self-control to get by in a civilized land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We’re going to look at writing personal plot for a race that’s been around a long time but often fails to get a lot of the love other races deserve. Today, we’re talking about the half-orc. I personally love half-orcs, and one of my favorite PCs I’ve ever played was Rukh Redmane, half-orc paladin, a character who warred between the two sides of his blood. I think they have a lot of role-playing potential, but they often seem to be overlooked.&lt;br /&gt;
&lt;br /&gt;
Half-orcs arguably have their origin back in &#039;&#039;The Lord of the Rings&#039;&#039;, where we find a few different examples of people who seem to have mixed human and orcish blood, including the mighty Uruk-Hai. They showed up in 1st edition D&amp;amp;D as a playable race, but they all but vanished from 2nd edition. TSR was trying to clean up D&amp;amp;D’s image, and as a race with potentially problematic origins, they pushed the half-orc to the back of the group. They came back in 3rd edition, however, and they’ve been a mainstay ever since.&lt;br /&gt;
&lt;br /&gt;
One reason half-orcs have been so problematic is that early D&amp;amp;D felt they could only result from violence and rape. More recent editions have handled them differently, including Eberron, which features orcs as being a bit more civilized and suggests that, like half-elves, half-orcs are now essentially a race that breeds true and are their own people. 5th edition also touched on this, suggesting that they could be from the unions of fierce northern barbarians joined n alliance with orcish tribes. In my Shattered Pact campaign, half-orcs are more properly known as Urku. They are actually their own race, having originated from good orcs who followed a good orcish god and who were uplifted by that god to a different state of being. However you want to include half-orcs in your game, make sure that your half-orc players are comfortable with it. This is something good to discuss if someone expresses a desire to play a half-orc during a Session Zero game.&lt;br /&gt;
&lt;br /&gt;
Part of what might generate plot in your campaign might be how the rest of the world views half-orcs. Are they reviled? Feared? Or are they accepted as any other race? Rukh lived in a world where half-orcs were uncommon and despised, and he had a lot of work to do in finding acceptance. Quests to prove oneself and one’s good intentions could be a big part of what constitutes personal plot for a half-orc player character.&lt;br /&gt;
&lt;br /&gt;
The attempt to embrace both sides of one’s nature, as well as the idea of rejecting one side, could be excellent story potential as well. Maybe a half-orc revels in the strength of their orcish nature and wants to cleanse the “weak” human side. Or maybe they are trying to subsume the orcish blood, not letting its rage overcome them. I had actually considered multi-classing into barbarian to represent Rukh’s more untamed side taking over at times. I never did, but it might have made for an interesting plot hook, as he likely would’ve despised the power of his rage. Maybe ultimately, accepting both sides would’ve been the way he could have found peace. Alas that the campaign ended before we got that far.&lt;br /&gt;
&lt;br /&gt;
If half-orcs are truly a mix of orcish and human blood in your campaign, a potential story could be the character dealing with the side of their heritage that they weren’t raised in. Amongst humans, a half-orc is likely larger and stronger, leading them to either be a bully or a protector. What happens when their orcish parent’s tribe starts raiding the village? Will they help fight them off? Betray the place where they grew up (and which perhaps rejected them)? Will they use their blood to enter into diplomacy? Challenge the chief for the right to lead the tribe?&lt;br /&gt;
&lt;br /&gt;
If they grew up among orcs, then they would be smaller and weaker, likely bullied. Did this make them feel inadequate, or did they work twice as hard to be as powerful as the others around them? Maybe they are favored in their tribe for their wits and are chosen to take on an important quest for the good of the tribe, or to be their representative in a quest with others (the other PCs). Their difference could be why they’re capable of getting along with the others.&lt;br /&gt;
&lt;br /&gt;
This makes me think of a campaign in which the PCs are representatives of different peoples going on a quest to save the world, a la Lord of the Rings. Imagine the surprise when the local orcs put up their own representative – the half-orc. “You have my sword.” “And my bow!” “And I will tear the damned throat out of anyone who messes with us!”&lt;br /&gt;
&lt;br /&gt;
I hope this has gotten you thinking about half-orcs and how to support someone who wants to play one in your campaign. I know that Caduceus Clay from Critical Role helped up the popularity of firbolgs as a PC race. I hope that Fjord has done the same for half-orcs. I hope to see more of them down the road.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19408</id>
		<title>Dickweedus</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19408"/>
		<updated>2023-04-18T20:10:27Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing to tell you is my character is a Barbarian, not a Ranger.  I decided to try something different after filling out the character form sheet thingie.  I could not figure out how to edit my original submission and didn&#039;t think filling out another one was the way to go.  Let me know if there is a way to do that - thanks.&lt;br /&gt;
&lt;br /&gt;
I am also playing a half-orc which is also different for me, I usually go with a half elf.  I have elected to go with the Primal Path option as well. I  did consider the wild magic version which looked interesting.  I am using D &amp;amp; D Beyond for character generation and maintenance.  I did not want to spend the money to down load Tasha&#039;s Cauldron of Everything since I already have it in hard cover and decided to stay with the player&#039;s handbook&#039;s standard options.&lt;br /&gt;
&lt;br /&gt;
So, I started out as a child, of the half orc variety.  Cute little bugger I was, with a face only a mother could love.  Mainly brought up by orcs as you will see when you get to know me.  I very much enjoy chopping things up (monsters) with my broad sword.  Also quite fond of shooting them with my long bow to tenderize them a bit.  Makes for good or better eating.  Ah, the good old days.  As a youngling the days were filled with fun hunting monsters and enjoying them over a camp fire.  As I grew up, I was eventually shunned by both my orc tribe and human ancestors of which I knew precious little of.  So, I have been a loner for a long time now.  After a while you do get used to it, but on occasion I prefer some company from time to time.  Therefore I have decided to try out the Tempest Brothers Expeditionary Company group in the hopes of gaining a new family of sorts. My party of adventurers who I have not yet met, doesn&#039;t know it, but they will be my clan and family moving forward.  I will protect them with every skill and weapon I have available to myself.&lt;br /&gt;
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I am not aware of many half orcs here at all.  I am one of very, very, very few indeed.  As such, I have had to learn how to get along with everyone else which is not too bad.  But, if you see my blood start to boil, you better find a good place to lay low.  When the rage comes upon me my enemies will not fair well at all. It is a sight to be seen and not felt.&lt;br /&gt;
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Since most of my time has been spent honing my combat skills, I have spent very little time with traditional learning activities.  I do not know much at all about my tribes history or the human part of me. Basically next to nothing. I could not provide any sort of detailed history if I tried.  Also being an outcast at such an early age doesn&#039;t help with that either.  Not much to go on.  As well, I am not imbued with the social graces since I have had very little interaction with most anyone.  I tend to annoy or bother others with out trying.  But, if you are in a tight spot, you will be hard pressed to find a better companion or associate.  What little I know follows.&lt;br /&gt;
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I mostly grew up in the Cauldomo region and the Wistness area, a small village in between them served as a center of operations.  My tribe seemed to be always on the move, never in one spot too long.  Basically an overgrown camp of sorts that was mobile circling around the small village of StateCollegeus which served as a source of loot and food for us.  No wonder the humans don&#039;t like me.  Frequently moving helped us stay alive and kept us safe from the village&#039;s retribution. Until. However, one fateful day, they caught us flat footed and the Blue and White clad villagers kicked our collective asses up and down the field of battle repeatedly.  A sound thrashing was given.  Although I survived the battle and took my share enemies, I did not kill one of them since that particular individual seemed vaguely familiar, perhaps a distant relation - I don&#039;t know, but my orc clan was not happy with me at all. I imagined he might have been my step brother perhaps or maybe a cousin.  I do not know why I felt that way but something inside of me tickled me the right way at that time and I went with my gut feeling and let him live.  After a sound beating by my clan &amp;quot;mates&amp;quot; and much ridicule they gave me the boot.  They tied me up around a pole, left me for dead and left the area for good.  The village of StateCollegeus was very happy about the tribe leaving the area.  I could not break the bonds that tied me up in my weakened condition.  As I passed in and out of consciousness I began hallucinating I think.  At one point,  I seem to remember someone vaguely familiar untying me and tending to my wounds, perhaps even nourishing me and giving water. My poor memory seems to have a vision of a beautiful woman tending to me, but not my mother.  Maybe a step sister?  Eventually I came to my senses and crawled away from the area. I began the long process of healing and recovering from my ordeal. All of this made me even stronger and placed a fine point on my own rage level.   &lt;br /&gt;
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Since that day some fifteen years ago I have been on my own.  Living off the land and traveling around.  I heard about the adventuring company which sounded good to me and slowly made my way the the big city.  As I got closer, I slowed my progress down while attempting to learn the ways of the city folk along the way.  Most of them do not make any sense to me and I can somewhat tolerate them, striving for patience and keeping my mouth closed.  Both of those are very hard for me and I struggle with that challenge. Sometimes I just haul off and smack someone around, but usually keep myself from doing real harm.  Usually.&lt;br /&gt;
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Beyond this, I do have some memories of my parents.  My mother was a smoking hot babe who was mostly crazy, at least a little addled.  This probably goes a long way as to telling why she was with my father for at least one night of carnal lust.  Dad was a fairly straight up orc of good standing with an eye for beauty.  When his clan (the eager beaver clan) found out he was going to sire a half orc and half human they were not pleased with him by any measure.  Non the less, he stayed in good standing with his clan and remained with them even after I was kicked out. For the most part, I was &amp;quot;raised&amp;quot; by the tribe.  Good for him since I put him through a fair amount of misery until I &amp;quot;departed&amp;quot; the clan.  &lt;br /&gt;
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As well, I remember going out hunting with several of my clan mates, all of us fairly young at the time, say ten or eleven years old.  We discovered two goblins eating their prey over a camp fire and decided to attack them.  They were five us younglings and the two goblins should have been no trouble at all.  Being young and foolish, we didn&#039;t properly reconnoiter the area, just filled with rage and attacked.  We said, &amp;quot;What could possibly go wrong?&amp;quot; with or best Jeremy Clarkson voices and impressions (reference to Top Gear - a truly funny show).  When the other twenty five goblin arrived things got sticky in a hurry.  Before I knew it, three of my mates ran away crying like babies for their mommies.  That left me and one other orc to fight about twenty remaining goblins.  We actually were doing okay against them since they were young and stupid like us until my mate fell to them.  Some how I managed to stay alive and whittled them down to a point where I was able to disengage and the battle essentially stopped at that point as we all were licking many wounds.  I had mixed feelings (as much as a half orc can)  about the battle.  On one hand I was pleased with my personal performance.  On the other hand, I did loose a clan mate which I still to this day regret.  Unfortunately the pussies that ran away got off Scott free.  I, on the other hand, was beaten because of the loss of my mate - as if I didn&#039;t already feel bad enough about that.  Ah, life in the tribe is something different for sure. &lt;br /&gt;
&lt;br /&gt;
