Krznik Borsh
Krznik Borsh
Sheet
AC 18 · HP 34 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingINT
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistorySTR
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalDEX
Armor
Weapons
Tools
Languages
Features
15 featuresBonus action
- Second WindLevel 1
On your turn, you can use a bonus action to regain 1d10 + 3 hit points. Once used, this feature requires a short or long rest to recharge.
Always on
- Menacing Attack
When After hitting with a weapon attack
When you hit with a weapon attack, expend one superiority die to attempt to frighten the target. Add the die to the damage roll. The target must succeed on a DC 14 Wisdom saving throw or be frightened of you until the end of your next turn.
- Precision Attack
When When making a weapon attack roll
When you make a weapon attack roll, expend one superiority die to add it to the roll, potentially turning a miss into a hit.
- Trip Attack
When After hitting a Large or smaller creature with a weapon attack
When you hit with a weapon attack, expend one superiority die to add it to the damage roll. The target must succeed on a DC 14 Strength saving throw or be knocked prone.
- Fighting Style: DefenseLevel 1
Choose one Fighting Style. Krznik chose Defense, gaining a +1 bonus to AC while wearing armor.
- Action SurgeLevel 2
Once per short or long rest, you can take one additional action on your turn.
- Martial Archetype: Battle MasterLevel 3
Krznik is a Battle Master, a warrior who uses tactical maneuvers and superiority dice to control the battlefield.
- Combat SuperiorityLevel 3
Krznik has four d8 superiority dice, which are expended to fuel maneuvers and regained after a short or long rest. Maneuvers known: Menacing Attack, Precision Attack, and Trip Attack. Superiority save DC is 14.
- Student of WarLevel 3
Krznik gains proficiency with thieves' tools and one type of artisan's tools. He has proficiency with woodcarver's tools, reflecting his years of making figurines.
- TraitHalf-OrcDarkvision, you can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, though you see only in shades of gray.
- TraitHalf-OrcMenacing, you gain proficiency in the Intimidation skill.
- TraitHalf-OrcRelentless Endurance, when reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. This can be used once per long rest.
- TraitHalf-OrcSavage Attacks, when you score a critical hit with a melee weapon attack, you can roll one additional weapon damage die and add it to the extra damage.
- Half-orcs speak Common and OrcHalf-OrcKrznik also learned Dwarvish from the mining family that raised them.
- Criminal ContactCriminal
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances, though you cannot guarantee the contact will be able to help.
Gear
14 itemsWeapons
- LongswordA martial one-handed blade used with the shield.
- 2×HandaxeLight thrown martial weapons, useful in tunnels and ambushes.
- Light crossbowA ranged weapon with a shoulder stock.
Armor
- Chain mailHeavy armor of interlocking metal rings. Armor Class 16.
- ShieldA round iron shield, giving +2 AC.
Tools
- CrowbarA heavy iron bar useful for prying crates, doors, and loose stones.
- Thieves' toolsUsed for bypassing locks and disabling simple traps.
- Woodcarver's toolsA compact kit of knives, gouges, and blades for carving small figures.
Gear
- 20×Crossbow boltAmmunition for the light crossbow.
- Dungeoneer's packIncludes a backpack, crowbar, hammer, pitons, torches, tinderbox, rations, waterskin, and hempen rope.
- Dark common clothes with hoodA set of dark common clothes with a hood.
- Belt pouchA small purse containing starting funds.
- Gaming set, knucklebonesA small set of carved knucklebones used in underground gambling houses.
Purse
- 15×Gold piecesStarting currency from the Criminal background.
Appearance
A broad-shouldered half-orc with gray-green skin, a broken lower tusk, and a jagged scar across the left eyebrow. Their black hair is cropped close except for a stubborn braided lock behind one ear, threaded with bits of copper wire. They wear battered chain mail beneath a soot-stained miner's coat and carry a round iron shield marked with old quarry scratches. Their hands are thick, callused, and unusually nimble when carving small figures from scraps of wood.
Mannerisms
Krznik tests the balance of any object placed within reach, taps doorframes before entering, and answers difficult questions by carving a single notch into a scrap of wood. When angry, they become unnervingly quiet and begin coiling nearby rope into perfect loops.
Personality
I watch people the way a miner watches a cracked ceiling. I am blunt, practical, and slow to trust, but I notice who is hungry, who is frightened, and who is pretending not to be.
Ideals
No one owns me. I will never again let a crew, clan, or cause decide what I am allowed to become.
Bonds
The dwarf mining family that raised me is the closest thing I have to a home, even though I left without saying goodbye. I secretly send them money and carved figures, and I will return if they are ever threatened.
Flaws
I assume every offer has a hidden price, and when frightened I would rather sabotage a relationship first than risk being betrayed later.
Quirks
Background
Krznik was found wrapped in a torn grain sack beside a dwarf quarry road, still young enough to fit inside a tool chest. The miners who discovered the baby argued over what to do, then grudgingly took turns raising him. He learned Dwarvish before he learned Common, slept in a bunkhouse among snoring stonecutters, and spent his childhood making tiny wooden miners, goats, and rope-bound figures from discarded scraps. The other children mocked his tusks, his height, and the fact that no one knew where he came from. Krznik answered some insults with his fists, others by quietly stealing the offenders' boots and hiding them in ventilation shafts. At sixteen, after a beating that left two of his tusks chipped, he ran away and joined a loose criminal crew working the borderlands. Their enterprises began with smuggling ore and tools, then expanded into illegal mining, animal trafficking, and the destruction of farms and buildings that stood in the way of profitable routes. Krznik became their enforcer and tunnel specialist, learning to fight in cramped passages and to read structural weaknesses in old stone. He finally abandoned the crew after they killed a pack animal he had secretly freed and burned a farm whose family had once given him food. Now he sells his skills as a fighter, scout, and caravan guard, trusting no employer completely and carving figurines whenever he needs to decide whether someone deserves his loyalty.
“The miners who discovered the baby argued over what to do, then grudgingly took turns raising him.”
- Background
- Criminal
Connections
Species
Half-Orc
Media
0 imagesNo images yet.
Turn Krznik Borsh into a sheet
A high-res, share-ready sheet you can post or print.