| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +44 | Strength | |
| +44 | Dexterity | |
| +44 | Constitution | |
| +44 | Intelligence | |
| +44 | Wisdom | |
| +44 | Charisma |
| +44 | Acrobatics | DEX | |
| +44 | Animal Handling | WIS | |
| +44 | Arcana | INT | |
| +44 | Athletics | STR | |
| +44 | Deception | CHA | |
| +44 | History | INT | |
| +44 | Insight | WIS | |
| +44 | Intimidation | CHA | |
| +44 | Investigation | INT |
| +44 | Medicine | WIS | |
| +44 | Nature | INT | |
| +44 | Perception | WIS | |
| +44 | Performance | CHA | |
| +44 | Persuasion | CHA | |
| +44 | Religion | INT | |
| +44 | Sleight of Hand | DEX | |
| +44 | Stealth | DEX | |
| +44 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type |
|---|
Hold Breath: Hold breath for up to 15 mins. Natural Armour: Naturally have base AC13 + Dex modifier. Can use this over the armour equipped. Shields work like normal.
Arm of Coiling Grasp (Uncommon Magic Item): While this arm is attached to your body, you can, as an action, cause this arm to extrude into tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a strength saving throw equal to your spell save DC or take 3d6 force damage and be grappled by you. The creature may use an action to escape the grapple if they pass a Strength (Athletics) or Dexterity (Acrobatics) check equal to your spell save DC. The grapple will end if they are more than 15 feet from you, use this arm on a different creature or halt it (no action required).
Pole of Collapsing (Common Magic Item): While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod. The wait doesnt change. You can do the same to revert it back, however the rod will elongate only as far as the surrounding space allows.
Hungry jaws: Feeding Frenzy. Use a bonus action to make a special attack with your Bite. If it hits, gain temp. HP equal to the damage done. Can use trait equal to proficiency bonus. Regain on long rest.
Defensive Field: As a bonus action, you can gain temporary hit points equal to your level. You can use this bonus action a number of times equal to your proficiency bonus. Regain on long rest.
Armour of the Elements (Rare Magic Item): This armour has 6 charges that can be expended as a reaction to cast Absorb Elements. Regain all charges at dawn.
Mobile - Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Champion of the Seasons (Summer) - Gain Fire Resistance and cantrips Fire Bolt and Druid Craft. You are able to change any damage source into fire damage.
Shield
+1 Breast Plate (Armour of the Elements - Rare Magical Item)
Thieves' tools
Dungeoneer's pack
Hunting trap
Tooth of crocodile that killed mum on a necklace.
Set of travellers clothes
Languages:
Common
Draconic
Proficiencies:
Light armour
Medium armour
Heavy armour
Smiths tools
Shields
Simple weapons
Thieves' tools
Tinker's tools
Jewler's tools
I have a lesson for every situation, drawn from observing nature.
Might. The strongest are meant to rule.
My family, clan, or tribe is the most important thing in my life, even when they are far from me.
I am slow to trust members of other races, tribes, and societies.
Garrick, originally known as Qrillosk, was born in the Vast Swamp. Losing his family only months later due to the abundance of the natural predators found in the Vast Swamp, Qrillosk had to do whatever he could to survive. Qrillosk lived on, with only thoughts of the dangers that loom the swamp and what is for dinner. Years of being in constant survival mode honed his skills greatly and learnt how to fight his enemies head on. What he wasn't prepared for, was an enemy in disguise. One fateful encounter with a hag was all it took. One offer he could not pass up. "You kill and kill and kill but for what? Do you think this will get your family back?" the hag cackles. "Well I could give you that, you know. It would might cost an arm and a leg though". Qrillosk could not pass up this offer. Qrillosk woke up, leg and arm missing. He had been conned. He saw the hag laughing, "With all the brains you got, you might just get that chance to save your family... if you can make it out alive without that arm and leg!" Before he could even think about what has happened, a giant crocodile lunged out towards him. It has a scar on it's left eye. He recognises this beast. It was the same crocodile that killed his family, knowing this filled him with rage. Using his new found intelligence he channelled his rage into a muddy jagged rock, unknowingly imbuing it with power. He stands strong in front of the crocodile, despite his handicapped state, and with one blow of power he strikes the crocodile down and continues to beat it over and over until its nothing but pulp, keeping a tooth to remember. After many years, Qrillosk finally left the Vast Swamp, setting his eyes on resurrecting his family. He had abandoned his lizardfolk name for a new one, Garrick, meaning home. He still never found out what gave him all that power against that crocodile however he feels it was his family backing him up and watching over him. Garrick's adventures on his search to find the key to reviving his family found his way to waterdeep, where opportunities for fortune and dark magic were abundant. He will always remember that hag....
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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