So where do I go from here?  I need more words to jack up my experience points.  I have provided the basic information above and I guess I need to embellish from there and fill in the blanks. As a dopey engineer, the written word is not my strong skill.  I understand machines and generally not people.  So writing was not something I spent much time on except technical writing.  Writing specifications is a fairly dry effort and only the facts are used - hopefully.  I can tell when another engineer was burned on something by looking at his specification book for a project.  A topic that a couple of short paragraphs that would normally do the job that is seven pages long tells the story.  Some weasel dick contractor got a change order through on a cheap shot that the engineer got his pee pee smacked hard for - maybe his company got the bill as well.  That is not much fun and we have all been there from time to time. Unfortunately, professionalism is mostly gone these days because it was replaced by the all mighty dollar.  It is up to the individual to stand tall when things go sideways because the company you work for will not.  I guess this is a little off topic - ya think?  Yes it is so back to something that at least resembles dungeons and dragons.&lt;br /&gt;
&lt;br /&gt;
In the land of Quelmar, there was a half-orc named Dickweedus . He was born to an orc father and a human mother, both of whom died when he was young, leaving him to fend for himself in the harsh wilderness. Dickweedus quickly learned how to survive, using his natural strength and agility to hunt and fight off predators.&lt;br /&gt;
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As he grew older, Dickweedus &#039;s orcish blood began to show itself more and more. He became increasingly aggressive and impulsive, often resorting to violence to solve problems. It wasn&#039;t long before he gained a reputation as a fearsome warrior, feared and respected by many.&lt;br /&gt;
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Despite his reputation, Dickweedus had a strong sense of honor and loyalty. He was fiercely protective of those he considered his allies, and would go to great lengths to keep them safe. This trait eventually led him to join a group of adventurers, who quickly recognized his combat prowess and asked him to join their ranks.&lt;br /&gt;
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As a member of the group, Dickweedus found a sense of purpose that he had never felt before. He fought alongside his comrades, exploring dangerous ruins, battling fierce monsters, and uncovering ancient artifacts. Though he still struggled with his orcish instincts, his new friends helped him channel his aggression in a more positive way, and he became a true force to be reckoned with.&lt;br /&gt;
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Over time, Dickweedus began to see Quelmar in a new light. He had always been a loner, but now he found himself connected to a community of adventurers and explorers, all working towards a common goal. He began to realize that there was more to life than just survival, and that he could use his skills and strength to make a real difference in the world.&lt;br /&gt;
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&lt;br /&gt;
Some Barbarian information&lt;br /&gt;
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==== Rage ====&lt;br /&gt;
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.&lt;br /&gt;
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While raging, you gain the following benefits if you aren&#039;t wearing heavy armor:&lt;br /&gt;
&lt;br /&gt;
* You have advantage on Strength checks and Strength saving throws.&lt;br /&gt;
* 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.&lt;br /&gt;
* You have resistance to bludgeoning, piercing, and slashing damage.&lt;br /&gt;
&lt;br /&gt;
If you are able to cast spells, you can&#039;t cast them or concentrate on them while raging.&lt;br /&gt;
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Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven&#039;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.&lt;br /&gt;
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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.&lt;br /&gt;
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==== Unarmored Defense ====&lt;br /&gt;
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.&lt;br /&gt;
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==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.&lt;br /&gt;
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==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren&#039;t as they should be, giving you an edge when you dodge away from danger.&lt;br /&gt;
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You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can&#039;t be blinded, deafened, or incapacitated.&lt;br /&gt;
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==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
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Path features&lt;br /&gt;
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==== Ability Score Improvement ====&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#039;t increase an ability score above 20 using this feature.&lt;br /&gt;
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==== Extra Attack ====&lt;br /&gt;
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
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==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your speed increases by 10 feet while you aren&#039;t wearing heavy armor.&lt;br /&gt;
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==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls.&lt;br /&gt;
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Additionally, if you are surprised at the beginning of combat and aren&#039;t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.&lt;br /&gt;
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==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.&lt;br /&gt;
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This increases to two additional dice at 13th level and three additional dice at 17th level.&lt;br /&gt;
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==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you&#039;re raging and don&#039;t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&lt;br /&gt;
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Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.&lt;br /&gt;
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==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
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==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
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==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
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=== Path of the Berserker ===&lt;br /&gt;
For some barbarians, rage is a means to an end–that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker&#039;s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
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; Frenzy&lt;br /&gt;
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Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix PH-A).&lt;br /&gt;
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; Mindless Rage&lt;br /&gt;
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Beginning at 6th level, you can&#039;t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
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; Intimidating Presence&lt;br /&gt;
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Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
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If the creature succeeds on its saving throw, you can&#039;t use this feature on that creature again for 24 hours.&lt;br /&gt;
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; Retaliation&lt;br /&gt;
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Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Half-Orc&amp;diff=19400</id>
		<title>Half-Orc</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Half-Orc&amp;diff=19400"/>
		<updated>2023-04-17T22:34:18Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
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&lt;div&gt;[[File:Halforc.png|thumb|Depiction of a female half-orc. &amp;lt;nowiki&amp;gt;https://forgottenrealms.fandom.com/wiki/Half-orc#Description&amp;lt;/nowiki&amp;gt;. ]]&lt;br /&gt;
&#039;&#039;&#039;Half-orcs&#039;&#039;&#039; are medium sized humanoids that are descended from [[Orc|orcs]] and [[Human|humans]]. They are typically half human and are a little stronger and taller than their human parent but their appearances can vary wildly. In Quelmar, they are considered New World Crossbreeds, since they were not recognized before 0 BR. They often find themselves as heavy lifters, soldiers, or fighters in general due to their innate strength. Having the combined physical power of their orcish ancestors with the agility of their human ones, half-orcs were formidable individuals. Though they were often shunned in both human and orcish society for different reasons, half-orcs have proven themselves from time to time as worthy heroes and dangerous villains. Their existence implied an interesting back story that most would not like to dwell on.&lt;br /&gt;
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=== Appearance ===&lt;br /&gt;
Half-orcs can look more like their human parent or more like their orc parent. Orcish genetics can vary as they are passed down. Typically, half-orcs have slightly small tusks on their bottom teeth, green or gray-tinted skin, and dark hair. A half-orc individual can take after either or both of their parents, so no half-orc looks the same, even if they&#039;re full siblings. Scars are considered very normal amongst orcs and thus half-orcs often wear scars with pride.&lt;br /&gt;
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Half-orcs were, on average, somewhere from 5 feet and ​9 inches​ to ​6 feet and ​4 inches (1.8​ to ​1.9 meters) in height and usually weighed around 155​ to ​225 pounds (70.3​ to ​102 kilograms). making them a little taller and stronger than humans on average. Most half-orcs had grayish skin, jutting jaws, prominent teeth, a sloping forehead, and coarse body hair, which caused them to stand out from their human brethren, though their canines were noticeably smaller than a full-blooded orc’s tusks. Half-orcs as such appeared bestial to humans, though amongst orcs they were considered human-like physically. Half-orc hair was most often black, though it grayed very quickly with age. In general, half-orcs did not live as long as humans, maturing by their sixteenth year and often dying before their sixtieth.&lt;br /&gt;
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Half-orcs that have lived amongst orcs have often picked up the common orcish tradition of ritual scarring. Half-orcs with such a background did not look upon scars as marks of shame or as unattractive blemishes, but rather as marks of pride that demonstrate their skill and bravery in battle. On occasion, however, scars were used for a darker purpose, with orcs marking half-orc slaves with scars in the same manner a rancher might brand cattle.&lt;br /&gt;
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Half-orcs had shorter lifespans than humans, reaching maturity slightly earlier and rarely living longer than seventy-five years.&lt;br /&gt;
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=== Personality ===&lt;br /&gt;
The personality of a half-orc would depend on how they were raised and who they were raised by. Their unique existence is a personality trait most times by itself. Half-orcs do typically mix the tenacity and adaptability from their human side with impatience and free-spiritedness from their orcish side. Like humans, half-orcs were quick to action, tenacious and bold, and possessed an adaptability that was unusual among most races. This was useful to the race given that they were considered outsiders just about everywhere; they had the ability to thrive in unwelcome or unusual locations, which was a necessity for a half-orc’s welfare.&lt;br /&gt;
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From their orcish blood, half-orcs typically took less desirable qualities, which added to the discomfort others often felt around them. Few half-orcs had the patience for the etiquette or protocol that civilization has often imposed and were far from quiet about their opinions on the subject. As a result, half-orcs were often perceived as uncouth savages, a reputation accentuated by the orcish love of physical pleasures such as eating, drinking, or dancing. Impatient and ill-tempered were stereotypes that are not too far off the mark for most half-orcs, but these qualities have not been necessarily negative. Sometimes, a brash and straight-to-business attitude has been precisely what is required.&lt;br /&gt;
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The half-orc personality tended to be short-tempered and sullen, though half-orc mental capabilities have often been underestimated and they were significantly more cunning than full-blooded orcs. More often than not, half-orcs preferred simple pleasures such as feasting, singing, wrestling, or wild dancing to refined pursuits such as poetry or philosophy. Most half-orcs were free-spirited like their orcish brethren, though they had fewer of the evil tendencies that blemished the reputation of orcs and were as likely good as they were evil, at least when raised among humans. Half-orcs were also reputed to be unintelligent and, though this was not true for the entire race, it was a definite trend in some populations.&lt;br /&gt;
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=== Abilities ===&lt;br /&gt;
