Ragnarök

Level 1 Orc Druid

Available with DM subscription
STR
13 (+1)
DEX
14 (+2)
CON
16 (+3)
INT
10
WIS
17 (+3)
CHA
8 (-1)

Defense

Armor Class 13 (Leather Armor)
Hit Points 11 (1d8 + 3 +3)
Speed 30 ft.

Proficiencies & Skills

Saving Throws Intelligence, Wisdom
Skills Arcana +2, History +2, Insight +5, Perception +5

Features

Adrenaline Rush

Species Level 1
Proficiency Bonus per Long Rest

You can take the Dash action as a Bonus Action. When you do so, you gain Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.

Magic Initiate (Wizard)

Background Level 1
At will / 1 per Long Rest

You learn two cantrips and one 1st-level spell from the wizard spell list. You can cast the 1st-level spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest. The spellcasting ability for these spells is Intelligence.

Spellcasting

Class Level 1

You can cast druid spells using Wisdom as your spellcasting ability. You prepare a number of druid spells after each Long Rest equal to your druid level plus your Wisdom modifier.

Druidic

Class Level 1

You know Druidic, the secret language of druids. You can use it to leave hidden messages and understand such messages left by other druids.

Sage

Background Level 1

You gain proficiency in Arcana and History, reflecting years spent studying lore, symbols, and the hidden patterns of the world.

Orc

Species Level 1

Your orcish heritage grants you toughness, ferocity, and a talent for sudden bursts of speed in the heat of danger.

Spellcasting

Wisdom DC 13 +5 to hit Level 1: 2 slots

You can prepare 4 druid spells after a Long Rest. The listed spells include 2 cantrips, 4 prepared druid spells, and 1 free daily spell from Magic Initiate (Wizard).

Guidance

Cantrip Druid
Divination 1 Action Touch V, S

A willing creature touched gains a small bonus to one ability check of its choice made before the spell ends.

Mending

Cantrip Druid
Transmutation 1 Minute Touch V, S, M

Repairs a single break or tear in an object you touch, such as a broken chain or torn cloak.

Cure Wounds

Level 1 Druid
Evocation 1 Action Touch V, S

A creature you touch regains hit points equal to 1d8 + your spellcasting ability modifier.

Entangle

Level 1 Druid
Conjuration 1 Action 90 Feet V, S

Grasping plants erupt in a 20-foot square, possibly restraining creatures that fail a Strength saving throw.

Faerie Fire

Level 1 Druid
Evocation 1 Action 60 Feet V

Creatures in a chosen area that fail a Dexterity save are outlined in light, granting advantage to attackers and preventing invisibility from helping them hide.

Speak with Animals

Level 1 Druid
Divination 1 Action Self V, S

For a limited time, you can understand and communicate simple ideas with beasts.

Detect Magic

Level 1 Wizard (Magic Initiate)
Divination 1 Action Self V, S

You sense the presence of magic within range and learn its school if the effect is within your sight.

Character Information

Ragnarök is the kind of druid who feels ancient even when he is still young enough to be called reckless. He moves like someone who has spent more time listening than speaking, yet when he does speak, his words are measured, practical, and often unsettlingly direct. He believes that nature is not gentle, nor cruel, but honest. Storms break trees. Fire clears old growth. Rivers carve stone by refusing to stop. In his view, survival is not the same as domination, and wisdom is not the same as weakness.

As an orc, Ragnarök was raised where strength mattered, but he never accepted the idea that strength belonged only to the arm and the blade. He found power in endurance, in attention, and in the ability to keep going long after others had dismissed a task as impossible. He treats every plant, animal, and ruin as part of a larger pattern, and he is determined to understand that pattern well enough to protect it when it is threatened. He does not seek glory, and he has little patience for empty boasting, yet his quiet intensity makes him difficult to ignore.

