No prob it actually works pretty well with the Traits I rolled. I'm seeing him as someone who only sees's the problem in front of him and tries to correct it as quickly and directly as possible.
Kolthar Half-Orc Fighter 1
HP 12 AC 15 Speed 30 Initiative +4 Perception 14 Prof. +2 Bonus Inspiration[ ]
Longbow AB:+8 DMG: 1d8+4
Warhammer AB:+6 DMG: 1d8+4
2xHand-axe AB: +6 DMG 1d6+4
STR 18 DEX 18 CON 14 INT 14 WIS 14 CHA 8 (Saving Throws: STR:+6, CON:+4)
Animal Handling (+4)
Features and Traits
Rustic Hospitality: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Darkvision: Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Menacing: You gain proficiency in the Intimidation skill.
Relesntless Endurance: 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.
Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Fighting Style(Archery): You gain a +2 bonus to attack rolls you make with ranged weapons.
Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Proficiencies and Languages
Simple weapons, martial weapons, leatherworking tools, Vehicles(land) light armor, medium armor, heavy armor, shields. Proficiencies in Orc & Common.
Set of Common Clothes
Belt Pouch(10 GP)
Background and Characteristics
Defining Event: Kolthar stood up to a tyrant’s agents
Trait: Thinking is for other people, I prefer action
Trait: If someone is in trouble, I’m always ready to lend help
Ideal: Fairness No one should get preferential treatment before the law and no one is above the law
Bond: My tools are symbols of my past life, and I carry them so that I will never forget my roots
Dark Vision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey
Innate Spellcasting: You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can only target snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Magic Resistance: You have advantage on saving throws against spells and other magical effects.
Poison Immunity: You are immune to poison damage and the poisoned condition
Proficiencies and Languages:
Armor: Light, Medium, Heavy, Shields
Weapons: Simple, Martial
Languages: Common, Abyssal, Draconic, Deep Speech, Infernal
Divine Domain: Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
God I worship: Bhaal, god of murder (NE, Death, Skull surrounded by a ring of blood droplets
Domain Spells: Each domain has a list of spells-its domain spells-that you gain at the cleric levels noted in the domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Wrath of The Storm: Also at first level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. (3 uses)