Half-orcs had a strength uncommon to most humans, though comparable with orcs. They were less durable than their full-blooded kin, but they were typically more dexterous, and indeed more so than most other humanoids. Half-orcs also had a resilience unique to them and when gravely injured, simply seem all the more determined to win, as though the blows had, in fact, empowered them. Similarly, all half-orcs were capable of channeling their feral fury into a powerful attack. These qualities were only temporary, however, and like any other mortal, half-orcs would eventually tire as a battle wore on and could be broken physically.&lt;br /&gt;
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Half-orcs were also agile, charging swiftly when their rage was aroused. For some half-orcs the conflict of their two heritages developed into something more, becoming the very essence of their being. Other half-orcs gained a thirst for battle that enabled them to weather through battle longer than most found themselves capable of, making them both more resilient and more deadly.&lt;br /&gt;
 &#039;&#039;Relentless Endurance.&#039;&#039; When a PC is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. They can’t use this feature again until they finish a long rest.&lt;br /&gt;
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=== Society ===&lt;br /&gt;
In most culture, half-orcs suffered prejudice. Within the lands of their human ancestors, half-orcs were commonly seen as savage thugs and looked down upon. As a result, most half-orcs in human society were forced into menial labor or violence for a career. Some chose to take on the life of an adventurer, perhaps merely as another acceptable means to wealth and power or sometimes as a way to throw off the shackles of other people&#039;s perceptions.&lt;br /&gt;
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Within orc society, half-orcs were often looked down upon as weaker and inferior creatures, but overall they tended to fare better. Most orcs grudgingly acknowledged the superiority of the half-orc&#039;s intellect as well as their comparable strength. As a result, it was not entirely unusual for a half-orc raised amongst orcs to rise to a position of power within his or her tribe.&lt;br /&gt;
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Half-orcs who lived among humans were frequently drawn to adventure simply because few opportunities were present to them for less-violent occupations. Pressured into martial lifestyles and rejected by polite society, half-orcs often only found acceptance among other races by proving their worth as adventurers. Likewise, the only friends a half-orc was likely to make were other adventurers, often being an outcast of sorts.&lt;br /&gt;
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They often live in cities like [[Galik]]. They are not automatically directly related to orc tribes like the Red Blade Orcs.&lt;br /&gt;
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=== The Mark of Gruumsh ===&lt;br /&gt;
The one-eyed god Gruumsh created the orcs, and even those orcs who turn away from his worship can’t fully escape his influence. The same is true of half-orcs, though their human blood moderates the impact of their orcish heritage. Some half-orcs⁠ hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh’s exultation when they join in melee combat—and either exult along with him or shiver with fear and loathing. Half-orcs⁠ are not evil by nature, but evil does lurk within them, whether they embrace it or rebel against it.&lt;br /&gt;
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Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn’t just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures—feasting, drinking, wrestling, drumming, and wild dancing—fill their hearts with joy. They tend to be short-tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. The most accomplished half-orcs⁠ are those with enough self-control to get by in a civilized land.&lt;br /&gt;
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We’re going to look at writing personal plot for a race that’s been around a long time but often fails to get a lot of the love other races deserve. Today, we’re talking about the half-orc. I personally love half-orcs, and one of my favorite PCs I’ve ever played was Rukh Redmane, half-orc paladin, a character who warred between the two sides of his blood. I think they have a lot of role-playing potential, but they often seem to be overlooked.&lt;br /&gt;
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Half-orcs arguably have their origin back in &#039;&#039;The Lord of the Rings&#039;&#039;, where we find a few different examples of people who seem to have mixed human and orcish blood, including the mighty Uruk-Hai. They showed up in 1st edition D&amp;amp;D as a playable race, but they all but vanished from 2nd edition. TSR was trying to clean up D&amp;amp;D’s image, and as a race with potentially problematic origins, they pushed the half-orc to the back of the group. They came back in 3rd edition, however, and they’ve been a mainstay ever since.&lt;br /&gt;
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One reason half-orcs have been so problematic is that early D&amp;amp;D felt they could only result from violence and rape. More recent editions have handled them differently, including Eberron, which features orcs as being a bit more civilized and suggests that, like half-elves, half-orcs are now essentially a race that breeds true and are their own people. 5th edition also touched on this, suggesting that they could be from the unions of fierce northern barbarians joined n alliance with orcish tribes. In my Shattered Pact campaign, half-orcs are more properly known as Urku. They are actually their own race, having originated from good orcs who followed a good orcish god and who were uplifted by that god to a different state of being. However you want to include half-orcs in your game, make sure that your half-orc players are comfortable with it. This is something good to discuss if someone expresses a desire to play a half-orc during a Session Zero game.&lt;br /&gt;
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Part of what might generate plot in your campaign might be how the rest of the world views half-orcs. Are they reviled? Feared? Or are they accepted as any other race? Rukh lived in a world where half-orcs were uncommon and despised, and he had a lot of work to do in finding acceptance. Quests to prove oneself and one’s good intentions could be a big part of what constitutes personal plot for a half-orc player character.&lt;br /&gt;
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The attempt to embrace both sides of one’s nature, as well as the idea of rejecting one side, could be excellent story potential as well. Maybe a half-orc revels in the strength of their orcish nature and wants to cleanse the “weak” human side. Or maybe they are trying to subsume the orcish blood, not letting its rage overcome them. I had actually considered multi-classing into barbarian to represent Rukh’s more untamed side taking over at times. I never did, but it might have made for an interesting plot hook, as he likely would’ve despised the power of his rage. Maybe ultimately, accepting both sides would’ve been the way he could have found peace. Alas that the campaign ended before we got that far.&lt;br /&gt;
&lt;br /&gt;
If half-orcs are truly a mix of orcish and human blood in your campaign, a potential story could be the character dealing with the side of their heritage that they weren’t raised in. Amongst humans, a half-orc is likely larger and stronger, leading them to either be a bully or a protector. What happens when their orcish parent’s tribe starts raiding the village? Will they help fight them off? Betray the place where they grew up (and which perhaps rejected them)? Will they use their blood to enter into diplomacy? Challenge the chief for the right to lead the tribe?&lt;br /&gt;
&lt;br /&gt;
If they grew up among orcs, then they would be smaller and weaker, likely bullied. Did this make them feel inadequate, or did they work twice as hard to be as powerful as the others around them? Maybe they are favored in their tribe for their wits and are chosen to take on an important quest for the good of the tribe, or to be their representative in a quest with others (the other PCs). Their difference could be why they’re capable of getting along with the others.&lt;br /&gt;
&lt;br /&gt;
This makes me think of a campaign in which the PCs are representatives of different peoples going on a quest to save the world, a la Lord of the Rings. Imagine the surprise when the local orcs put up their own representative – the half-orc. “You have my sword.” “And my bow!” “And I will tear the damned throat out of anyone who messes with us!”&lt;br /&gt;
&lt;br /&gt;
I hope this has gotten you thinking about half-orcs and how to support someone who wants to play one in your campaign. I know that Caduceus Clay from Critical Role helped up the popularity of firbolgs as a PC race. I hope that Fjord has done the same for half-orcs. I hope to see more of them down the road.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19397</id>
		<title>Dickweedus</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19397"/>
		<updated>2023-04-17T22:12:39Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing to tell you is my character is a Barbarian, not a Ranger.  I decided to try something different after filling out the character form sheet thingie.  I could not figure out how to edit my original submission and didn&#039;t think filling out another one was the way to go.  Let me know if there is a way to do that - thanks.&lt;br /&gt;
&lt;br /&gt;
I am also playing a half-orc which is also different for me, I usually go with a half elf.  I have elected to go with the Primal Path option as well. I  did consider the wild magic version which looked interesting.  I am using D &amp;amp; D Beyond for character generation and maintenance.  I did not want to spend the money to down load Tasha&#039;s Cauldron of Everything since I already have it in hard cover and decided to stay with the player&#039;s handbook&#039;s standard options.&lt;br /&gt;
&lt;br /&gt;
So, I started out as a child, of the half orc variety.  Cute little bugger I was, with a face only a mother could love.  Mainly brought up by orcs as you will see when you get to know me.  I very much enjoy chopping things up (monsters) with my broad sword.  Also quite fond of shooting them with my long bow to tenderize them a bit.  Makes for good or better eating.  Ah, the good old days.  As a youngling the days were filled with fun hunting monsters and enjoying them over a camp fire.  As I grew up, I was eventually shunned by both my orc tribe and human ancestors of which I knew precious little of.  So, I have been a loner for a long time now.  After a while you do get used to it, but on occasion I prefer some company from time to time.  Therefore I have decided to try out the Tempest Brothers Expeditionary Company group in the hopes of gaining a new family of sorts. My party of adventurers who I have not yet met, doesn&#039;t know it, but they will be my clan and family moving forward.  I will protect them with every skill and weapon I have available to myself.&lt;br /&gt;
&lt;br /&gt;
I am not aware of many half orcs here at all.  I am one of very, very, very few indeed.  As such, I have had to learn how to get along with everyone else which is not too bad.  But, if you see my blood start to boil, you better find a good place to lay low.  When the rage comes upon me my enemies will not fair well at all. It is a sight to be seen and not felt.&lt;br /&gt;
&lt;br /&gt;
Since most of my time has been spent honing my combat skills, I have spent very little time with traditional learning activities.  I do not know much at all about my tribes history or the human part of me. Basically next to nothing. I could not provide any sort of detailed history if I tried.  Also being an outcast at such an early age doesn&#039;t help with that either.  Not much to go on.  As well, I am not imbued with the social graces since I have had very little interaction with most anyone.  I tend to annoy or bother others with out trying.  But, if you are in a tight spot, you will be hard pressed to find a better companion or associate.  What little I know follows.&lt;br /&gt;
&lt;br /&gt;
I mostly grew up in the Cauldomo region and the Wistness area, a small village in between them served as a center of operations.  My tribe seemed to be always on the move, never in one spot too long.  Basically an overgrown camp of sorts that was mobile circling around the small village of StateCollegeus which served as a source of loot and food for us.  No wonder the humans don&#039;t like me.  Frequently moving helped us stay alive and kept us safe from the village&#039;s retribution. Until. However, one fateful day, they caught us flat footed and the Blue and White clad villagers kicked our collective asses up and down the field of battle repeatedly.  A sound thrashing was given.  Although I survived the battle and took my share enemies, I did not kill one of them since that particular individual seemed vaguely familiar, perhaps a distant relation - I don&#039;t know, but my orc clan was not happy with me at all. I imagined he might have been my step brother perhaps or maybe a cousin.  I do not know why I felt that way but something inside of me tickled me the right way at that time and I went with my gut feeling and let him live.  After a sound beating by my clan &amp;quot;mates&amp;quot; and much ridicule they gave me the boot.  They tied me up around a pole, left me for dead and left the area for good.  The village of StateCollegeus was very happy about the tribe leaving the area.  I could not break the bonds that tied me up in my weakened condition.  As I passed in and out of consciousness I began hallucinating I think.  At one point,  I seem to remember someone vaguely familiar untying me and tending to my wounds, perhaps even nourishing me and giving water. My poor memory seems to have a vision of a beautiful woman tending to me, but not my mother.  Maybe a step sister?  Eventually I came to my senses and crawled away from the area. I began the long process of healing and recovering from my ordeal. All of this made me even stronger and placed a fine point on my own rage level.   &lt;br /&gt;