Ragnarök’s goals are simple in the abstract and difficult in practice: preserve what should endure, cut away what has become rotten, and learn why the world seems so eager to change. He can be solemn, stubborn, and slow to trust, but he is also loyal once that trust is earned. Deep down, he fears not death, but meaninglessness — the idea that life could pass without leaving behind any healed land, saved creature, or remembered truth. So he travels, studies, and acts, hoping to become a force as natural and necessary as the turning of the seasons.

Character Background

Ragnarök was born on the edge of a hard country where the wind never seemed to rest and the soil was often too thin to promise much of anything. His people measured worth by grit, persistence, and the willingness to endure pain without complaint. Children were expected to prove themselves early, whether by hunting, guarding, or working beside the elders until their hands blistered. Ragnarök did not fail these trials, but neither did he excel in the way the strongest or loudest did. He was broad-shouldered even as a child, with an orcish frame built for labor and battle, yet he spent much of his free time watching ravens circle above the camp, kneeling beside creek beds to study how reeds bent in the current, or tracing lichen patterns across old stones half-swallowed by the forest.

Most adults saw this as peculiar. A few saw it as a weakness. Ragnarök saw it as a kind of strength no one else in his clan had bothered to name.

His childhood changed when a wandering scholar arrived during a season of floods. This traveler was no warrior and carried no trophies of conquest, only parchment, inks, and a calm expression that made even the fiercest hunters lower their voices. The elder of Ragnarök’s clan welcomed the stranger, and in exchange for shelter, the scholar shared stories of old kingdoms, forgotten rites, and the hidden laws that governed weather, growth, and decay. Ragnarök was transfixed. He followed the scholar everywhere, asking questions that most people would never think to ask: Why do some trees survive lightning? How can fire be a destroyer and a purifier? Why do certain birds always arrive before rain?

The scholar recognized in him a rare hunger for understanding and began teaching him to read signs in the living world. Ragnarök learned that knowledge could be practical without being cold, and reverent without being submissive. He learned how to identify medicinal herbs, how to predict a storm by the smell of the air, and how to quiet his breathing until even skittish creatures stopped fearing him. He also learned that the world was larger, older, and stranger than the stories told around the clan fires.

Then came the winter that took his mentor.

A blizzard struck the region with such force that paths vanished and roofs groaned under drifts of snow. When a hunting party failed to return, Ragnarök and the scholar set out together to find them. They found the missing hunters in a ravine, pinned down by a landslide and injured but alive. The rescue should have been simple, but the storm worsened. The scholar, already weakened by age and travel, gave Ragnarök instructions for sheltering the wounded and went to help reinforce the path behind them. He never returned. By the time Ragnarök found him, the scholar had collapsed in the snow, sacrificing his strength so others might live.

That death marked Ragnarök forever. He inherited the scholar’s notes, staff, and ritual tools, but more importantly, he inherited a purpose. He left his homeland after the thaw, not in shame, but in devotion. He had seen enough of how fragile life could be, and enough of how stubbornly it persisted, to understand that the world needed people willing to defend balance instead of merely taking from it.

Since then, Ragnarök has traveled from vale to valley, learning druidic secrets from groves, ruins, and solitary hermits. He is not a romantic about the wild. He knows it can kill without warning. He also knows it can heal, rebuild, and remember. His personality is shaped by that truth: patient but uncompromising, quiet but not passive, severe in judgment yet capable of deep mercy when the situation demands it. He prefers simple food, well-worn tools, and direct speech. He respects people who work for what they believe in, even when he disagrees with them. He distrusts those who treat living things as disposable.

Ragnarök’s bonds are to the land, to the memory of his mentor, and to the unspoken promise that he will not let the places he passes through be left worse than he found them. His ideals center on balance, responsibility, and earned survival. His flaw is that he can become almost ritualistically stubborn when he believes he is acting in service of nature’s greater good, even if others can see a better compromise. He is learning, slowly, that wisdom is not only knowing when to act, but also knowing when to bend.

Now, with staff in hand and stormlight in his eyes, Ragnarök walks the world as both witness and wound-healer. He is not yet the druid he intends to become. But the roots are already there, reaching deeper every day.

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