This is homebrew, submitted by a member of the community.
Tarak Bloodfist
Tarak Bloodfist
Medium humanoid (orc), chaotic goodMedium humanoid (orc), chaotic good
Tarak's Fury. Tarak Bloodfist deals an extra 5 (1d10) damage when he hits with a weapon attack (included in the attacks).
Pit Fighter. Experienced from years of unarmed combat in The Pit, Tarak Bloodfist's fists use a d6 for damage.
[b]Tarak's Fury.[/b] Tarak Bloodfist deals an extra 5 ([1d10]) damage when he hits with a weapon attack (included in the attacks).
[b]Pit Fighter.[/b] Experienced from years of unarmed combat in The Pit, Tarak Bloodfist's fists use a d6 for damage.
Actions
Multiattack. Tarak Bloodfist makes two attacks with his battleaxe or his fists.
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (1d8+4 plus 1d10) slashing damage or 15 (2d10+4) slashing damage when used with both hands.
Fist. Unarmed Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (1d6+4 plus 1d10) bludgeoning damage.
[b]Multiattack.[/b] Tarak Bloodfist makes two attacks with his battleaxe or his fists.
[b]Battleaxe.[/b] Melee Weapon Attack: [+7] to hit, reach 5 ft., one target. Hit: 14 ([1d8+4] plus [1d10]) slashing damage or 15 ([2d10+4]) slashing damage when used with both hands.
[b]Fist.[/b] Unarmed Attack: [+7] to hit, reach 5 ft., one target. Hit: 13 ([1d6+4] plus [1d10]) bludgeoning damage.
Legendary Actions
Tarak Bloodfist can take 2 legendary actions choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Tarak Bloodfist regains spent legendary actions at the start of his turn.
Swing. Tarak Bloodfist makes a battleaxe or fist attack.
Headbutt. Unarmed attack. +7 to hit, reach 5 ft., one target. Hit: 10 (1+4 plus 1d10) bludgeoning damage. A hit creature must succeed on a DC 15 constitution check or be stunned for its next turn and suffer a broken nose, gaining disadvantage on perception checks that involve smell until it is magically healed.
Tarak Bloodfist can take 2 legendary actions choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Tarak Bloodfist regains spent legendary actions at the start of his turn.[b]Swing.[/b] Tarak Bloodfist makes a battleaxe or fist attack.
[b]Headbutt.[/b] Unarmed attack. +7 to hit, reach 5 ft., one target. Hit: 10 ([1+4] plus [1d10]) bludgeoning damage. A hit creature must succeed on a DC 15 constitution check or be stunned for its next turn and suffer a broken nose, gaining disadvantage on perception checks that involve smell until it is magically healed.
Details
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