Korr Adey
Korr Adey
Sheet
AC 21 · HP 304 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
34 featuresAction
- Extra AttackLevel 5
You can attack four times whenever you take the Attack action on your turn.
- Extra Attack ImprovementLevel 20
You can attack four times whenever you take the Attack action on your turn.
Reaction
- Riposte
When When a creature misses you with a melee attack
When a creature misses you with a melee attack, use your reaction and expend a superiority die to make a melee weapon attack against it, adding the die to the damage roll if you hit.
Always on
- Precision Attack
When After making a weapon attack roll, before knowing whether it hits
When you hit with a weapon attack, expend a superiority die to add the die to the attack roll, potentially turning a miss into a hit.
- Trip Attack
When When you hit a creature with a weapon attack
When you hit with a weapon attack, expend a superiority die to add it to the damage roll. The target must make a Strength saving throw or be knocked prone.
- Goading Attack
When When you hit a creature with a weapon attack
When you hit with a weapon attack, expend a superiority die to add it to the damage roll. The target has disadvantage on attack rolls against creatures other than you until your next turn.
- Pushing Attack
When When you hit a creature with a weapon attack
When you hit with a weapon attack, expend a superiority die to add it to the damage roll. The target must make a Strength saving throw or be pushed up to 15 feet away.
- Distracting Strike
When When you hit a creature with a weapon attack
When you hit with a weapon attack, expend a superiority die to add it to the damage roll. The next attack roll against the target by an ally other than you has advantage.
- Evasive Footwork
When When you move on your turn
When you move, expend a superiority die to add the die to your AC until you stop moving.
- Commander's Strike
When When you take the Attack action
On your turn, replace one attack with an instruction to an ally. The ally can use its reaction to make one weapon attack, adding your superiority die to its damage roll.
- Fighting Style, DefenseLevel 1
You gain proficiency with all armor, shields, simple weapons, and martial weapons. You also gain proficiency in two skills from the fighter list, chosen as Acrobatics and Perception.
- Second WindLevel 1
Once on your turn, you can deal extra damage to one creature you hit with a weapon attack. The extra damage is 1d10, and you can use this feature a number of times equal to your fighter level. Expended uses return after a long rest.
- Action SurgeLevel 2
You can take one additional action on your turn. You can use this feature twice between rests, but only once on the same turn. You regain all uses after a short or long rest.
- Battle Master, Combat SuperiorityLevel 3
You learn three maneuvers of your choice: Precision Attack, Menacing Attack, and Riposte. You gain four superiority dice, which are d8s. You regain expended dice after a short or long rest. Your maneuver saving throw DC is 19.
- Battle Master, Student of WarLevel 3
You gain proficiency with one type of artisan's tools of your choice, chosen as smith's tools. You learn how to identify the quality and origin of weapons and armor, and can repair them during a short rest.
- Action Surge ImprovementLevel 6
You gain an additional use of Action Surge, though you can still use it only once on the same turn.
- Resilient, WisdomLevel 7
You gain proficiency in Wisdom saving throws from the Resilient feat. You also increase your Wisdom score by 1.
- Battle Master, Additional ManeuversLevel 7
You learn two additional maneuvers, chosen as Trip Attack and Menacing Attack is replaced with Goading Attack. Your superiority dice become d10s.
- IndomitableLevel 9
You gain proficiency in Wisdom saving throws. This is represented by the Resilient feat selected at this level.
- Indomitable ImprovementLevel 9
When you fail a saving throw, you can reroll it and must use the new roll. You can use this feature three times between long rests.
- Ability Score Improvement, Resilient and SentinelLevel 12
You gain proficiency in Wisdom saving throws and increase your Wisdom score by 1 through the Resilient feat. You also gain the Sentinel feat, allowing you to make opportunity attacks when creatures disengage, stop creatures you hit with opportunity attacks, and make reaction attacks against creatures attacking allies.
- SentinelLevel 14
When a hostile creature's movement provokes an opportunity attack from you, you can make the opportunity attack even if it takes the Disengage action. A creature hit by your opportunity attack has its speed reduced to 0 for the rest of the turn.
- AlertLevel 15
You gain advantage on initiative rolls, cannot be surprised while conscious, and creatures do not gain advantage on attack rolls against you merely because they are unseen by you.
- Battle Master, Relentless and Additional ManeuversLevel 15
You learn three additional maneuvers, chosen as Commander's Strike, Distracting Strike, and Evasive Footwork. You now know eight maneuvers total, and your superiority dice become d12s.
