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Gor - AI-generated fantasy Character

Gor

Half-Orc · Paladin (Oath of Devotion) · Level 5 · Outlander

Gor

I speak plainly and keep my promises.
AC18
HP44/44
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 44 · 30 ft.
AlignmentNeutral GoodGenderMaleAge24 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One musical instrument, drum

Languages

Common,
Orc

Features

18 features

Action

  • Extra AttackLevel 5

    When When Gor takes the Attack action on his turn.

    Gor makes two melee weapon attacks with his longsword or another weapon. He may replace one attack with a shove or grapple attempt if appropriate.

  • Turn the Unholy

    When As an action, once per short or long rest.

    Gor presents his holy symbol, causing nearby fiends and undead to flee from him if they fail a Wisdom saving throw.

  • Sacred Weapon

    When As an action, once per short or long rest.

    Gor empowers a melee weapon with radiant energy, adding his Charisma modifier to attack rolls and causing it to shed bright light.

  • Lay on HandsLevel 1

    When As an action, by touch.

    Gor restores hit points by touch from a pool of 25 healing points, or spends 5 points to cure a disease or neutralize a poison.

  • Channel Divinity, Turn the UnholyLevel 3

    As an action, Gor presents his holy symbol and each fiend or undead within 30 feet that can see or hear him must make a Wisdom saving throw. A failed save causes the creature to be turned for 1 minute or until it takes damage. A turned creature must spend its turns moving as far away from Gor as it can and cannot willingly move within 30 feet of him.

Bonus action

  • Channel Divinity, Sacred WeaponLevel 3

    As an action, Gor can imbue one melee weapon he is holding with positive energy for 1 minute. He adds his Charisma modifier to attack rolls made with that weapon, causes it to emit bright light in a 20-foot radius and dim light for another 20 feet, and can dismiss the effect as a bonus action. He can use this Channel Divinity option once per short or long rest.

Reaction

  • Divine SmiteLevel 2

    When When Gor hits with a melee weapon attack.

    Gor adds radiant damage to a successful melee weapon hit by expending a spell slot.

Always on

  • Divine SenseLevel 1

    Gor can sense the presence of strong evil or powerful holiness within 60 feet. He can use this feature once per long rest.

  • Fighting Style, DefenseLevel 2

    Gor gains proficiency with all armor and shields, martial weapons, and simple weapons. He chooses the Defense fighting style, gaining a +1 bonus to AC while wearing armor.

  • SpellcastingLevel 2

    Gor can cast paladin spells using Charisma as his spellcasting ability. He can prepare two paladin spells each day, in addition to his oath spells.

  • Divine HealthLevel 3

    Gor is immune to disease.

  • Sacred Oath, Oath of DevotionLevel 3

    Gor swears the Oath of Devotion. He gains the Sacred Weapon and Turn the Unholy Channel Divinity options, and the oath spells Protection from Evil and Good, Sanctuary, Lesser Restoration, and Zone of Truth.

  • DarkvisionHalf-OrcGor can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though he sees darkness in shades of gray.
  • MenacingHalf-OrcGor is proficient in the Intimidation skill.
  • Relentless EnduranceHalf-OrcWhen reduced to 0 hit points but not killed outright, Gor can drop to 1 hit point instead. He can use this trait once per long rest.
  • Savage AttacksHalf-OrcWhen Gor scores a critical hit with a melee weapon attack, he can roll one of the weapon's damage dice one additional time and add it to the extra critical damage.
  • Orc BloodHalf-OrcGor gains a +2 bonus to Strength and a +1 bonus to Constitution.
  • WandererOutlander

    Gor has an excellent memory for maps and geography. He can always recall the general layout of terrain, settlements, and natural landmarks he has seen, and he can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.

Spells

6 spells

Spellcasting. Gor casts with Charisma (spell save DC 11, to hit with spell attacks).

1st level (4 slots): , , ,

2nd level (2 slots): ,

Gear

8 items

Weapons

  • Longsword
    A martial melee weapon chosen as Gor's primary weapon, a longsword with a plain, practical hilt.
  • Light crossbow
    A light crossbow with 20 bolts.

Armor

  • Chain mail
    Chain mail armor, carefully maintained and marked with small white prayer cords.
  • Shield
    A steel shield bearing a rising sun symbol.

Gear

  • Holy symbol
    A holy symbol carved from pale wood, worn smooth by years of handling.
  • Explorer's pack
    An explorer's pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and 50 feet of hempen rope.
  • Outlander gear
    A hunting trap, a trophy from an animal killed during Gor's years of wilderness travel, a set of traveler's clothes, and a pouch containing 10 gp.
  • Banner fragment
    A strip of faded white banner cloth from the defeated wizard's army, kept folded inside Gor's armor.

Appearance

Gor is a broad-shouldered half-orc with dark olive-gray skin, a powerful jaw, and lower tusks that show clearly whenever he eats, speaks loudly, or laughs. His black hair is kept short and tied at the crown with a strip of faded white cloth taken from the banner of the wizard who once commanded his parents. He wears well-maintained chain mail beneath a white and blue tabard, carries a shield marked with a simple rising sun, and keeps a small, heavily worn wooden holy symbol on a cord around his neck. The symbol is polished smooth where his thumb has rubbed it during prayer.

Mannerisms

Gor pauses before entering any new place to study exits, high ground, and sources of water. He touches his worn holy symbol before making a promise, and he cleans his shield whenever he is worried. When he laughs, he covers his lower tusks with one hand, then seems embarrassed that he did so.

Personality

I speak plainly and keep my promises. I am patient with frightened people, suspicious of the powerful, and unexpectedly gentle with animals. I prefer walking to riding because the road teaches more when a person feels every change in the ground beneath his boots.

Ideals

Redemption. A person's origin is not a sentence. What matters is what they choose to defend when power is placed in their hands.

Bonds

The priests and heroes who rescued me are my family. I will protect the innocent from the remnants of the wizard's army, even if doing so means facing the people who once served beside my parents.

Flaws

I assume that anyone who uses magic for power is secretly becoming like my former master. I also find it difficult to retreat when someone calls me a monster, because part of me still fears they are right.

Quirks

Counts the number of people in a room before relaxing.
Refuses to waste clean water, even during celebrations.
Names every campfire after the road or landmark where it was lit.
Keeps the wizard's banner fragment folded in a precise square.
Offers the first portion of every meal to the person who has eaten least.

Background

Gor was born in the war camp of a cruel wizard who raised armies through conquest, coercion, and forbidden magic. His parents served in that army because they believed obedience was the only way to keep their infant son alive. When heroes finally defeated the wizard, they found Gor hiding beneath a supply cart, clutching a strip of white banner cloth and refusing to leave the bodies of the people who had cared for him. The heroes brought him to a small temple instead of treating him as an enemy. There, priests taught him that strength was not proof of righteousness, and that a weapon could defend the helpless instead of ruling them. Gor became a holy warrior through years of discipline, travel, and service. His life as an outlander began when he left the temple to walk the roads and learn the lands his former master's armies had scarred. He sleeps lightly, studies every horizon, and treats food and clean water as sacred gifts. At the age of five, he swore the Oath of Devotion after protecting a caravan from raiders without killing a single surrendered foe. He now searches for remnants of the wizard's army, hoping to dismantle its influence while proving that his blood and his beginnings do not determine the kind of man he will become.

“His parents served in that army because they believed obedience was the only way to keep their infant son alive.”
From their backstory
Background
Outlander

Connections

Species

Half-Orc

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