&lt;br /&gt;
Since that day some fifteen years ago I have been on my own.  Living off the land and traveling around.  I heard about the adventuring company which sounded good to me and slowly made my way the the big city.  As I got closer, I slowed my progress down while attempting to learn the ways of the city folk along the way.  Most of them do not make any sense to me and I can somewhat tolerate them, striving for patience and keeping my mouth closed.  Both of those are very hard for me and I struggle with that challenge. Sometimes I just haul off and smack someone around, but usually keep myself from doing real harm.  Usually.&lt;br /&gt;
&lt;br /&gt;
Beyond this, I do have some memories of my parents.  My mother was a smoking hot babe who was mostly crazy, at least a little addled.  This probably goes a long way as to telling why she was with my father for at least one night of carnal lust.  Dad was a fairly straight up orc of good standing with an eye for beauty.  When his clan (the eager beaver clan) found out he was going to sire a half orc and half human they were not pleased with him by any measure.  Non the less, he stayed in good standing with his clan and remained with them even after I was kicked out. For the most part, I was &amp;quot;raised&amp;quot; by the tribe.  Good for him since I put him through a fair amount of misery until I &amp;quot;departed&amp;quot; the clan.  &lt;br /&gt;
&lt;br /&gt;
As well, I remember going out hunting with several of my clan mates, all of us fairly young at the time, say ten or eleven years old.  We discovered two goblins eating their prey over a camp fire and decided to attack them.  They were five us younglings and the two goblins should have been no trouble at all.  Being young and foolish, we didn&#039;t properly reconnoiter the area, just filled with rage and attacked.  We said, &amp;quot;What could possibly go wrong?&amp;quot; with or best Jeremy Clarkson voices and impressions (reference to Top Gear - a truly funny show).  When the other twenty five goblin arrived things got sticky in a hurry.  Before I knew it, three of my mates ran away crying like babies for their mommies.  That left me and one other orc to fight about twenty remaining goblins.  We actually were doing okay against them since they were young and stupid like us until my mate fell to them.  Some how I managed to stay alive and whittled them down to a point where I was able to disengage and the battle essentially stopped at that point as we all were licking many wounds.  I had mixed feelings (as much as a half orc can)  about the battle.  On one hand I was pleased with my personal performance.  On the other hand, I did loose a clan mate which I still to this day regret.  Unfortunately the pussies that ran away got off Scott free.  I, on the other hand, was beaten because of the loss of my mate - as if I didn&#039;t already feel bad enough about that.  Ah, life in the tribe is something different for sure. &lt;br /&gt;
&lt;br /&gt;
So where do I go from here?  I need more words to jack up my experience points.  I have provided the basic information above and I guess I need to embellish from there and fill in the blanks. As a dopey engineer, the written word is not my strong skill.  I understand machines and generally not people.  So writing was not something I spent much time on except technical writing.  Writing specifications is a fairly dry effort and only the facts are used - hopefully.  I can tell when another engineer was burned on something by looking at his specification book for a project.  A topic that a couple of short paragraphs that would normally do the job that is seven pages long tells the story.  Some weasel dick contractor got a change order through on a cheap shot that the engineer got his pee pee smacked hard for - maybe his company got the bill as well.  That is not much fun and we have all been there from time to time. Unfortunately, professionalism is mostly gone these days because it was replaced by the all mighty dollar.  It is up to the individual to stand tall when things go sideways because the company you work for will not.  I guess this is a little off topic - ya think?  Yes it is so back to something that at least resembles dungeons and dragons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some Barbarian information&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.&lt;br /&gt;
&lt;br /&gt;
While raging, you gain the following benefits if you aren&#039;t wearing heavy armor:&lt;br /&gt;
&lt;br /&gt;
* You have advantage on Strength checks and Strength saving throws.&lt;br /&gt;
* 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.&lt;br /&gt;
* You have resistance to bludgeoning, piercing, and slashing damage.&lt;br /&gt;
&lt;br /&gt;
If you are able to cast spells, you can&#039;t cast them or concentrate on them while raging.&lt;br /&gt;
&lt;br /&gt;
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Unarmored Defense ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren&#039;t as they should be, giving you an edge when you dodge away from danger.&lt;br /&gt;
&lt;br /&gt;
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can&#039;t be blinded, deafened, or incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
Path features&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvement ====&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#039;t increase an ability score above 20 using this feature.&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your speed increases by 10 feet while you aren&#039;t wearing heavy armor.&lt;br /&gt;
&lt;br /&gt;
==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you are surprised at the beginning of combat and aren&#039;t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.&lt;br /&gt;
&lt;br /&gt;
This increases to two additional dice at 13th level and three additional dice at 17th level.&lt;br /&gt;
&lt;br /&gt;
==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you&#039;re raging and don&#039;t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&lt;br /&gt;
&lt;br /&gt;
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
&lt;br /&gt;
==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
&lt;br /&gt;
==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
&lt;br /&gt;
=== Path of the Berserker ===&lt;br /&gt;
For some barbarians, rage is a means to an end–that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker&#039;s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
&lt;br /&gt;
; Frenzy&lt;br /&gt;
&lt;br /&gt;
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix PH-A).&lt;br /&gt;
&lt;br /&gt;
; Mindless Rage&lt;br /&gt;
&lt;br /&gt;
Beginning at 6th level, you can&#039;t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
; Intimidating Presence&lt;br /&gt;
&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
&lt;br /&gt;
If the creature succeeds on its saving throw, you can&#039;t use this feature on that creature again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
; Retaliation&lt;br /&gt;
&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19155</id>
		<title>Dickweedus</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19155"/>
		<updated>2023-04-04T23:16:49Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing to tell you is my character is a Barbarian, not a Ranger.  I decided to try something different after filling out the character form sheet thingie.  I could not figure out how to edit my original submission and didn&#039;t think filling out another one was the way to go.  Let me know if there is a way to do that - thanks.&lt;br /&gt;
&lt;br /&gt;
I am also playing a half-orc which is also different for me, I usually go with a half elf.  I have elected to go with the Primal Path option as well. I  did consider the wild magic version which looked interesting.  I am using D &amp;amp; D Beyond for character generation and maintenance.  I did not want to spend the money to down load Tasha&#039;s Cauldron of Everything since I already have it in hard cover and decided to stay with the player&#039;s handbook&#039;s standard options.&lt;br /&gt;
&lt;br /&gt;
So, I started out as a child, of the half orc variety.  Cute little bugger I was, with a face only a mother could love.  Mainly brought up by orcs as you will see when you get to know me.  I very much enjoy chopping things up (monsters) with my broad sword.  Also quite fond of shooting them with my long bow to tenderize them a bit.  Makes for good or better eating.  Ah, the good old days.  As a youngling the days were filled with fun hunting monsters and enjoying them over a camp fire.  As I grew up, I was eventually shunned by both my orc tribe and human ancestors of which I knew precious little of.  So, I have been a loner for a long time now.  After a while you do get used to it, but on occasion I prefer some company from time to time.  Therefore I have decided to try out the Tempest Brothers Expeditionary Company group in the hopes of gaining a new family of sorts. My party of adventurers who I have not yet met, doesn&#039;t know it, but they will be my clan and family moving forward.  I will protect them with every skill and weapon I have available to myself.&lt;br /&gt;
&lt;br /&gt;
I am not aware of many half orcs here at all.  I am one of very, very, very few indeed.  As such, I have had to learn how to get along with everyone else which is not too bad.  But, if you see my blood start to boil, you better find a good place to lay low.  When the rage comes upon me my enemies will not fair well at all. It is a sight to be seen and not felt.&lt;br /&gt;
&lt;br /&gt;
Since most of my time has been spent honing my combat skills, I have spent very little time with traditional learning activities.  I do not know much at all about my tribes history or the human part of me. Basically next to nothing. I could not provide any sort of detailed history if I tried.  Also being an outcast at such an early age doesn&#039;t help with that either.  Not much to go on.  As well, I am not imbued with the social graces since I have had very little interaction with most anyone.  I tend to annoy or bother others with out trying.  But, if you are in a tight spot, you will be hard pressed to find a better companion or associate.  What little I know follows.&lt;br /&gt;
&lt;br /&gt;
I mostly grew up in the Cauldomo region and the Wistness area, a small village in between them served as a center of operations.  My tribe seemed to be always on the move, never in one spot too long.  Basically an overgrown camp of sorts that was mobile circling around the small village of StateCollegeus which served as a source of loot and food for us.  No wonder the humans don&#039;t like me.  Frequently moving helped us stay alive and kept us safe from the village&#039;s retribution. Until. However, one fateful day, they caught us flat footed and the Blue and White clad villagers kicked our collective asses up and down the field of battle repeatedly.  A sound thrashing was given.  Although I survived the battle and took my share enemies, I did not kill one of them since that particular individual seemed vaguely familiar, perhaps a distant relation - I don&#039;t know, but my orc clan was not happy with me at all. I imagined he might have been my step brother perhaps or maybe a cousin.  I do not know why I felt that way but something inside of me tickled me the right way at that time and I went with my gut feeling and let him live.  After a sound beating by my clan &amp;quot;mates&amp;quot; and much ridicule they gave me the boot.  They tied me up around a pole, left me for dead and left the area for good.  The village of StateCollegeus was very happy about the tribe leaving the area.  I could not break the bonds that tied me up in my weakened condition.  As I passed in and out of consciousness I began hallucinating I think.  At one point,  I seem to remember someone vaguely familiar untying me and tending to my wounds, perhaps even nourishing me and giving water. My poor memory seems to have a vision of a beautiful woman tending to me, but not my mother.  Maybe a step sister?  Eventually I came to my senses and crawled away from the area. I began the long process of healing and recovering from my ordeal. All of this made me even stronger and placed a fine point on my own rage level.   &lt;br /&gt;
&lt;br /&gt;
Since that day some fifteen years ago I have been on my own.  Living off the land and traveling around.  I heard about the adventuring company which sounded good to me and slowly made my way the the big city.  As I got closer, I slowed my progress down while attempting to learn the ways of the city folk along the way.  Most of them do not make any sense to me and I can somewhat tolerate them, striving for patience and keeping my mouth closed.  Both of those are very hard for me and I struggle with that challenge. Sometimes I just haul off and smack someone around, but usually keep myself from doing real harm.  Usually.&lt;br /&gt;
&lt;br /&gt;
