<div class="floatleft">(https://elliquiy.com/elluiki/images/3/3e/Zelorc.jpg)</div><div align="center"><span class="bbc_size" style="font-size: 14pt;"><span class="bbc_u"><strong>Zel</strong></span></span></div><br/><strong>Class/Level:</strong>Fighter 7<br/><strong>Background:</strong>Haunted One<br/><strong>Race:</strong>Half Orc<br/><strong>Alignment:</strong>Chaotic Good<br/><br/><hr/><br/><strong>Ideals:</strong>Aspiration - I must free my mind before it's too late. Maybe there's a fine adventurer's life left for me yet.<br/><strong>Bonds:</strong>The shadow creature that occupies my nights is a strange companion indeed.<br/><strong>Flaws:</strong>I don't know how to people very well, but dammit I try.<br/><strong>Personality:</strong>I consider myself more a friend to animals than anything else. They don't require much in the way of charisma.<br/><br/><hr/><br/><strong>Age:</strong>27<br/><strong>Height:</strong>6'6"<br/><strong>Weight:</strong>220 lbs<br/><strong>Eyes:</strong>Golden<br/><strong>Skin:</strong>Green<br/><strong>Hair:</strong>Brown<br/><br/><hr/><br/><span class="bbc_u"><strong>Stats</strong></span><br/><br/><strong>Armor Class:</strong>19<br/><strong>Initiative:</strong>+1<br/><strong>Speed:</strong>30'<br/><strong>Passive Perception:</strong>15<br/><strong>Hit Point Maximum:</strong>67<br/><strong>Hit Dice:</strong>7d10<br/><strong>Proficiency Bonus:</strong>+3<br/><br/><span class="bbc_u"><strong>Attributes</strong></span><br/><br/><strong>Str:</strong>20 (+5)<strong>Dex:</strong>12 (+1)<strong>Con:</strong>16 (+3)<strong>Int:</strong>10 (0)<strong>Wis:</strong>14 (+2)<strong>Cha:</strong>7 (-2)<br/><br/><span class="bbc_u"><strong>Saving Throws</strong></span><br/><br/><strong>Proficiencies:</strong>STR, CON, WIS<br/><br/><strong>Str:</strong>(+8)<strong>Dex:</strong>(+1)<strong>Con:</strong>(+6)<strong>Int:</strong>(0)<strong>Wis:</strong>(+5)<strong>Cha:</strong>(-2)<br/><br/><span class="bbc_u"><strong>Skills</strong></span><br/><br/><strong>Proficiencies:</strong>Athletics, Insight, Intimidation, Perception, Religion, Survival<br/><br/><strong>Acrobatics (Dex):</strong>(+1)<strong>Animal Handling (Wis):</strong>(+2)<strong>Arcana (Int):</strong>(0)<strong>Athletics (Str):</strong>(+8)<strong>Deception (Cha):</strong>(-2)<strong>History (Int):</strong>(0)<strong>Insight (Wis):</strong>(+5)<strong>Intimidation (Cha):</strong>(+1)<strong>Investigation (Int):</strong>(0)<strong>Medicine (Wis):</strong>(+2)<strong>Nature (Int):</strong>(0)<strong>Perception (Wis):</strong>(+5)<strong>Performance (Cha):</strong>(-2)<strong>Persuasion (Cha):</strong>(0)<strong>Religion (Int):</strong>(+3)<strong>Sleight of Hand (Dex):</strong>(+1)<strong>Stealth (Dex):</strong>(+1) (Disadvantage)<strong>Survival (Wis):</strong>(+5)<br/><br/><hr/><br/><strong>Languages:</strong>Common, Orc, Undercommon<br/><strong>Weapon Proficiences:</strong>Simple, Martial<br/><strong>Armor Proficiencies:</strong>Light, Medium, Heavy, Shields<br/><br/><strong>Features and Traits:</strong>Fighting Style, Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br/><br/>Second Wind - Once per short rest, you can use a bonus action to regain 1d10 + 7 HP.<br/><br/>Action Surge - You can take one additional action on your turn. This can be used 1 time per short rest.<br/><br/>Fighting Spirit - As a bonus action, you can give yourself advantage on weapon attack rolls until the end of the current turn and give yourself 5 temporary HP. This can be used 3 times per Long Rest.<br/><br/>Extra Attack - You can attack twice whenever you take the Attack action on your turn.<br/><br/>Elegant Courtier - Whenever you make a Charisma (Persuasion) check, you gain a +2 bonus, and you gain proficiency in WIS saving throws (or INT or CHA if you already are).<br/><br/>Sentinel (Feat) - When a creature within 5 ft. of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.<br/><br/>Athlete (Feat) - Increase your STR or DEX score by 1, and when you are prone, standing up uses only 5 feet of your movement. Climbing doesn't cost you extra movement, and you can make a running long jump or a running high jump after moving only 5 ft. on foot, rather than 10 ft.<br/><br/>Darkvision - You can see in darkness (shades of gray) up to 60 ft.<br/><br/>Menacing - You gain proficiency in the Intimidation skill.<br/><br/>Relentless Endurance - When you are reduced to 0 HP but not killed, you can drop to 1 HP instead once per long rest.<br/><br/><hr/><br/><strong>Equipment:</strong><br/><br/><acronym title="As an action, you can hurl the weapon up to 120 feet. The weapon then explodes, and each creature in a 20-foot-radius sphere makes a DC 15 Dexterity saving throw, taking 6d6 fire damage on a fail or half as much on a success. Can use an action to resummon the sword. 1/short rest."><em>Sunforger</em></acronym><br/>Crossbow, Light<br/>Javelin (10)<br/>Shield<br/>Splint (Disadvantage on Stealth)<br/><br/><em>Potion of Healing x4</em><br/><em>Ersatz Eye</em>- This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can't be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.<br/><br/>Bedroll<br/>Chest<br/>Crowbar<br/>Hammer<br/>Holy Symbol<br/>Holy Water (flask)<br/>Manacles<br/>Mess Kit<br/>Mirror, Steel<br/>Oil (flask)<br/>Rations (1 day)<br/>Rope, Hempen (50 feet)<br/>Stake (Wooden)<br/>Tinderbox<br/>Torch<br/>Waterskin<br/><br/>170 gp<br/><br/><hr/><br/><strong>Attacks:</strong><br/><br/><em>Sunforger</em>- +10, 1d8+9 / 1d10+9 Bludgeoning | Thrown: DC 15 Dex save,  6d6 Fire, 120ft range, 20ft radius sphere<br/>Javelin - +8, 1d6+7 Piercing, 20/60<br/>Crossbow, Light - +1, 1d8+1 Piercing, 80/320<br/><br/><hr/><br/><strong>Personality/History/Etc:</strong><br/><br/>Zel (https://www.dndbeyond.com/profile/Namey/characters/19128554) is a Half-Orc Fighter, and a man haunted by whispers seeping from the shadows (no wonder he wears the heaviest armor he can find). He has reason to believe the voices that have been calling to him hail from the Underdark, and saw this expedition as a sign of sorts. He acts perhaps weirdly chill and unbothered by pretty much everything, but that unknown, malicious thing clawing at his mind has...had some effects on his psyche.<br/><br/>It is his goal to find answers in the Underdark--maybe even in Ikanera's tower. She may have focused on nature, but as a scholar and a denizen of this place for so long, there is good chance she'd understand this curse of his. He'll fight like hell to reach true peace, and he'll guard his allies along the way. And not just for the solidarity of it; the last thing he wants is to be left alone in the dark with this thing in his head.