Brace
Cisgender, he/him
Armor Class 18
Hit Points 59
Speed 30 ft.
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
15 (+2) | 10 (+0) | 16 (+3) | 10 (+0) | 12 (+1) | 10 (+0) |
Saving Throws Animal Handling +4, Insight +4, Medicine +4, Perception +4, Persuasion +4, Religion +3
Skills Insight +4, Intimidation +3, Medicine +4, Persuasion +3, Stealth +0 (D)
Senses passive Perception 11
Languages Common, Elvish, Halfling, Orc
Challenge 7 (2.900 XP)
Spellcasting. Brace is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared:
Cantrips (at will): Guidance, Mending, Sacred Flame, Spare the Dying
1st level (4 slots): Bless, Cure Wounds, Healing Word, Purify Food and Drink
2nd level (3 slots): Calm Emotions, Lesser Restoration, Prayer of Healing, Spiritual Weapon
3rd level (3 slots): Beacon of Hope, Create Food and Water, Protection from Energy, Revivify
4th level (1 slot): Banishment, Death Ward, Divination, Guardian of Faith
Better Together. Brace can strengthen his friends by each other’s presence. As an action, he chooses a number of willing creatures within 30 feet of him (this can include himself) equal to his proficiency bonus and creates a magical connection among them. The connection lasts for 10 minutes or until he uses this feature again. While any connected creature is within 30 feet of him, he can grant that creature temporary hit points equal to 1d4 + his proficiency bonus for the duration as long as they stay within range. He can use this ability a number of times equal to his proficiency bonus, and he regains all expended uses when finishing a long rest.
Channel Divinity. Brace can channel divine energy two times per rest.
Channel Divinity: Bond of Friendship. Brace can use his Channel Divinity to bolster the confidence of his allies. As an action, he presents his holy symbol and chooses a number of willing creatures within 30 feet of him (this can include himself) up to his cleric level. While they remain within range, they have resistance to psychic damage and a bonus equal to his proficiency bonus on all saving throws against being frightened or charmed or on saving throws required by uncomfortable emotions such as Amplified Emotions or Baseless Emotions. The effect lasts for 1 minute or until he is incapacitated or dies.
Channel Divinity: Through Thick and Thin. Starting at 6th level, Brace’s Better Together ability also gives each affected creature advantage on one Constitution or Wisdom saving throw of its choice while under the effects of this ability, and it also restores one hit die to each affected creature.
Channel Divinity: Turn Undead. As an action, Brace presents his holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear him within 30 feet of him must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. When an undead fails its saving throw against his Turn Undead ability, the creature is instantly destroyed if its challenge rating is at or below 1/2.
Relentless Endurance. Once per long rest, when Brace is reduced to zero hit points but not killed, he can drop to 1 hit point instead.
Actions
Handaxe. Melee Attack: +6 to hit, 20 (60) ft., single opponent. Hit: 6 (1d6 + 3) slashing damage.
Traits
Baseless Emotion (Worthlessness) [IE 2]: Brace feels persistent self-doubt about his abilities and value as a person. Comparing himself to others activates this feeling. He takes a −2 penalty to initiative rolls.
Humanoid Agnosia (Face) [IE 2]: Brace is unable to recognize humanoid faces or distinguish them from others. As a result, he has disadvantage and a penalty of −2 to on rolls to distinguish even the most basic of details regarding recognizing or remembering a humanoid’s facial features. He’s learned to focus on the other features to recognize individuals, which gives him a +2 to Intelligence checks to remember someone or know about a specific subject such as hairstyles or jewelry.
Intrusive Thoughts [IE 2]: Brace struggles with intrusive thoughts about his own self-worth, especially related to his sense of masculinity and being worthy of love. He has a −2 penalty to saving throws against being frightened.
Missing (Right Hand) [IE 1]: Brace has a –1 penalty on Strength (Athletics) checks that require two hands, such as climbing. In mounted combat, whenever he attacks or takes damage, he needs to succeed on a DC 8 Dexterity check or fall off his mount.
Assistive Devices
Leather Strap. Used to hold Brace’s shield to his forearm. He may use a bonus action to don or doff it.
Ring of Dispel Doubt
Wondrous Item, common
This brass ring features a clasp that resembles a comforting hand being placed on a shoulder. When worn, the Ring pulses with a gentle, reassuring warmth whenever you experience Intrusive Thoughts, giving you +2 on all saving throws against Intrusive Thoughts or magic effects that affect how you see yourself, such as Vicious Mockery. The ring helps you to ground and center yourself and focus on what matters to you. It reminds you of whatever you find calming, helping you to pull yourself out of, or cope with, troubling thoughts and moods and avoid maladaptive coping strategies.
Background
Brace was born and raised in an orc clan with strict gender roles and expectations that he struggled to meet. From a young age, he knew that once he was old enough, the clan expected him to marry and start his own family, and become a great warrior. As Brace grew, he found that he did not feel romantic or sexual attraction towards anyone, regardless of their gender. This led to much doubt and worry that he would not be able to marry. Due to the physical difference of his right hand, he feared that he would not become a great warrior; he could not wield a greataxe, an important rite of passage in his Ooc clan.
Nevertheless, without role models offering a different way of being, Brace forced himself to live up to his clan’s ideal of manhood. He began picking fights, treating others badly, and pushing himself beyond his limits to perform his clan’s version of masculinity. As hard as he tried, it never felt right, and Brace’s sense of self-worth diminished. He became plagued with intrusive thoughts about his fears of inadequacy. Adding to this, Brace struggled to recognize the faces of those around him, which led to unintentional arguments due to his clan’s limited understanding of differences in perception. Brace was on the verge of becoming an outcast when a band of traveling adventurers passed through his clan’s village.
Among the group was a follower of the Way of Warmth, a religious body dedicated to love, including friendship. Brace joined the band of adventurers and found acceptance, as well as mentors who guided him towards a more balanced way of being with his own masculinity. Eventually Brace became a cleric of the Way of Warmth and focused on channeling potent healing magic. He also became a warrior, successfully wielding not only handaxes but also a shield strapped to his right forearm for protection. Through all of this, Brace was able to become a kind and supportive person, and even found love for himself with a partner who was accepting of him.
Brace eventually left adventuring and settled down in a small rural town with his partner and found family. Together, they continue to protect it to this day. Brace also serves as the town’s healer.
Personality
Brace is a friendly and welcoming half-orc that speaks with a loud voice and has a booming laugh. He is happy to meet new people and swap stories — and hugs — with them. He is known to be supportive of friends and strangers alike, and has helped more than one band of adventurers seek shelter or complete a quest. He gives advice and helps people build connections to others as a means of self-discovery, similar to what occurred for him. However, Brace still finds himself at a loss when someone seeks romantic advice, and so sends them along to others who are better suited for the job. In his spare time, Brace has taken up cooking, and when someone stays with him and his partner, he makes large meals. He puts lots of love and enthusiasm into this practice even if it doesn’t always come out the way he planned.
Plot Hooks
- The party needs a healer who is willing to travel with them for a short period of time.
- The party is in a small town without an inn, and they need a place to stay.
- The party needs advice on how to grow or overcome a challenge.