Beyond this, I do have some memories of my parents.  My mother was a smoking hot babe who was mostly crazy, at least a little addled.  This probably goes a long way as to telling why she was with my father for at least one night of carnal lust.  Dad was a fairly straight up orc of good standing with an eye for beauty.  When his clan (the eager beaver clan) found out he was going to sire a half orc and half human they were not pleased with him by any measure.  Non the less, he stayed in good standing with his clan and remained with them even after I was kicked out. For the most part, I was &amp;quot;raised&amp;quot; by the tribe.  Good for him since I put him through a fair amount of misery until I &amp;quot;departed&amp;quot; the clan.  &lt;br /&gt;
&lt;br /&gt;
As well, I remember going out hunting with several of my clan mates, all of us fairly young at the time, say ten or eleven years old.  We discovered two goblins eating their prey over a camp fire and decided to attack them.  They were five us younglings and the two goblins should have been no trouble at all.  Being young and foolish, we didn&#039;t properly reconnoiter the area, just filled with rage and attacked.  We said, &amp;quot;What could possibly go wrong?&amp;quot; with or best Jeremy Clarkson voices and impressions (reference to Top Gear - a truly funny show).  When the other twenty five goblin arrived things go sticky in a hurry.  Before I knew it, three of my mates ran away crying like babies for their mommies.  That left me and one other orc to fight about twenty remaining goblins.  We actually were doing okay against them since they were young and stupid like us until my mate fell to them.  Some how I managed to stay alive and whittled them down to a point where I was able to disengage and the battle essentially stopped at that point as we all were licking many wounds.  I had mixed feelings (as much as a half orc can)  about the battle.  On one hand I was pleased with my personal performance.  On the other hand, I did loose a clan mate which I still to this day regret.  Unfortunately the pussies that ran away got off Scott free.  I, on the other hand, was beaten because of the loss of my mate - as if I didn&#039;t already feel bad enough about that.  Ah, life in the tribe is something different for sure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some Barbarian information&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.&lt;br /&gt;
&lt;br /&gt;
While raging, you gain the following benefits if you aren&#039;t wearing heavy armor:&lt;br /&gt;
&lt;br /&gt;
* You have advantage on Strength checks and Strength saving throws.&lt;br /&gt;
* 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.&lt;br /&gt;
* You have resistance to bludgeoning, piercing, and slashing damage.&lt;br /&gt;
&lt;br /&gt;
If you are able to cast spells, you can&#039;t cast them or concentrate on them while raging.&lt;br /&gt;
&lt;br /&gt;
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Unarmored Defense ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren&#039;t as they should be, giving you an edge when you dodge away from danger.&lt;br /&gt;
&lt;br /&gt;
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can&#039;t be blinded, deafened, or incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
Path features&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvement ====&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#039;t increase an ability score above 20 using this feature.&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your speed increases by 10 feet while you aren&#039;t wearing heavy armor.&lt;br /&gt;
&lt;br /&gt;
==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you are surprised at the beginning of combat and aren&#039;t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.&lt;br /&gt;
&lt;br /&gt;
This increases to two additional dice at 13th level and three additional dice at 17th level.&lt;br /&gt;
&lt;br /&gt;
==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you&#039;re raging and don&#039;t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&lt;br /&gt;
&lt;br /&gt;
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
&lt;br /&gt;
==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
&lt;br /&gt;
==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
&lt;br /&gt;
=== Path of the Berserker ===&lt;br /&gt;
For some barbarians, rage is a means to an end–that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker&#039;s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
&lt;br /&gt;
; Frenzy&lt;br /&gt;
&lt;br /&gt;
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix PH-A).&lt;br /&gt;
&lt;br /&gt;
; Mindless Rage&lt;br /&gt;
&lt;br /&gt;
Beginning at 6th level, you can&#039;t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
; Intimidating Presence&lt;br /&gt;
&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
&lt;br /&gt;
If the creature succeeds on its saving throw, you can&#039;t use this feature on that creature again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
; Retaliation&lt;br /&gt;
&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19153</id>
		<title>Dickweedus</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19153"/>
		<updated>2023-04-04T22:11:55Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing to tell you is my character is a Barbarian, not a Ranger.  I decided to try something different after filling out the character form sheet thingie.  I couldn&#039;t figure out how to edit my original submission and didn&#039;t think filling out another one was the way to go.  Let me know if there is a way to do that - thanks.&lt;br /&gt;
&lt;br /&gt;
I am also playing a half-orc which is also different for me, I usually go with a half elf.  I have elected to go with the Primal Path option as well. I  did consider the wild magic version which looked interesting.  I am using D &amp;amp; D Beyond for character generation and maintenance.  I didn&#039;t want to spend the money to down load Tasha&#039;s Cauldron of Everything since I already have it in hard cover and decided to stay with the player&#039;s handbook&#039;s standard options.&lt;br /&gt;
&lt;br /&gt;
So, I started out as a child, of the half orc variety.  Cute little bugger I was, with a face only a mother could love.  Mainly brought up by orcs as you will see when you get to know me.  I very much enjoy chopping things up (monsters) with my broad sword.  Also quite fond of shooting them with my long bow to tenderize them a bit.  Makes for good or better eating.  Ah, the good old days.  As a youngling the days were filled with fun hunting monsters and enjoying them over a camp fire.  As I grew up, I was eventually shunned by both my orc tribe and human ancestors.  So, I have been a loner for a long time now.  After a while you do get used to it, but on occasion I prefer some company from time to time.  Therefore I have decided to try out the Tempest Brothers Expeditionary Company group in the hopes of gaining a new family of sorts. My party of adventurers who I have not yet met, doesn&#039;t know it, but they will be my clan and family moving forward.  I will protect them with every skill and weapon I have available to myself.&lt;br /&gt;
&lt;br /&gt;
I am not aware of many half orcs here at all.  I am one of very, very few indeed.  As such, I have had to learn how to get along with everyone else which isn&#039;t too bad.  But, if you see my blood start to boil, you better find a good place to lay low.  When the rage comes upon me my enemies will not fair well at all. It is a sight to be seen and not felt.&lt;br /&gt;
&lt;br /&gt;
Since most of my time has been spent honing my combat skills, I have spent very little time with traditional learning activities.  I do not know much at all about my tribes history or the human part of me. Basically next to nothing. I could not provide any sort of detailed history if I tried.  Also being an outcast at such an early age doesn&#039;t help with that either.  Not much to go on.  As well, I am not imbued with the social graces since I have had very little interaction with most anyone.  I tend to annoy or bother others with out trying.  But, if you are in a tight spot, you will be hard pressed to find a better companion or associate.  What little I know follows.&lt;br /&gt;
&lt;br /&gt;
I mostly grew up in the Cauldomo region and the Wistness area, a small village in between them served as a center of operations.  My tribe seemed to be always on the move, never in one spot too long.  Basically an overgrown camp of sorts that was mobile circling around the small village of StateCollegeus which served as a source of loot and food for us.  No wonder the humans don&#039;t like me.  Frequently moving helped us stay alive and kept us safe from the village&#039;s retribution.   However, one fateful day, they caught us flat footed and the Blue and White clad villagers kicked our collective asses.  Although I survived the battle and took my share enemies, I did not kill one of them since that particular individual seemed vaguely familiar, perhaps a distant relation - I don&#039;t know, but my orc clan was not happy with me at all.  After a sound beating and much ridicule they gave me the boot.  They tied me up around a pole, left me for dead and left the area for good.  The village of StateCollegeus was very happy about the tribe leaving the area.  I could not break the bonds that tied me up in my weakened condition.  As I passed in and out of consciousness I began hallucinating I think.  At one point,  I seem to remember someone vaguely familiar untying me and tending to my wounds, perhaps even nourishing me and giving water.  Eventually I came to my senses and crawled away from the area. I began the long process of healing and recovering from my ordeal. All of this made me even stronger and placed a fine point on my own rage level.   &lt;br /&gt;
&lt;br /&gt;
Since that day some fifteen years ago I have been on my own.  Living off the land and traveling around.  I heard about the adventuring company which sounded good to me and slowly made my way the the big city.  As I got closer, I slowed my progress down while attempting to learn the ways of the city folk along the way.  Most of them do not make any sense to me and I can somewhat tolerate them, striving for patience and keeping my mouth closed.  Both of those are very hard for me and I struggle with that challenge. Sometimes I just haul off and smack someone around, but usually keep myself from doing real harm.  Usually.&lt;br /&gt;
&lt;br /&gt;
Beyond this, I do have some memories of my parents.  My mother was a smoking hot babe who was mostly crazy, at least a little addled.  This probably goes a long way as to telling why she was with my father for at least one night of carnal lust.  Dad was a fairly straight up orc of good standing with an eye for beauty.  When his clan (the eager beaver clan) found out he was going to sire a half orc and half human they were not pleased with him by any measure.  Non the less, he stayed in good standing with his clan and remained with them even after I was kicked out. For the most part, I was &amp;quot;raised&amp;quot; by the tribe.  Good for him since I put him through a fair amount of misery until I &amp;quot;departed&amp;quot; the clan.  &lt;br /&gt;
&lt;br /&gt;
As well, I remember going out hunting with several of my clan mates, all of us fairly young at the time, say ten or eleven years old.  We discovered two goblins eating their prey over a camp fire and decided to attack them.  They were five us younglings and the two goblins should have been no trouble at all.  Being young and foolish, we didn&#039;t properly reconnoiter the area, just filled with rage and attacked.  We said, &amp;quot;What could possibly go wrong?&amp;quot; with or best Jeremy Clarkson voices and impressions (reference to Top Gear - a truly funny show).  When the other twenty five goblin arrived things go sticky in a hurry.  Before I knew it, three of my mates ran away crying like babies for their mommies.  That left me and one other orc to fight about twenty remaining goblins.  We actually were doing okay against them since they were young and stupid like us until my mate fell to them.  Some how I managed to stay alive and whittled them down to a point where I was able to disengage and the battle essentially stopped at that point as we all were licking many wounds.  I had mixed feelings (as much as a half orc can)  about the battle.  On one hand I was pleased with my personal performance.  On the other hand, I did loose a clan mate which I still to this day regret.  Unfortunately the pussies that ran away got off Scott free.  I, on the other hand, was beaten because of the loose of my mate - as if I didn&#039;t already feel bad enough about that.  Ah, life in the tribe is something different for sure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some Barbarian information&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.&lt;br /&gt;
&lt;br /&gt;
While raging, you gain the following benefits if you aren&#039;t wearing heavy armor:&lt;br /&gt;
&lt;br /&gt;
* You have advantage on Strength checks and Strength saving throws.&lt;br /&gt;
* 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.&lt;br /&gt;
* You have resistance to bludgeoning, piercing, and slashing damage.&lt;br /&gt;
&lt;br /&gt;
If you are able to cast spells, you can&#039;t cast them or concentrate on them while raging.&lt;br /&gt;
&lt;br /&gt;
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Unarmored Defense ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren&#039;t as they should be, giving you an edge when you dodge away from danger.&lt;br /&gt;
&lt;br /&gt;
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can&#039;t be blinded, deafened, or incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
Path features&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvement ====&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#039;t increase an ability score above 20 using this feature.&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your speed increases by 10 feet while you aren&#039;t wearing heavy armor.&lt;br /&gt;
&lt;br /&gt;
