Nuru Malko
Nuru Malko
Sheet
AC 12 · HP 45 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresBonus action
- Enter Rage
When Bonus Action
As a Bonus Action, enter a Rage if you meet the required conditions. While raging, gain resistance to bludgeoning, piercing, and slashing damage, Advantage on Strength checks and Strength saving throws, and bonus melee damage.
- RageLevel 1
You can enter a Rage as a Bonus Action. While raging, you have Resistance to Bludgeoning, Piercing, and Slashing damage, Advantage on Strength checks and Strength saving throws, and a bonus to Strength-based melee weapon damage. Your Rage lasts up to 10 minutes and ends early if you do not attack, force an enemy to make a saving throw, or use a Bonus Action to extend it during your turn.
Always on
- Reckless AttackLevel 2
When When making a Strength-based attack
Make a Strength-based attack with Advantage, accepting Advantage on attacks against you until the start of your next turn.
- Savage Attacker
When Once per turn when you hit with a weapon
Once per turn after hitting with a weapon, roll the weapon’s damage dice twice and use either result.
- Frenzy
When While raging and using Reckless Attack
When using Reckless Attack during Rage, add 1d6 damage to the first target hit with a Strength-based attack that turn.
- Unarmored DefenseLevel 1
While not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
- Weapon MasteryLevel 1
You have proficiency with Martial weapons and can use the mastery properties of three weapons with which you have proficiency. Chosen weapons: greataxe, handaxe, and spear.
- Danger SenseLevel 2
You have Advantage on Dexterity saving throws against effects you can see, such as traps and spells. You do not gain this benefit while Blinded, Deafened, or Incapacitated.
- Primal KnowledgeLevel 3
You gain proficiency in Survival. While your Rage is active, you can use Strength for checks made with Acrobatics, Intimidation, Perception, Stealth, or Survival.
- Path of the Berserker: FrenzyLevel 3
If you use Reckless Attack while your Rage is active, the first target you hit on your turn with a Strength-based attack takes extra damage equal to 1d6.
- Ability Score ImprovementLevel 4
You gain the Ability Score Improvement feat or another qualifying feat. Nuru chooses Skilled, gaining proficiency in three additional skills or tools: Perception, Medicine, and Land Vehicles.
- ResourcefulHumanWhen you finish a Long Rest, you gain Heroic Inspiration.
- SkillfulHumanYou gain proficiency in one skill of your choice. Chosen skill: Perception.
- VersatileHumanYou gain an Origin feat of your choice. Chosen feat: Tough.
- TraitHumanYou know Common and one other language of your choice. Chosen language: Orcish.
- Savage AttackerSoldier
Savage Attacker. Once per turn when you hit a target with a weapon, you can roll the weapon’s damage dice twice and use either roll against the target. As a Soldier, you also have proficiency with Athletics and Intimidation, and with one gaming set.
Gear
11 itemsWeapons
- GreataxeA heavy two-handed martial weapon with the Cleave mastery property.
- 4×HandaxeLight thrown martial weapons with the Vex mastery property.
- SpearA simple thrown weapon with the Sap mastery property.
- ShortbowA simple ranged weapon.
Tools
- Gaming Set, DiceA set of worn dice used for camp games and wagers.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Healer’s KitA kit containing supplies that can stabilize a creature and tend minor injuries.
- QuiverA container for arrows.
- Traveler’s ClothesPlain, durable clothing suitable for travel.
- Explorer’s PackA pack containing basic adventuring supplies.
Purse
- 14×Gold PiecesCoins remaining from Soldier starting equipment.
Appearance
A broad-shouldered human with warm brown skin, close-cropped black hair, and a carefully maintained beard shaped into a soft, rounded line along the jaw. Their clothing is practical and neatly mended, with strips of faded blue cloth tied around one wrist as a reminder of their old unit. Before speaking, they pause, draw a slow breath through the nose, and clear their throat once. Their calm, observant eyes and deliberate grooming make them memorable long before their temper does.
Mannerisms
Nuru pauses before answering difficult questions, inhales through the nose, and clears their throat once. They inspect doorways and rooflines without appearing to do so, keep their dice arranged in a precise row, and quietly count their steps when crossing bridges or entering unfamiliar camps.
Personality
Nuru is gentle in ordinary conversation, patient with children and animals, and unexpectedly funny when discussing food, weather, or bad military paperwork. They prefer practical kindness to grand speeches, but once someone is threatened, their restraint narrows into a sharp and terrifying focus.
Ideals
Protection. Strength is not measured by how much fear you can cause. It is measured by how much fear you can stand between the vulnerable and the powerful.
Bonds
The villagers who survived the retreat are Nuru’s true company. Nuru sends part of every payment to help rebuild their homes and will risk almost anything to protect them from soldiers, raiders, or officials who see them as expendable.
Flaws
Nuru obeys rules long after the people who made them have proven unworthy of obedience. When angered, they become frighteningly literal and may choose a dangerous act of defiance simply to prove that no commander owns them.
Quirks
Background
Nuru Malko was raised in a river town where people measured adulthood by what burdens a person could carry without complaint. When a border war reached the town, Nuru enlisted soon after coming of age. The army gave them a bed, a meal, and a place among people who valued reliability more than eloquence. Nuru became the soldier who held the line when others faltered, not because they loved violence, but because they could not bear watching frightened people stand alone. During a disastrous retreat, Nuru’s unit was ordered to abandon a village that had sheltered them. Nuru disobeyed, leading a handful of soldiers and civilians through the reed marshes while the army withdrew. The survivors escaped, but Nuru was dismissed for breaking orders. Since then, they have traveled as a caravan guard and occasional hired blade, carrying the old unit’s gaming dice and healer’s kit. Rage comes to Nuru when someone turns authority into an excuse for cruelty. They fear that, beneath their discipline, they are still only the weapon the army trained them to be.
“When a border war reached the town, Nuru enlisted soon after coming of age.”
- Background
- Soldier
Connections
Species
Human
Media
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