+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+3 | Strength | |
+0 | Dexterity | |
+2 | Constitution | |
-1 | Intelligence | |
+3 | Wisdom | |
+4 | Charisma |
+0 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+5 | Athletics | STR | |
+2 | Deception | CHA | |
-1 | History | INT | |
+3 | Insight | WIS | |
+2 | Intimidation | CHA | |
+1 | Investigation | INT |
+1 | Medicine | WIS | |
-1 | Nature | INT | |
+1 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
-1 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Greatsword | +5 | STR | 2d6+3 | slashing |
You have resistance to poison damage and advantage on saving throws against being poisoned.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
You gain one extra damage die when rolling a crit
When you hit a creature with a melee attack, you can choose to deal additional damage equal to your proficiency bonus. You can use this ability a number of times equal to your Constitution modifier (minimum of once), regaining all uses on a long rest.
You gain proficiency in either Survival or Sleight of Hand (your choice), and with tinker's tools.
Great Weapon Fighting: Reroll 1s and 2s when rolling damage
You ignore difficult terrain in swampy or industrial terrain
Languages: Common, Guttertongue
Tool Proficiency: Alchemist’s Supplies
Varka was born knee-deep in poison muck.
Her first breath tasted of rust and alchemy. Raised in a half-sunken hulk deep in the Mire — a derelict skyship now tangled in swamproots and draped in steam-vines — Varka learned to scavenge, fight, and patch wounds before she learned to write. Her mother, a blade-armed salvager, and her father, a disgraced Sanctaphraxian alchemist turned Mire-brewer, taught her to trust nothing but her own hands and the strength of steel.
The Mire twisted her like it twists all things. Vein-like scars glow faintly on her neck and shoulders. But unlike many of her kin, Varka was not content to just survive. She wanted to mean something. Not for glory — but to prove that even the broken and stained could rise.
Her turning point came during a skirmish between Mire-scavs and outlaw riggers. Varka stepped between the warring crews and took a harpoon meant for her sister. As she bled out in the sludge, hallucinating from flystone fumes, she saw a vision: a chain of skyships suspended in darkness, each one lit from within by a single flame. A voice — old and full of storm — told her:
“You are the link. Be strong. Do not break.”
She survived. She took it as a sign.
Since then, Varka has walked the Edge as a Paladin following the Oath of the Mire — her armor pieced from wrecks, her shield etched with the symbol of a broken shackle. Her code is not one of noble lords or holy light, but of grit, loyalty, and protection: “Hold the line. Shield the weak. Never bend to cruelty. Never break.”
Those who mistake her for a brute rarely make the mistake twice. Those who call her oath false or her blood impure… often find themselves on the wrong end of her greatsword.
She fights not for gods or kings, but for those like her — the forgotten, the castoffs, the ones clawing their way out of the murk.
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Homebrew - The Edge Chronicles
The Grizzlekin are a hardy, fearsome people forged in the murk and chaos of the Mire — that shifting tangle of swamp, shipwrecks, and industrial runoff that stretches between the Deepwoods and Undertown. Descendants of outlaw skyfolk, swampborn alchemists, and scavengers twisted by the toxic influence of flystone residue and Mire-brewed elixirs, Grizzlekin are the edgewalkers of society — not quite accepted in the high towers of Sanctaphrax, and too dangerous to be welcome in simple woodland communities.
But they are survivors. Thick-skinned, sharp-eyed, and tougher than leather, the Grizzlekin don’t just endure the world of the Edge — they tear through it.
Grizzlekin typically stand tall and imposing, between 5.5 to 7 feet, with rough, often scarred skin tones ranging from mossy green to bruise-purple and ash gray. Their features are often jagged or asymmetrical, marked by mutations: an extra knuckle, silvered pupils, thick fingernails, or vein-like scars that shimmer faintly with alchemical residue.
Hair is coarse, wiry, and often worn in practical styles or shaven entirely. Jewelry made from wreckage — bone, brass fittings, broken lensglass — is common.
Grizzlekin culture values grit, loyalty, and independence. Clan-like families often form around scavenger crews or shipwreck-holdings in the Mire, where leadership is earned through deed, not birthright. They are known to barter in favors, secrets, and salvage more often than coin.
Most are taught from a young age to fight, fix, and flee — to build from scrap, move unseen, and strike hard when cornered. Many become mercenaries, salvagers, or skyship riggers; others turn to piracy or outlaw alchemy. A few rare Grizzlekin rise through merit in the structured societies of Undertown or even Sanctaphrax, though they are viewed with suspicion and exotic fascination.
You have resistance to poison damage and advantage on saving throws against being poisoned.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
You gain one extra damage die when rolling a crit
When you hit a creature with a melee attack, you can choose to deal additional damage equal to your proficiency bonus. You can use this ability a number of times equal to your Constitution modifier (minimum of once), regaining all uses on a long rest.
You gain proficiency in either Survival or Sleight of Hand (your choice), and with tinker's tools.
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