Ferris Quillan

Ferris Quillan

Human Barbarian 6 (14,000XP) – Survivalist – neutral good

Height – 5’9″, Weight – 190lb, Age – 25
Eyes – Green, Skin – Caucasian, Hair – Brown

Armour Class 16 – Hit Points 65 (1d12+18) – Speed 40′ – Initiative +2

STR 16 (+3) – DEX 15 (+2) – CON 17 (+3)
INT 13 (+1) – WIS 14 (+2) – CHA 11 (+0)

Saving Throws
STR +7 – DEX +3 – CON +7 – INT +2 – WIS +3 – CHA +1

Proficiency Bonus +3

Acrobatics (dex) +2, Animal Handling (wis) +2, Arcana (int) +1, Athletics (str) +6, Deception (cha) +0, History (int) +1, Insight (wis) +2, Intimidation (cha) +0, Investigation (int) +1, Medicine (wis) +2, Nature (int) +4, Perception (wis) +5, Performance (cha) +0, Persuasion (cha) +0, Religion (int) +1, Slight of Hand (dex) +2, Stealth (dex) +5, Survival (wis) +5

Passive Wisdom (perception) 15

Tool & Combat proficiencies and Languages. Cook’s Utensils, Smith’s Tools, Woodcarver’s Tools, Light & Medium Armour, Shields, Simple & Martial Weapons, Bregonian (common), Elvish, Hossani


Lochaber Axe. Melee weapon attack +6 to hit, reach 10′, one target. Hit: 1d10+3 slashing damage.
Longbow. Melee & Ranged weapon attack +5 to hit, range 150’/600′. Hit: 1d8+2 Piercing damage.
Staff. Melee weapon attack +6 to hit, reach 5′, one target. Hit: 1d6+3 (1d8+3 TH) bludgeoning damage.

Personality Traits




Features and Traits

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

Great Weapon Master. On Ferris’ turn, when he scores a critical hit with a melee weapon or reduces a creature to 0 hit points with one, he can make one melee attack as a bonus action. Before he makes a melee attack with a heavy weapon that he is proficient with, Ferris can choose to take a -5 penalty to the attack roll. If the attack hits, he adds +10 to the attack’s damage.

Rage. As a bonus action Ferris can enter a rage. When in a rage Ferris has advantage on strength checks and strength saving throws. When he makes a melee weapon attack using strength, he gains a +2 bonus to the damage roll. He has resistance to bludgeoning, piercing and slashing damage.

Unarmoured Defense. While Ferris is not wearing any armour, his armour class equals 10 + his dexterity modifier + his constitution modifier. He can use a shield and still gain this benefit.

Reckless Attack. When ferris makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using strength during this turn, but attack rolls against him have advantage until his next turn.

Danger Sense. Ferris has advantage on dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, defeated, or incapacitated.

Totem Spirit (Bear). While raging, Ferris has resistance to all damage except psychic.

Extra Attack. Ferris can attack twice whenever he takes the attack action on his turn.

Fast Movement. Ferris’ speed increases by 10′ while he isn’t wearing heavy armour.

Aspect of the Beast (Boar). Ferris doubles his proficiency bonus for saving throws against poison and disease.

Feature: Wanderer. Ferris has an excellent memory for maps and geography, and he can always recall the general layout of terrain, settlements and other features around him. In addition he can always find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water and so forth.


CP – 00 SP – 00 EP – 00 GP – 00 PP – 00

Magic Items