Morgal
Morgal
Sheet
AC 16 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAlways on
- SpellcastingLevel 1
When When using cleric magic
Morgal can cast cleric spells using Wisdom as his spellcasting ability. He knows the guidance, sacred flame, and thaumaturgy cantrips.
- Disciple of LifeLevel 1
When When casting a healing spell of 1st level or higher
When Morgal casts a 1st-level or higher spell that restores hit points, the target regains 2 additional hit points plus the spell's level.
- Divine Domain, Life DomainLevel 1
Morgal chooses the Life Domain, gaining domain features and domain spells. He gains proficiency with heavy armor. His domain spells are always prepared and do not count against the number of cleric spells he can prepare.
- DarkvisionHalf-OrcMorgal can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. He cannot discern color in darkness, only shades of gray.
- Relentless EnduranceHalf-OrcWhen reduced to 0 hit points but not killed outright, Morgal can drop to 1 hit point instead. This feature can be used once per long rest.
- Savage AttacksHalf-OrcWhen Morgal 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 damage of the critical hit.
- MenacingHalf-OrcMorgal is proficient in the Intimidation skill.
- Rustic HospitalityFolk Hero
Morgal knows common people well and can find a place to hide, rest, or recover among them, unless he has shown himself to be a danger. They will shield him from the law or others who pursue him, though they will not risk their lives for him.
Spells
4 spellsSpellcasting. Morgal casts with Wisdom (spell save DC 12, to hit with spell attacks).
1st level (2 slots): , , ,
Gear
12 itemsWeapons
- MaceA simple one-handed bludgeoning weapon suitable for close combat.
- Light crossbowA compact ranged weapon with a case of ammunition.
Armor
- Scale mailMedium armor made of overlapping metal plates. Base AC 14 plus Dexterity modifier, maximum +2.
- ShieldA wooden shield bearing a painted golden sheaf of grain. Grants +2 AC while wielded.
Tools
- Carpenter's toolsA set of artisan's tools used for practical farm repairs and woodworking.
Gear
- 20×Crossbow boltsStandard bolts for the light crossbow.
- Priest's packA pack containing useful supplies for temple service and travel.
- Wooden holy symbolA holy symbol of Chauntea, carved as a sheaf of grain and mounted on a wooden prayer wheel.
- Draft horseA sturdy work animal used for hauling and travel.
- SaddleA simple saddle for the draft horse.
- CartA small iron-bound wagon used to transport supplies and injured travelers.
Purse
- 10×Gold piecesA small sack of coins saved from village work and grateful neighbors.
Appearance
Morgal is a broad-shouldered half-orc with weather-darkened green-gray skin, a heavy jaw, and long black hair bound with strips of faded red cloth. His tusks are carefully polished, and his hands are rough from years of plowing, repairing fences, and tending stubborn livestock. A battered wooden prayer wheel hangs from his belt, its lower edge worn smooth where his thumb has rubbed it during anxious moments. He wears practical scale armor over a weather-stained wool tunic, carries a round shield painted with a simple golden sheaf of grain, and bears himself with the steady patience of someone accustomed to waiting out bad weather.
Mannerisms
Morgal rubs the worn edge of his prayer wheel whenever he is thinking. He speaks slowly and directly, often comparing difficult decisions to farming, weather, or animal behavior. Before entering a dangerous place, he touches two fingers to the painted grain on his shield.
Personality
Morgal is patient, observant, and quietly warm with ordinary people. He is more comfortable repairing a fence than giving a speech, but he listens closely and remembers small details about everyone he meets. He has a dry sense of humor, especially when confronted with arrogant warriors or impractical plans. Though slow to trust the powerful, he is quick to offer food, shelter, and practical help to travelers, laborers, and children.
Ideals
Mercy. A community is judged by how it treats the weak, the sick, and the frightened. Strength has meaning only when it protects someone who has less.
Bonds
The farming settlement that raised Morgal is his family, and he will risk himself without hesitation to defend its people, fields, and water supply.
Flaws
Morgal cannot easily abandon someone in need, even when doing so would be wiser. He also assumes that anyone who speaks elegantly is hiding something, and his suspicion can become unfair stubbornness.
Quirks
Background
Morgal was raised in a farming settlement where people learned early that a half-orc could be feared by strangers and still be the first person called when a roof collapsed or a bull broke loose. His mother taught him the rhythms of planting and harvest, while his orcish father taught him that strength was most honorable when used to carry what others could not. Morgal never quite belonged to either world, but the fields gave him a place where useful hands mattered more than ancestry. When a winter fever swept through the settlement, Morgal spent three sleepless nights caring for the sick with little more than boiled herbs, clean water, and stubborn determination. During the worst of it, he prayed to Chauntea, goddess of the harvest, asking not for a miracle but for the strength to keep working. A warm golden light answered from the prayer wheel at his belt, and the fever broke in several villagers before dawn. Since then, a local priest has trained him in the first principles of the faith. Morgal now travels beyond home to protect isolated communities, gather knowledge, and prove that mercy can be stronger than fear.
“Morgal never quite belonged to either world, but the fields gave him a place where useful hands mattered more than ancestry.”
- Background
- Folk Hero
Connections
Species
Half-Orc
Media
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