==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you are surprised at the beginning of combat and aren&#039;t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.&lt;br /&gt;
&lt;br /&gt;
This increases to two additional dice at 13th level and three additional dice at 17th level.&lt;br /&gt;
&lt;br /&gt;
==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you&#039;re raging and don&#039;t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&lt;br /&gt;
&lt;br /&gt;
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
&lt;br /&gt;
==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
&lt;br /&gt;
==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
&lt;br /&gt;
=== Path of the Berserker ===&lt;br /&gt;
For some barbarians, rage is a means to an end–that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker&#039;s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
&lt;br /&gt;
; Frenzy&lt;br /&gt;
&lt;br /&gt;
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix PH-A).&lt;br /&gt;
&lt;br /&gt;
; Mindless Rage&lt;br /&gt;
&lt;br /&gt;
Beginning at 6th level, you can&#039;t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
; Intimidating Presence&lt;br /&gt;
&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
&lt;br /&gt;
If the creature succeeds on its saving throw, you can&#039;t use this feature on that creature again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
; Retaliation&lt;br /&gt;
&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19150</id>
		<title>Dickweedus</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19150"/>
		<updated>2023-04-04T21:46:56Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing to tell you is my character is a Barbarian, not a Ranger.  I decided to try something different after filling out the character form sheet thingie.  I couldn&#039;t figure out how to edit my original submission and didn&#039;t think filling out another one was the way to go.  Let me know if there is a way to do that - thanks.&lt;br /&gt;
&lt;br /&gt;
I am also playing a half-orc which is also different for me, I usually go with a half elf.  I have elected to go with the Primal Path option as well. I  did consider the wild magic version which looked interesting.  I am using D &amp;amp; D Beyond for character generation and maintenance.  I didn&#039;t want to spend the money to down load Tasha&#039;s Cauldron of Everything since I already have it in hard cover and decided to stay with the player&#039;s handbook&#039;s standard options.&lt;br /&gt;
&lt;br /&gt;
So, I started out as a child, of the half orc variety.  Cute little bugger I was, with a face only a mother could love.  Mainly brought up by orcs as you will see when you get to know me.  I very much enjoy chopping things up (monsters) with my broad sword.  Also quite fond of shooting them with my long bow to tenderize them a bit.  Makes for good or better eating.  Ah, the good old days.  As a youngling the days were filled with fun hunting monsters and enjoying them over a camp fire.  As I grew up, I was eventually shunned by both my orc tribe and human ancestors.  So, I have been a loner for a long time now.  After a while you do get used to it, but on occasion I prefer some company from time to time.  Therefore I have decided to try out the Tempest Brothers Expeditionary Company group in the hopes of gaining a new family of sorts. My party of adventurers who I have not yet met, doesn&#039;t know it, but they will be my clan and family moving forward.  I will protect them with every skill and weapon I have available to myself.&lt;br /&gt;
&lt;br /&gt;
I am not aware of many half orcs here at all.  I am one of very, very few indeed.  As such, I have had to learn how to get along with everyone else which isn&#039;t too bad.  But, if you see my blood start to boil, you better find a good place to lay low.  When the rage comes upon me my enemies will not fair well at all. It is a sight to be seen and not felt.&lt;br /&gt;
&lt;br /&gt;
Since most of my time has been spent honing my combat skills, I have spent very little time with traditional learning activities.  I do not know much at all about my tribes history or the human part of me. Basically next to nothing. I could not provide any sort of detailed history if I tried.  Also being an outcast at such an early age doesn&#039;t help with that either.  Not much to go on.  As well, I am not imbued with the social graces since I have had very little interaction with most anyone.  I tend to annoy or bother others with out trying.  But, if you are in a tight spot, you will be hard pressed to find a better companion or associate.  What little I know follows.&lt;br /&gt;
&lt;br /&gt;
I mostly grew up in the Cauldomo region and the Wistness area, a small village in between them served as a center of operations.  My tribe seemed to be always on the move, never in one spot too long.  Basically an overgrown camp of sorts that was mobile circling around the small village of StateCollegeus which served as a source of loot and food for us.  No wonder the humans don&#039;t like me.  Frequently moving helped us stay alive and kept us safe from the village&#039;s retribution.   However, one fateful day, they caught us flat footed and the Blue and White clad villagers kicked our collective asses.  Although I survived the battle and took my share enemies, I did not kill one of them since that particular individual seemed vaguely familiar, perhaps a distant relation - I don&#039;t know, but my orc clan was not happy with me at all.  After a sound beating and much ridicule they gave me the boot.  They tied me up around a pole, left me for dead and left the area for good.  The village of StateCollegeus was very happy about the tribe leaving the area.  I could not break the bonds that tied me up in my weakened condition.  As I passed in and out of consciousness I began hallucinating I think.  At one point,  I seem to remember someone vaguely familiar untying me and tending to my wounds, perhaps even nourishing me and giving water.  Eventually I came to my senses and crawled away from the area. I began the long process of healing and recovering from my ordeal. All of this made me even stronger and placed a fine point on my own rage level.   &lt;br /&gt;
&lt;br /&gt;
Since that day 15 years ago I have been on my own.  Living off the land and traveling around.  I heard about the adventuring company which sounded good to me and slowly made my way the the big city.  As I got closer, I slowed my progress down while attempting to learn the ways of the city folk along the way.  Most of them do not make any sense to me and I can somewhat tolerate them, striving for patience and keeping my mouth closed.  Both of those are very hard for me and I struggle with that challenge. Sometimes I just haul off and smack someone around, but usually keep myself from doing real harm.  Usually.&lt;br /&gt;
&lt;br /&gt;
Beyond this, I do have some memories of my parents.  My mother was a smoking hot babe who was mostly crazy, at least a little addled.  This probably goes a long way as to telling why she was with my father for at least one night of carnal lust.  Dad was a fairly straight up orc of good standing with an eye for beauty.  When his clan (the eager beaver clan) found out he was going to sire a half orc and half human they were not pleased with him by any measure.  Non the less, he stayed in good standing with his clan and remained with them even after I was kicked out.  Good for him since I put him through a fair amount of misery until I &amp;quot;departed&amp;quot; the clan.  &lt;br /&gt;
&lt;br /&gt;
As well, I remember going out hunting with several of my clan mates, all of us fairly young at the time, say 11 or 12 years old.  We discovered two goblins eating their prey over a camp fire and decided to attack them.  They were five us younglings and the two goblins should have been no trouble at all.  Being young and foolish, we didn&#039;t properly reconnoiter the area, just filled with rage and attacked.  We said, &amp;quot;What could possibly go wrong?&amp;quot; with or best Jeremy Clarkson voices and impressions (reference to Top Gear - a truly funny show).  When the other twenty five goblin arrived things go sticky in a hurry.  Before I know it, three of my mates ran away crying like babies for their mommies.  That left me and one other orc to fight about twenty remaining goblins.  We actually were doing okay against them since they were young and stupid like us until my mate fell to them.  Some how I managed to stay alive and whittled them down to a point where I was able to disengage and the battle essentially stopped at that point as we all were licking many wounds.&lt;br /&gt;
&lt;br /&gt;
Some Barbarian information&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.&lt;br /&gt;
&lt;br /&gt;
While raging, you gain the following benefits if you aren&#039;t wearing heavy armor:&lt;br /&gt;
&lt;br /&gt;
* You have advantage on Strength checks and Strength saving throws.&lt;br /&gt;
* 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.&lt;br /&gt;
* You have resistance to bludgeoning, piercing, and slashing damage.&lt;br /&gt;
&lt;br /&gt;
If you are able to cast spells, you can&#039;t cast them or concentrate on them while raging.&lt;br /&gt;
&lt;br /&gt;
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Unarmored Defense ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren&#039;t as they should be, giving you an edge when you dodge away from danger.&lt;br /&gt;
&lt;br /&gt;
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can&#039;t be blinded, deafened, or incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
Path features&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvement ====&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#039;t increase an ability score above 20 using this feature.&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your speed increases by 10 feet while you aren&#039;t wearing heavy armor.&lt;br /&gt;
&lt;br /&gt;
==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you are surprised at the beginning of combat and aren&#039;t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.&lt;br /&gt;
&lt;br /&gt;
This increases to two additional dice at 13th level and three additional dice at 17th level.&lt;br /&gt;
&lt;br /&gt;
==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you&#039;re raging and don&#039;t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&lt;br /&gt;
&lt;br /&gt;
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
&lt;br /&gt;
==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
&lt;br /&gt;
==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
&lt;br /&gt;
=== Path of the Berserker ===&lt;br /&gt;
For some barbarians, rage is a means to an end–that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker&#039;s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
&lt;br /&gt;
; Frenzy&lt;br /&gt;
&lt;br /&gt;
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix PH-A).&lt;br /&gt;
&lt;br /&gt;
; Mindless Rage&lt;br /&gt;
&lt;br /&gt;
Beginning at 6th level, you can&#039;t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
; Intimidating Presence&lt;br /&gt;
&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
&lt;br /&gt;
If the creature succeeds on its saving throw, you can&#039;t use this feature on that creature again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
; Retaliation&lt;br /&gt;
&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19139</id>
		<title>Dickweedus</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19139"/>
		<updated>2023-04-03T13:22:28Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing to tell you is my character is a Barbarian, not a Ranger.  I decided to try something different after filling out the character form sheet thingie.  I couldn&#039;t figure out how to edit my original submission and didn&#039;t think filling out another one was the way to go.  Let me know if there is a way to do that - thanks.&lt;br /&gt;
&lt;br /&gt;
I am also playing a half-orc which is also different for me, I usually go with a half elf.  I have elected to go with the Primal Path option as well. I  did consider the wild magic version which looked interesting.  I am using D &amp;amp; D Beyond for character generation and maintenance.  I didn&#039;t want to spend the money to down load Tasha&#039;s Cauldron of Everything since I already have it in hard cover and decided to stay with the player&#039;s handbook&#039;s standard options.&lt;br /&gt;
&lt;br /&gt;
So, I started out as a child, of the half orc variety.  Cute little bugger I was, with a face only a mother could love.  Mainly brought up by orcs as you will see when you get to know me.  I very much enjoy chopping things up (monsters) with my broad sword.  Also quite fond of shooting them with my long bow to tenderize them a bit.  Makes for good or better eating.  Ah, the good old days.  As a youngling the days were filled with fun hunting monsters and enjoying them over a camp fire.  As I grew up, I was eventually shunned by both my orc tribe and human ancestors.  So, I have been a loner for a long time now.  After a while you do get used to it, but on occasion I prefer some company from time to time.  Therefore I have decided to try out the Tempest Brothers Expeditionary Company group in the hopes of gaining a new family of sorts. My party of adventurers who I have not yet met, doesn&#039;t know it, but they will be my clan and family moving forward.  I will protect them with every skill and weapon I have available to myself.&lt;br /&gt;
&lt;br /&gt;
I am not aware of many half orcs here at all.  I am one of very, very few indeed.  As such, I have had to learn how to get along with everyone else which isn&#039;t too bad.  But, if you see my blood start to boil, you better find a good place to lay low.  When the rage comes upon me my enemies will not fair well at all. It is a sight to be seen and not felt.&lt;br /&gt;
