Fighter, exile, wanderer


Fighter Level 2 / Rogue 3(Swashbuckler)
Race – Human(Variant traits)
Background – Outlander

Hid Dice(5) – 2d10 / 3d8
AC = 16(3 dex, 2 armor, +1 dual wielder feat)

Initiative +5

HP – 49

STR – 7 (-2)
DEX – 16 (3)
CON – 16 (3)
INT – 10 (0)
WIS – 14 (2)
CHA – 14 (2)

Attacks – Rapier main hand(attack action) +6 to hit D8 +3 damage
Rapier offhand(bonus action) +6 to hit D8 +3 damage

Short bow – +6 to hit D6 +3 range 80/320. 20 arrows.

Saving throws -
*STR +1
DEX +3
*CON +6
WIS +2
CHA -1

Skills -

*Acrobatics +6
Animal Handling +2
Arcana – 0
Athletics -2
Deception +2
History 0
Insight +2
*Intimidation +5
Investigation 0
Medicine +2
Nature 0
*Perception +8(double proficiency bonus from Rogue)
Performance +2
Persuasion +2
Religion 0
*Sleight of Hand +9(double proficiency bonus from Rogue)
*Stealth +6
*Survival +5

Passive Perception – 18

Feats – Dual Wielder

Fighter Features
Fighting Style – 2 weapon fighting. Iris adds her ability modifier to the damage of the offhand attack
2nd Wind 1/short rest – D10 +fighter level healing as a BONUS action
Action Surge 1/ short rest – One additional Action

Rogue features (Swashbuckler)
Fancy Footwork –
During your turn, if you make a melee attack against a
creature, that creature can’t make opportunity attacks
against you for the rest of your turn.
Rakish Audacity -
+CHA mod(2) to initiative
In addition, you don’t need advantage on your attack
roll to use your Sneak Attack if no creature other than
your target is within 5 feet of you. All the other rules for
the Sneak Attack class feature still apply to you.

Sneak Attack 2d6 1/turn
Thieve’s Cant
Expertise – double proficiency on two skills – Perception, Sleight of hand.
Cunning Action – Dash, Disengage, or Hide as a BONUS action

Studded Leather armor
Rapier x2
Short Bow/ 20 arrows
Hunting Trap
Explorer’s Pack
110 gold
2 onyx gems
1 sardonyx gem
1 rose quartz gem
1 Magic feather – Pass without Trace spell 1/day

Feature – Wanderer (Outlander background)
You have an excellent memory for maps and geography,
and you can always recall the general layout of terrain,
settlements, and other features around you. In addition,
you can find food and fresh water for yourself and up to
five other people each day, provided that the land offers
berries, small game, water, and so forth.


Personality traits – Driven by a wanderlust that led me away from home, I place no stock in wealthy or well mannered folk. Money and manners won’t save you from a hungry owlbear.

Ideal – Life is like the seasons, in constant change, and we must change with it.

Bond – An injury to the unspoiled wilderness of my home is an injury to me.

Flaw – Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong survive and the weak perish

Iris, the wanderer. Short hair, leather armor, dual rapiers. Comes from the cold north.
More nimble than a tiger, and just as tough, Iris wanders the lands for a purpose few know.

She is from a secretive clan from the north, one of many, that flirt with the edge of the world. With the tribal mentality she learned from her parents, family is important to Iris, so is the family honor. Raised by a druid mother and a father who had an affinity to frost sorcerery, Iris was a kind of black sheep in her family. She did not possess the magic of either parent.

She did however possess an agility and toughness to be trained in the art of steel. Iris trained with Dorman for many moons until she was more than adept with fighting in and with every armor and weapon available to her clan. She favored the rapier so much that she couldn’t have just one at the end of her training.

Iris prefers the life of a wanderer, there are always new things to see, adventures to be had, but she always knew what her mission was while she was away from her clan. Find the thief, take back what’s yours. No one knows who she’s looking for or why, as it never comes up. Most of her travels have been in solitude.

When along her way, she likes to practice her flute. She’s not very good, she knows that much from previous campfires shared with other travelers. It still cracks her up and she plays anyway, for her and other’s enjoyment, if not from the music, from the hilarity of the effort.

(Original secret background)
Irisviel FrostFell
Better known to most as Iris. Her full name and last name is a secret.
She comes from the FrostFell Clan far in the north. Her family has lived in the area for many generations, with the clan starting with the union of the Heular and the FrostFell clan. Somewhere in there, Iris, is part drow, although it has been diluted throughout the generations. She is by all means a human to most.
Iris grew up with her parents, a druid mother, and a sorcerer father who trained under the tutelage of Velve Huelar herself, the original drow who wed a human to start a family. No one knows what happened to Velve, she was hundreds of years old before she disappeared and did not care to return.
She did leave behind her legendary weapon, Whisper. The Rapier had been in the family for hundreds of years, along with a few other items that would be considered rare in the world.
Whisper had been handed down to the head of the household, Irisviel’s father Ilya Frostfell.
Iris was different than most of her family. She did not have the spark of magic as her parents did. She was the first born in many generations, but it did not change much. Instead of studying how to blow things up with magic, she learned how to fight with cold steel.
Not strong at all, but very nimble, Iris had learned the rare art of dual wielding rapiers, the weapon of choice in her family.
Many months ago, the Irisviel house was subjected to a robbery. The magical wards didn’t stop anything, Whisper, grabbed by the assailant, who somehow knew exactly where to look, bolted out of the estate, but not before stabbing her father Ilya plunging him to the ground.
She tried to go after him, but could not catch him and save her father at the same time.
Ilya summoned his daughter the next day. He bid her on a mission to bring back the legendary sword, precisely because it was no ordinary sword. Whisper was sentient.
Iris set out to start wandering the world, driven to explore, and find the heirloom that belonged to her blood. She keeps lineage and past hidden, as there would be plenty of ransom for the princess of the FrostFell.

Friends of Irisviel
Ilya her father – Frost sorcerer
Imzel – mother – Druid
Dorman – Her teacher and trainer of the sword arts – Ranger(non magical variant)

Acquaintances –
Zona – Daughter of Margh, leader of the Frostburn clan. Met as part of inner circle of families in the north. Don’t know much about her, we’ve met a few times.
Margh – leader of Frostburns. Met through Ilya
Tisrae – a merchant that Iris knew inside the city before her exile. Tisrae is an elf who is very good acquiring anything metal needed. The type of metal to withstand the cold of the winter.

? – the man/woman in the white mask. Who stole Whisper from the FrostFell household. Iris, is on a path to find them and get Whisper back to her family. Hates this guy, cause he stabbed her dad with his own sword.
The Grugger clan – possible who sent the ?
to steal the sword. Rivals to the FrostFell clan. One of the families in another group that opposes the inner circle of families to the north. Considered enemies to all the families in the circle, especially to the FrostFells. There are other families that conspire against the inner families, but they hide in the shadows.

Titus Frostburn – Betrayer of the circle of families, wanted for treason on the grounds of killing his own family, reasons unkown. Whereabouts unkown. Flipped as an informant and fed secrets of the inner families to outer clans which resulted in chaos. Wanted by the Circle dead or alive.


Æthra borukhov_boris