Kargan Red-Sash
Kargan Red-Sash
Sheet
AC 14 · HP 125 · 40 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
32 featuresAction
- Extra AttackLevel 5
You can attack twice instead of once when you take the Attack action.
Bonus action
- Adrenaline Rush
When Bonus Action
Kargan can take the Dash action as a Bonus Action and gains 5 Temporary Hit Points. He can use this trait 5 times, regaining all uses after a Short or Long Rest.
- RageLevel 1
You can enter a Rage as a Bonus Action if you are not wearing Heavy armor. While raging, you gain resistance to Bludgeoning, Piercing, and Slashing damage, Advantage on Strength checks and Strength saving throws, and bonus damage on Strength-based attacks. At 15th level you have 5 uses of Rage, and your Rage Damage bonus is +3.
- Instinctive PounceLevel 7
As part of the Bonus Action used to enter your Rage, you can move up to half your Speed.
- Persistent RageLevel 15
When you roll Initiative, you can regain all expended uses of Rage, once per Long Rest. Your Rage lasts for 10 minutes without requiring you to attack, force a saving throw, or use a Bonus Action to extend it. It ends early if you become Unconscious or don Heavy armor.
- Adrenaline RushOrcAs a Bonus Action, take the Dash action and gain Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, regaining all expended uses after a Short or Long Rest.
Always on
- Enter the Red Storm
When Bonus Action, while not wearing Heavy armor
When raging, Kargan attacks with a Strength-based weapon attack and adds +3 Rage Damage. He gains resistance to Bludgeoning, Piercing, and Slashing damage and Advantage on Strength checks and Strength saving throws.
- Brutal StrikeLevel 9
When When using Reckless Attack and hitting with a qualifying Strength-based attack
Kargan gives up Advantage on one Strength-based attack made with Reckless Attack. If it hits, it deals an extra 1d10 damage and applies Forceful Blow, Hamstring Blow, Staggering Blow, or Sundering Blow.
- Frenzy
When First qualifying hit on Kargan's turn while raging after Reckless Attack
The first target Kargan hits with a Strength-based attack while raging after using Reckless Attack takes an extra 3d6 damage.
- RetaliationLevel 10
When Reaction after taking damage from a creature within 5 feet
When damaged by a creature within 5 feet, Kargan uses his Reaction to make one melee attack against that creature.
- Menacing PresenceLevel 14
When Bonus Action
Each chosen creature within 30 feet must make a DC 16 Wisdom saving throw or become Frightened for 1 minute, repeating the save at the end of its turns.
- Relentless Endurance
When When reduced to 0 Hit Points
When reduced to 0 Hit Points but not killed outright, Kargan drops to 1 Hit Point instead. This can be used once per Long Rest.
- Unarmored DefenseLevel 1
While not wearing armor, your base Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.
- Weapon MasteryLevel 1
You can use the mastery properties of four Simple or Martial Melee weapons. Your selected weapons are Greataxe, Handaxe, Javelin, and Maul. You can change one selection after a Long Rest.
- Danger SenseLevel 2
You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.
- Reckless AttackLevel 2
When you make your first attack roll on your turn, you can attack Recklessly, gaining Advantage on Strength-based attack rolls until the start of your next turn, while attack rolls against you also have Advantage.
- Barbarian Subclass, Path of the BerserkerLevel 3
Path of the Berserker. If you use Reckless Attack while raging, the first target you hit with a Strength-based attack on your turn takes extra damage equal to 1d6, matching the weapon's damage type, because your Rage Damage bonus is +3 and Frenzy rolls a number of d6s equal to that bonus.
- Primal KnowledgeLevel 3
You gain one additional Barbarian skill proficiency, chosen here as Perception. While raging, you can use Strength for checks normally made with Acrobatics, Intimidation, Perception, Stealth, or Survival.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement feat or another feat for which you qualify. This feature is gained again at levels 8 and 12.
- Fast MovementLevel 5
Your Speed increases by 10 feet while you are not wearing Heavy armor.
- Mindless RageLevel 6
You have Immunity to the Charmed and Frightened conditions while raging. If either condition is active when you enter your Rage, it ends on you.
- Feral InstinctLevel 7
You have Advantage on Initiative rolls.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Relentless RageLevel 11
If you drop to 0 Hit Points while raging and do not die outright, you can make a Constitution saving throw, starting at DC 10. On a success, your Hit Points become 30, equal to twice your Barbarian level. The DC increases by 5 each time after the first and resets after a Short or Long Rest.