- Ability Score Improvement, AlertLevel 16
You gain proficiency in Wisdom saving throws and increase your Wisdom score by 1 through the Resilient feat. You also gain the Alert feat.
- Battle Master, RelentlessLevel 17
When you have no superiority dice remaining, you regain one superiority die whenever you roll initiative.
- Ability Score ImprovementLevel 19
You gain proficiency in Wisdom saving throws and increase your Wisdom score by 1 through the Resilient feat. You also increase your Constitution score by 2.
- Ability Score IncreaseHumanYour Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma scores each increase by 1.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment.
- SizeHumanHumans vary widely in height and build. Your size is Medium.
- SpeedHumanYour base walking speed is 30 feet.
- LanguagesHumanYou can speak, read, and write Common and one extra language of your choice, Odrani.
- Military RankSoldier
You retain the respect and practical assistance of soldiers, mercenaries, and veterans who recognize your former rank or military bearing. You can usually secure basic shelter, food, or temporary aid from military organizations, though your desertion makes this feature unreliable in territories loyal to your homeland.
Gear
13 itemsWeapons
- LongswordA well-balanced martial weapon, usually wielded in one hand
- 2×HandaxeSmall backup axes issued to infantrymen
- Light crossbowA light crossbow for ranged combat
Armor
- Chain mailHeavy military armor, dented and repeatedly repaired
- ShieldA battered steel shield bearing the scraped-away emblem of Odran
Tools
- Smith's toolsTools for maintaining armor, weapons, and metal fittings
Gear
- 20×Crossbow boltAmmunition for the light crossbow
- Dungeoneer's packA pack containing bedroll, mess kit, tinderbox, rations, waterskin, and rope
- Insignia of rankA metal insignia from his former regiment
- Trophy from a fallen enemyA broken enemy banner fragment taken during a border battle
- Gaming setA set of bone dice used for gambling with soldiers
- Common clothesPlain, weather-stained travel clothing
Purse
- 10×Gold piecesMoney concealed in the lining of his breastplate
Appearance
A harsh-looking human man with a broad, battered frame, very short dirty blonde hair, pale weathered skin, and a crooked nose that healed badly after a military beating. His face is asymmetrical, pitted with old scars, and perpetually set in an expression of suspicion. He wears battered plate armor maintained with obsessive care, though the leather straps and cloak are stained from years of flight. A faded military insignia has been cut from his old uniform and sewn inside his breastplate.
Mannerisms
He inspects every doorway before entering, keeps his back to walls, and taps the guard of his sword three times before making a difficult decision. He addresses strangers by rank, occupation, or presumed origin rather than by name. When someone speaks emotionally, he rubs the bridge of his crooked nose and looks for an exit.
Personality
Korr is suspicious, terse, and brutally practical. He assumes kindness conceals leverage and interprets hesitation as weakness. He is observant about military logistics, camp discipline, weapon maintenance, and escape routes, but almost completely blind to the feelings of people around him. He rarely raises his voice because he learned that quiet contempt unsettles people more effectively than shouting.
Ideals
Order. A person is only as valuable as the duty they can be forced to perform. Korr clings to this belief because admitting that people possess worth beyond usefulness would mean admitting that the people he abandoned mattered.
Bonds
He carries a hidden scrap of his old unit roster, containing the names of the soldiers and civilians he failed to protect. He is determined to find the officer who ordered the massacre, though he cannot admit whether he wants justice or revenge.
Flaws
He is reflexively sexist, xenophobic, and racist, treating unfamiliar people as threats or inferiors before they have spoken. He knows these attitudes were taught to him by his homeland, but instead of rejecting them, he uses them as armor against shame. He is cowardly about moral responsibility, quick to blame orders, foreigners, or circumstances for his own choices. When frightened, he becomes cruel.
Quirks
Background
Korr was born in the Odran Compact, a hard country where every able-bodied man was conscripted, trained, and expected to serve without question. The law spoke of duty, but the culture spoke more plainly. Men carried rifles, dug trenches, and died in mud, while everyone else was expected to keep the machinery of war fed. Korr learned early that cruelty was praised as discipline when delivered by a uniform. He became a capable infantryman, not because he loved his nation, but because he was very good at surviving its demands. His crooked nose came from an officer who broke it during an interrogation after Korr refused to take responsibility for a civilian massacre committed by his unit.
“The law spoke of duty, but the culture spoke more plainly.”
- Background
- Soldier
Connections
Species
Human
Media
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