&lt;br /&gt;
Since most of my time has been spent honing my combat skills, I have spent very little time with traditional learning activities.  I do not know much at all about my tribes history or the human part of me. Basically next to nothing. I could not provide any sort of detailed history if I tried.  Also being an outcast at such an early age doesn&#039;t help with that either.  Not much to go on.  As well, I am not imbued with the social graces since I have had very little interaction with most anyone.  I tend to annoy or bother others with out trying.  But, if you are in a tight spot, you will be hard pressed to find a better companion or associate.  What little I know follows.&lt;br /&gt;
&lt;br /&gt;
I mostly grew up in the Cauldomo region and the Wistness area, a small village in between them served as a center of operations.  My tribe seemed to be always on the move, never in one spot too long.  Basically an overgrown camp of sorts that was mobile circling around the small village of StateCollegeus which served as a source of loot and food for us.  No wonder the humans don&#039;t like me.  Frequently moving helped us stay alive and kept us safe from the village&#039;s retribution.   However, one fateful day, they caught us flat footed and the Blue and White clad villagers kicked our collective asses.  Although I survived the battle and took my share enemies, I did not kill one of them since that particular individual seemed vaguely familiar, perhaps a distant relation - I don&#039;t know, but my orc clan was not happy with me at all.  After a sound beating and much ridicule they gave me the boot.  They tied me up around a pole, left me for dead and left the area for good.  The village of StateCollegeus was very happy about the tribe leaving the area.  I could not break the bonds that tied me up in my weakened condition.  As I passed in and out of consciousness I began hallucinating I think.  At one point,  I seem to remember someone vaguely familiar untying me and tending to my wounds, perhaps even nourishing me and giving water.  Eventually I came to my senses and crawled away from the area. I began the long process of healing and recovering from my ordeal. All of this made me even stronger and placed a fine point on my rage level.   &lt;br /&gt;
&lt;br /&gt;
Since that day 15 years ago I have been on my own.  Living off the land and traveling around.  I heard about the adventuring company which sounded good to me and slowly made my way the the big city.  As I got closer, I slowed my progress down while attempting to learn the ways of the city folk along the way.  Most of them do not make any sense to me and I can somewhat tolerate them, striving for patience and keeping my mouth closed.  Both of those are very hard for me and I struggle with that challenge. Sometimes I just haul off and smack someone around, but usually keep myself from doing real harm.  Usually.&lt;br /&gt;
&lt;br /&gt;
Some Barbarian information&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.&lt;br /&gt;
&lt;br /&gt;
While raging, you gain the following benefits if you aren&#039;t wearing heavy armor:&lt;br /&gt;
&lt;br /&gt;
* You have advantage on Strength checks and Strength saving throws.&lt;br /&gt;
* 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.&lt;br /&gt;
* You have resistance to bludgeoning, piercing, and slashing damage.&lt;br /&gt;
&lt;br /&gt;
If you are able to cast spells, you can&#039;t cast them or concentrate on them while raging.&lt;br /&gt;
&lt;br /&gt;
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Unarmored Defense ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren&#039;t as they should be, giving you an edge when you dodge away from danger.&lt;br /&gt;
&lt;br /&gt;
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can&#039;t be blinded, deafened, or incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
Path features&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvement ====&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#039;t increase an ability score above 20 using this feature.&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your speed increases by 10 feet while you aren&#039;t wearing heavy armor.&lt;br /&gt;
&lt;br /&gt;
==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you are surprised at the beginning of combat and aren&#039;t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.&lt;br /&gt;
&lt;br /&gt;
This increases to two additional dice at 13th level and three additional dice at 17th level.&lt;br /&gt;
&lt;br /&gt;
==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you&#039;re raging and don&#039;t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&lt;br /&gt;
&lt;br /&gt;
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
&lt;br /&gt;
==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
&lt;br /&gt;
==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
&lt;br /&gt;
=== Path of the Berserker ===&lt;br /&gt;
For some barbarians, rage is a means to an end–that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker&#039;s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
&lt;br /&gt;
; Frenzy&lt;br /&gt;
&lt;br /&gt;
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix PH-A).&lt;br /&gt;
&lt;br /&gt;
; Mindless Rage&lt;br /&gt;
&lt;br /&gt;
Beginning at 6th level, you can&#039;t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
; Intimidating Presence&lt;br /&gt;
&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
&lt;br /&gt;
If the creature succeeds on its saving throw, you can&#039;t use this feature on that creature again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
; Retaliation&lt;br /&gt;
&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19138</id>
		<title>Dickweedus</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19138"/>
		<updated>2023-04-03T13:15:01Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing to tell you is my character is a Barbarian, not a Ranger.  I decided to try something different after filling out the character form sheet thingie.  I couldn&#039;t figure out how to edit my original submission and didn&#039;t think filling out another one was the way to go.  Let me know if there is a way to do that - thanks.&lt;br /&gt;
&lt;br /&gt;
I am also playing a half-orc which is also different for me, I usually go with a half elf.  I have elected to go with the Primal Path option as well. I  did consider the wild magic version which looked interesting.  I am using D &amp;amp; D Beyond for character generation and maintenance.  I didn&#039;t want to spend the money to down load Tasha&#039;s Cauldron of Everything since I already have it in hard cover and decided to stay with the player&#039;s handbook&#039;s standard options.&lt;br /&gt;
&lt;br /&gt;
So, I started out as a child, of the half orc variety.  Cute little bugger I was, with a face only a mother could love.  Mainly brought up by orcs as you will see when you get to know me.  I very much enjoy chopping things up (monsters) with my broad sword.  Also quite fond of shooting them with my long bow to tenderize them a bit.  Makes for good or better eating.  Ah, the good old days.  As a youngling the days were filled with fun hunting monsters and enjoying them over a camp fire.  As I grew up, I was eventually shunned by both my orc tribe and human ancestors.  So, I have been a loner for a long time now.  After a while you do get used to it, but on occasion I prefer some company from time to time.  Therefore I have decided to try out the Tempest Brothers Expeditionary Company group in the hopes of gaining a new family of sorts. My party of adventurers who I have not yet met, doesn&#039;t know it, but they will be my clan and family moving forward.  I will protect them with every skill and weapon I have available to myself.&lt;br /&gt;
&lt;br /&gt;
I am not aware of many half orcs here at all.  I am one of very, very few indeed.  As such, I have had to learn how to get along with everyone else which isn&#039;t too bad.  But, if you see my blood start to boil, you better find a good place to lay low.  When the rage comes upon me my enemies will not fair well at all. It is a sight to be seen and not felt.&lt;br /&gt;
&lt;br /&gt;
Since most of my time has been spent honing my combat skills, I have spent very little time with traditional learning activities.  I do not know much at all about my tribes history or the human part of me. Basically next to nothing. I could not provide any sort of detailed history if I tried.  Also being an outcast at such an early age doesn&#039;t help with that either.  Not much to go on.  As well, I am not imbued with the social graces since I have had very little interaction with most anyone.  I tend to annoy or bother others with out trying.  But, if you are in a tight spot, you will be hard pressed to find a better companion or associate.  What little I know follows.&lt;br /&gt;
&lt;br /&gt;
I mostly grew up in the Cauldomo region and the Wistness area, a small village in between them served as a center of operations.  My tribe seemed to be always on the move, never in one spot too long.  Basically an overgrown camp of sorts that was mobile circling around the small village of StateCollegeus which served as a source of loot and food for us.  No wonder the humans don&#039;t like me.  Frequently moving helped us stay alive and kept us safe from the village&#039;s retribution.   However, one fateful day, they caught us flat footed and the Blue and White clad villagers kicked our collective asses.  Although I survived the battle and took my share enemies, I did not kill one of them since that particular individual seemed vaguely familiar, perhaps a distant relation - I don&#039;t know, but my orc clan was not happy with me at all.  After a sound beating and much ridicule they gave me the boot.  They tied me up around a pole, left me for dead and left the area for good.  The village of StateCollegeus was very happy about the tribe leaving the area.  I could not break the bonds that tied me up in my weakened condition.  As I passed in and out of consciousness I began hallucinating I think.  At one point,  I seem to remember someone vaguely familiar untying me and tending to my wounds, perhaps even nourishing me and giving water.  Eventually I came to my senses and crawled away from the area. I began the long process of healing and recovering from my ordeal. All of this made me even stronger and placed a fine point on my rage level.   &lt;br /&gt;
&lt;br /&gt;
Since that day 15 years ago I have been on my own.  Living off the land and traveling around.  I heard about the adventuring company which sounded good to me and slowly made my way the the big city.  As I got closer, I slowed my progress down while attempting to learn the ways of the city folk along the way.  Most of them do not make any sense to me and I can somewhat tolerate them, striving for patience and keeping my mouth closed.  Both of those are very hard for me and I struggle with that challenge. Sometimes I just haul off and smack someone around, but usually keep myself from doing real harm.  Usually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some Barbarian information&lt;br /&gt;
&lt;br /&gt;
==== Rage ====&lt;br /&gt;
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.&lt;br /&gt;
&lt;br /&gt;
While raging, you gain the following benefits if you aren&#039;t wearing heavy armor:&lt;br /&gt;
&lt;br /&gt;
* You have advantage on Strength checks and Strength saving throws.&lt;br /&gt;
* 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.&lt;br /&gt;
* You have resistance to bludgeoning, piercing, and slashing damage.&lt;br /&gt;
&lt;br /&gt;
If you are able to cast spells, you can&#039;t cast them or concentrate on them while raging.&lt;br /&gt;
&lt;br /&gt;
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Unarmored Defense ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==== Reckless Attack ====&lt;br /&gt;
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.&lt;br /&gt;
&lt;br /&gt;
==== Danger Sense ====&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when things nearby aren&#039;t as they should be, giving you an edge when you dodge away from danger.&lt;br /&gt;
&lt;br /&gt;
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can&#039;t be blinded, deafened, or incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Primal Path ====&lt;br /&gt;
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.&lt;br /&gt;
&lt;br /&gt;
Path features&lt;br /&gt;
&lt;br /&gt;
==== Ability Score Improvement ====&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#039;t increase an ability score above 20 using this feature.&lt;br /&gt;
&lt;br /&gt;
==== Extra Attack ====&lt;br /&gt;
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Starting at 5th level, your speed increases by 10 feet while you aren&#039;t wearing heavy armor.&lt;br /&gt;
&lt;br /&gt;
==== Feral Instinct ====&lt;br /&gt;
By 7th level, your instincts are so honed that you have advantage on initiative rolls.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you are surprised at the beginning of combat and aren&#039;t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.&lt;br /&gt;
&lt;br /&gt;
==== Brutal Critical ====&lt;br /&gt;
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.&lt;br /&gt;
&lt;br /&gt;
This increases to two additional dice at 13th level and three additional dice at 17th level.&lt;br /&gt;
&lt;br /&gt;
==== Relentless Rage ====&lt;br /&gt;
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you&#039;re raging and don&#039;t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.&lt;br /&gt;
&lt;br /&gt;
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.&lt;br /&gt;