- Ability Score ImprovementLevel 12
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Improved Brutal StrikeLevel 13
Your Brutal Strike gains Staggering Blow, imposing Disadvantage on the target's next saving throw and preventing Opportunity Attacks until the start of your next turn. It also gains Sundering Blow, granting the next attack roll made by another creature against the target a +5 bonus before the start of your next turn.
- Creature TypeOrcHumanoid.
- TraitOrcMedium size, typically 6 to 7 feet tall.
- SpeedOrc30 feet.
- DarkvisionOrcYou can see in Dim Light within 120 feet as if it were Bright Light and in Darkness as if it were Dim Light. You discern colors in Darkness only as shades of gray.
- Relentless EnduranceOrcWhen reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once used, you cannot use it again until you finish a Long Rest.
- 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. Soldier training also grants proficiency in Athletics and Intimidation, proficiency with one gaming set, and the Soldier equipment package.
Gear
10 itemsWeapons
- GreataxeA heavy two-handed martial weapon, maintained with ritual care and marked with three notches for fallen comrades.
- 4×HandaxeLight thrown martial weapons used for close combat, hunting, and signaling.
- ShortbowA shortbow suitable for hunting and skirmishing.
Tools
- Gaming Set, DiceA simple set used for quiet games around a campfire. Kargan chose dice because uncertainty never frightened him.
Gear
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, and other adventuring necessities.
- Healer's KitA small kit of bandages, salves, and battlefield supplies.
- QuiverA quiver capable of holding 20 arrows.
- 20×ArrowsStandard ammunition for the shortbow.
- Traveler's ClothesPlain but durable clothing suitable for travel and military camp life.
Purse
- 14×Gold PiecesUnspent starting currency from the Soldier background package.
Appearance
Kargan is a powerfully built orc standing just over six and a half feet tall, with slate-gray skin, sharply pointed ears, and prominent lower tusks. His black hair is shaved close on the sides and bound into a short, weather-beaten topknot. A jagged scar crosses his left eyebrow and continues down his cheek. He wears a collection of mismatched leather straps, battered metal plates, and a red military sash bearing the faded colors of a regiment that no longer exists. His hands are heavily callused, and his eyes are a steady amber-gold that become almost fever-bright when he enters a Rage.
Mannerisms
Kargan checks exits whenever he enters a room, silently counts the people present, and unconsciously performs small military drills with his fingers. Before a fight, he taps the haft of his greataxe three times and names the dead he expects to honor. When calm, he speaks quietly and precisely, as though every word were a command that must survive the noise of battle.
Personality
Kargan is controlled, observant, and unexpectedly gentle with frightened people and wounded animals. He believes rage is a weapon that must be held by a disciplined hand, so he spends long hours maintaining his gear, memorizing routes, and practicing battlefield signals. He is blunt with officers, patient with recruits, and deeply uncomfortable when praised for surviving.
Ideals
No one is expendable. A soldier may be ordered into danger, but no leader has the right to abandon them.
Bonds
He carries the red sash of his destroyed regiment and will risk everything to protect soldiers abandoned by their commanders.
Flaws
He assumes every commander is hiding a second motive, and his suspicion can make cooperation difficult. Once angered, he is slow to forgive and sometimes mistakes restraint for cowardice. He also has a dangerous habit of returning to battlefields to search for the dead, even when doing so places the living at risk.
Quirks
Background
Kargan was raised among an orc warband that crossed the high grasslands in search of worthy battles and safer ground. He learned early that strength could win a fight, but discipline kept a band alive. When he reached adulthood, he joined a border regiment that accepted any warrior willing to stand in the shield line. Kargan became a soldier in the truest sense, learning marches, field signals, siege routines, and the grim responsibility of carrying wounded comrades away from the killing ground. His regiment was betrayed during a night assault by the noble who commanded it. The troops were sent into a ravine as a distraction, then abandoned when the enemy closed in. Kargan survived by dragging three soldiers through a burning supply wagon and holding the pass until dawn. The survivors scattered afterward, but Kargan kept the regiment's red sash as a reminder that courage is not the same as obedience. Now he travels as a mercenary, bodyguard, and reluctant champion for the forgotten. His Berserker fury is not mindless bloodlust. It is the rage of a soldier who remembers every name carved into a lost roll of honor.
“He learned early that strength could win a fight, but discipline kept a band alive.”
- Background
- Soldier
Connections
Species
Orc
Media
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