Dokke Doldus

Art by Strippin

> *"I'm only as strong as my weakest ally."*
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> -Echo of The Companion
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**Dokke Doldus** is one of the Fallen Heroes of Io. He and his companions defeated Div 500 years ago, sacrificing themselves to bring about the Age of Mortality.

## The Companion

Dokke is the patron Hero of companions, and what we might know as "the kindness of strangers".

Those who follow Dokke persue a life of charity and self-sacrifice to strangers in need or weary travellers.

His memory is snapshots of great bravery to the benefit of people he barely knew. Though it's unclear in what way, Dokke and Weyzi "The Matriarch" are believed to have been familial. For this reason, people who are praying for a child are oftentimes found reflecting on the memories of Dokke and Weyzi, asking for the opportunity to experience the selfless love of a parent.

## Description

### Personality

Dokke was thematically consistent about his protective instincts, from how he acted in battle with shields and self sacrificial behaviour down to how he acted interpersonally, often taking a motherbird type role with Bronn and Cronovan, setting them aside and offering advice (regardless of if unneeded or unheeded). Flaw wise he was very blunt in both his speech and his actions, not always thinking through the repercussions and acting purely on good intentions not necessarily good plans. He was protective over things he saw weaker than himself but not really from a chivalrous place, more so because of his own insecurities of being adopted and never really fitting in. So that was what he believed in, protecting those that he felt need protecting, and not being in the way of those he felt didn't anymore (Weyzi). (*written by KingBendrick*)

## History

### Background

Found bundled in a cavern near the surface by Daldo Doldus, his adoptive father. Dokke was raised to be one of the dwarvish barbarians roving the tunnels under the world. Although less intelligent than Dokke, the dwarves natural strength and body size were a constant source of insecurity for him, every attempt at using his ingenuity to impress would drive him further from his clan's likeness. He spent countless years hunting great beasts and making as efficient use of their bodies as possible, travelling light. Time goes by extraordinarily fast with a simple lifestyle like this, sleeping, hunting then eating over and over, but Dokke was more than content, he was happy. When his father Daldo had reached old age he planned one final expedition deeper than the clan had ever gone. Before leaving he taught Dokke to invoke his ancestors and told him of his origin, beckoning him to find the truth of it. He watched as his clan faded into the abyss, lingering for some time before making his way to the surface. Dokke spent the next few years becoming accustomed to the surface world, serving as a mercenary to afford food. He was lost in this unknown world, with unknown people, until he met a young fighter called Weyzi. She would teach him all about the comings and goings of life here like how to speak the common tongue and he would share what he knew about wielding an axe. (*written by KingBendrick*)

## Mechanics

### Powers and Abilities

As a boss, Dokke had the following abilities

* **Feral Tenacity**: At the top of the round, if Dokke is not in a rage, he enters rage. While in rage, his damage is increades by 3, he gains resistance to all sources of Bludgeoning, Piercing, and Slashing damage, and he gains advantage on all Strength checks and saving throws.
* **Enraged Spirits**: If Dokke is Banished, 3 Ancestral Spirits take his place.
* **Gnome Cunning**: This was never identified.
* **Emboldened Danger Sense**: Dokke has advantage Dex saves against traps and spells.
* **Ultimate Criticals**: When striking a critical hit, Dokke rolls triple the damage dice used in the attack instead of twice.
* **Reckless Exposure**: If Dokke is the target of a reaction (such as an Attack of Opportunity), he may make an attack. If he is dealt damage from this, he makes the attack at advantage.
* **Endless Reactions**: Dokke can take a reaction on any creatures turn instead of once per round.
* **True Damage**: This was never identified
* **The Allspice**: Everytime Dokke takes 200 total damage, he will push and pull combatants around the battlefield. Until the next round, he will prepare to use his Allspice, a concoction that inflicts a random condition. Any attacks made against him during this time will cause him to attack with the Allspice as a Reaction.
	+ *Allspice*: Dokke throws a mixture of spices on the ground in a targeted area. Those caught in the area must succeed on a Con save DC17. On a failure, roll a 1d6 and become afflicted with the following conditions:
		- 1: Blind for 1 minute
		- 2: Charmed for 1 minute
		- 3: Stunned for 1 minute
		- 4: Paralyzed for 1 minute
		- 5: Poisoned for 1 minute
		- 6: Unconscious (0 HP)
* **The Second Act**: At 444 HP, Dokke leaves the battlefield creates a spiritual barrier cross formation at a predetermined location, separating the battlefield into 4 sections. In each section, he summons an Ancestral spirit, each with 50HP, 15AC, and take a full round of actions on initiatives 20 and 10, attacking with Ancestral Rage. If a player tries to cross through the barrier, they take 4d6 true damage. If there is no one in a section, the ancestor will boost the damage of all other spirits at the end of the round. When a spiritual ancestor is defeated, a section of the barrier is destroyed, and when all 4 of them are defeated, Dokke returns with true damage inflicted upon himself.
* **Execution Turn**: On an initiative of 25, Dokke may choose to take this turn if it is not the first turn or if he did not take one the previous round. For this round, Dokke gains the following effects:
	+ He loses the effects of Rage
	+ He gains a Conclusion turn on an initiative of 0, allowing him to take 1 attack action
	+ He gains advantage on all attacks, but attacks against him are made at advantage
	+ He may replace any attack action with the attack Ancestral Charge.
	+ *Ancestral Charge*: Instead of attacking, he will empower his weapon for 1 all-out attack. At max charge, his attacks deal an additional 6d12 damage.
* **Move Turn**: On an initiative of 20, 10, and/or 1, he will move up to his movement speed and make an attack,
* **Action Turn**: On an initiative of 1, he will make an attack.
* **Greataxe of the Green Dragon**: +1 Greataxe, deals additional 1d6 Acid damage. In the Second Act, this axe is coated in Allspice.
* **Dragonslayer Handaxe**: Handaxe, deals 1d6 Force damage.

As a PC, Dokke has the following abilities

#### Barbarian Abilities

* *Rage*
* *Unarmored Defense*
* *Danger Sense*
* *Reckless Attack*
* *Extra Attack*
* *Fast Movement*
* *Feral Instinct*
* *Brutal Critical (1 Die)*
* Ancestral Guardian Abilities
	+ *Ancestral Protectors*
	+ *Spirit Shield*
	+ *Consult the Spirits*