&lt;br /&gt;
==== Persistent Rage ====&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.&lt;br /&gt;
&lt;br /&gt;
==== Indomitable Might ====&lt;br /&gt;
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.&lt;br /&gt;
&lt;br /&gt;
==== Primal Champion ====&lt;br /&gt;
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.&lt;br /&gt;
&lt;br /&gt;
=== Path of the Berserker ===&lt;br /&gt;
For some barbarians, rage is a means to an end–that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker&#039;s rage, you thrill in the chaos of battle, heedless of your own health or well-being.&lt;br /&gt;
&lt;br /&gt;
; Frenzy&lt;br /&gt;
&lt;br /&gt;
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix PH-A).&lt;br /&gt;
&lt;br /&gt;
; Mindless Rage&lt;br /&gt;
&lt;br /&gt;
Beginning at 6th level, you can&#039;t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.&lt;br /&gt;
&lt;br /&gt;
; Intimidating Presence&lt;br /&gt;
&lt;br /&gt;
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.&lt;br /&gt;
&lt;br /&gt;
If the creature succeeds on its saving throw, you can&#039;t use this feature on that creature again for 24 hours.&lt;br /&gt;
&lt;br /&gt;
; Retaliation&lt;br /&gt;
&lt;br /&gt;
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19127</id>
		<title>Dickweedus</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19127"/>
		<updated>2023-04-02T23:47:11Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing to tell you is my character is a Barbarian, not a Ranger.  I decided to try something different after filling out the character form sheet thingie.  I couldn&#039;t figure out how to edit my original submission and didn&#039;t think filling out another one was the way to go.  Let me know if there is a way to do that - thanks.&lt;br /&gt;
&lt;br /&gt;
I am also playing half-orc which is also different for me, usually go with a half elf.  I have elected to go with the Primal Path option as well. I  did consider the wild magic version which looked interesting.  I am using D &amp;amp; D Beyond for character generation and maintenance.  Didn&#039;t want to spend the money to down load Tasha&#039;s since I already have it in hard cover and decided to stay with the player&#039;s handbook standard options.&lt;br /&gt;
&lt;br /&gt;
So, I started out as a child, half orc variety.  Cute little bugger I was.  Mainly brought up by orcs as you will see when you get to know me.  I very much enjoy chopping things (monsters) up with my broad sword.  Also quite fond of shooting them with my long bow to tenderize them a bit.  Makes good eating.  Ah, the good old days.  As a youngling the days were filled with fun hunting monsters and enjoying them over a camp fire.  As I grew up, I was eventually shunned by both my orc tribe and human ancestors.   So I have been a loner for a long time now.  After a while you do get used to it, but I do prefer some company from time to time.  Therefore I have decided to try out the Tempest Brothers Expeditionary Company group in the hopes of gaining a new family of sorts. My party of adventures who I have not met yet, doesn&#039;t know it, but they will be my clan and family moving forward.  I will protect them with every skill and weapon I have available to myself.&lt;br /&gt;
&lt;br /&gt;
I am not aware of many half orcs here at all.  I am one of very few indeed.  As such, I have had to learn how to get along with everyone else which isn&#039;t too bad.  But, if you see my blood start to boil, better find a good place to lay low. When the rage comes upon me my enemies will not fair well at all. It is a sight to be seen and not felt.&lt;br /&gt;
&lt;br /&gt;
Since most of my time has been spent honing my combat skills, I have spent very little time with traditional learning activities.  I do not know much at all about my tribes history or the human part of me. Basically next to nothing. I could not provide any sort of detailed history if I tried. Also being an outcast at such an early age doesn&#039;t help with that either.  Not much to go on.  As well, I am not imbued with the social graces since I have had very little interaction with most anyone.  I tend to annoy or bother others with out trying.  But, if you are in a fight, you will be hard pressed to find a better companion or associate. What little I know follows.&lt;br /&gt;
&lt;br /&gt;
I mostly grew up in the Cauldomo region and the Wistness area, a small village in between them served as a base of operations.  My tribe seemed to be always on the move, never in one spot too long.  Basically an overgrown camp of sorts that was mobile circling around the small village of StateCollegeus which served as a source loot and food for us.  No wonder the humans don&#039;t like me.  Frequently moving helped us stay alive from the village&#039;s retribution.   However, one day they caught us flat footed and the Blue and White clad villagers kicked our collective asses. I did not kill one of them since they seemed vaguely familiar, perhaps a distant relation - I don&#039;t know, but my orc clan was not happy with me at all and gave me the boot.  &lt;br /&gt;
&lt;br /&gt;
Since that day 15 years ago I have been on my own.  Living off the land and traveling around.  I heard about the adventuring company which sounded good to me and slowly made my way the the big city.  As I got closer, I slowed my progress down while attempting to learn the ways of the city folk along the way.  Most of them do not make any sense to me and I can somewhat tolerate them, striving for patience and keeping my mouth closed.  Both of those are very hard for me and I struggle with that challenge. Sometimes I just haul off and smack someone around, but usually keep myself from doing real harm.  Usually.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19126</id>
		<title>Dickweedus</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19126"/>
		<updated>2023-04-02T22:52:48Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing to tell you is my character is a Barbarian, not a Ranger.  I decided to try something different after filling out the character form sheet thingie.  I couldn&#039;t figure out how to edit my original submission and didn&#039;t think filling out another one was the  way to go.  Let me know if there is a way to do that - thanks.&lt;br /&gt;
&lt;br /&gt;
I am also playing half-orc which is also different for me, usually go with a half elf.  I have elected to go with the Primal Path option as well. I  did consider the wild magic version which looked interesting.  I am using D &amp;amp; D Beyond for character generation and maintenance.  Didn&#039;t want to spend the money to down load Tasha&#039;s since I already have it in hard cover and decided to stay with the player&#039;s handbook standard options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, I started out as a child, half orc variety.  Cute little bugger I was.  Mainly brought up by orcs as you will see when you get to know me.  I very much enjoy chopping things (monsters) up with my broad sword.  Also quite fond of shooting them with my long bow to tenderize them a bit.  Makes good eating.  Ah, the good old days.  As a youngling the days were filled with fun hunting monsters and enjoying them over a camp fire.  As I grew up, I was eventually shunned by both my orc tribe and human ancestors.   So I have been a loner for a long time now.  After a while you do get used to it, but I do prefer some company from time to time.  Therefore I have decided to try out the Tempest Brothers Expeditionary Company group in the hopes of gaining a new family of sorts. My party of adventures who I have not met yet, doesn&#039;t know it, but they will be my clan and family moving forward.  I will protect them with every skill and weapon I have available to myself.&lt;br /&gt;
&lt;br /&gt;
I am not aware of many half orcs here at all.  I am one of very few indeed.  As such, I have had to learn how to get along with everyone else which isn&#039;t too bad.  But, if you see my blood start to boil, better find a good place to lay low. When the rage comes upon me my enemies will not fair well at all. It is a sight to be seen and not felt.&lt;br /&gt;
&lt;br /&gt;
Since most of my time has been spent honing my combat skills, I have spent very little time with traditional learning activities.  I do not know much at all about my tribes history or the human part of me. Basically next to nothing. I could not provide any sort of detailed history if I tried. Also being an outcast at such an early age doesn&#039;t help with that either.  Not much to go on.  As well, I am not imbued with the social graces since I have had very little interaction with most anyone.  I tend to annoy or bother others with out trying.  But, if you are in a fight, you will be hard pressed to find a better companion or associate.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19122</id>
		<title>Dickweedus</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19122"/>
		<updated>2023-04-02T22:25:15Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing to tell you is my character is a Barbarian, not a Ranger.  I decided to try something different after filling out the character form sheet thingie.  I couldn&#039;t figure out how to edit my original submission and didn&#039;t think filling out another one was the  way to go.  Let me know if there is a way to do that - thanks.&lt;br /&gt;
&lt;br /&gt;
I am also playing half-orc which is also different for me, usually go with a half elf.  I have elected to go with the Primal Path option as well. I  did consider the wild magic version which looked interesting.  I am using D &amp;amp; D Beyond for character generation and maintenance.  Didn&#039;t want to spend the money to down load Tasha&#039;s since I already have it in hard cover and decided to stay with the player&#039;s handbook standard options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, I started out as a child, half orc variety.  Cute little bugger I was.  Mainly brought up by orcs as you will see when you get to know me.  I very much enjoy chopping things (monsters) up with my broad sword.  Also quite fond of shooting them with my long bow to tenderize them a bit.  Makes good eating.  Ah, the good old days.  As a youngling the days were filled with fun hunting monsters and enjoying them over a camp fire.  As I grew up, I was eventually shunned by both my orc tribe and human ancestors.   So I have been a loner for a long time now.  After a while you do get used to it, but I do prefer some company from time to time.  Therefore I have decided to try out the Tempest Brothers Expeditionary Company group in the hopes of gaining a new family of sorts.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19121</id>
		<title>Dickweedus</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19121"/>
		<updated>2023-04-02T22:23:09Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing to tell you is my character is a Barbarian, not a Ranger.  I decided to try something different after filling out the character form sheet thingie.  I couldn&#039;t figure out how to edit my original submission and didn&#039;t think filling out another one was the  way to go.  Let me know if there is a way to do that - thanks.&lt;br /&gt;
&lt;br /&gt;
I am also playing half-orc which is also different for me, usually go with a half elf.  I have elected to go with the Primal Path option as well. I  did consider the wild magic version which looked interesting.  I am using D &amp;amp; D Beyond for character generation and maintenance.  Didn&#039;t want to spend the money to down load Tasha&#039;s since I already have it in hard cover and decided to stay with the player&#039;s handbook standard options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, I started out as a child, half orc variety.  Cute little bugger I was.  Mainly brought up by orcs as you will see when you get to know me.  I very much enjoy chopping things (monsters) up with my broad sword.  Also quite fond of shooting them with my long bow to tenderize them a bit.  Makes good eating.  Ah, the good old days.  As a youngling the days were filled with fun hunting monsters and enjoying them over a camp fire.  As I grew up, I was eventually shunned by both my orc tribe and human ancestors.   So I have been a loner for a long time now.  After a while you do get used to it, but I do prefer some company from time to time.  Therefore I have decided to try out the&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19118</id>
		<title>Dickweedus</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Dickweedus&amp;diff=19118"/>
		<updated>2023-04-02T22:13:33Z</updated>

		<summary type="html">&lt;p&gt;Sgarbini: Created page with &amp;quot;The first thing to tell you is my character is a Barbarian, not a Ranger.  I decided to try something different after filling out the character form sheet thingie.  I couldn&amp;#039;t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing to tell you is my character is a Barbarian, not a Ranger.  I decided to try something different after filling out the character form sheet thingie.  I couldn&#039;t figure out how to edit my original submission and didn&#039;t think filling out another one was the  way to go.  Let me know if there is a way to do that - thanks.&lt;br /&gt;
&lt;br /&gt;
I am also playing half-orc which is also different for me, usually go with a half elf.  I have elected to go with the Primal Path option as well. I  did consider the wild magic version which looked interesting.  I am using D &amp;amp; D Beyond for character generation and maintenance.  Didn&#039;t want to spend the money to down load Tasha&#039;s since I already have it in hard cover and decided to stay with the player&#039;s handbook standard options.&lt;/div&gt;</summary>
		<author><name>Sgarbini</name></author>
	</entry>
</feed>