Worf
Worf
Sheet
AC 18 · HP 44 · 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
20 featuresBonus action
- Lay On HandsLevel 1
Worf has a pool of healing power that restores a total of 25 hit points per Long Rest. As a Bonus Action, he can touch a creature and restore any amount remaining in the pool. He can also expend 5 hit points from the pool to remove the Poisoned condition from the creature.
- Sacred WeaponLevel 3
Worf can use a Bonus Action to cause one weapon he is holding to radiate holy power for 10 minutes. For the duration, he adds his Charisma modifier to attack rolls made with that weapon, and the weapon emits bright light in a 20-foot radius and dim light for another 20 feet. He can end the effect early without an action.
- Breath WeaponDragonbornAs a Bonus Action, Worf exhales cold in a 15-foot cone. Creatures in the area make a Dexterity saving throw, taking 1d10 Cold damage on a failed save or half damage on a success. He can use it a number of times equal to his proficiency bonus per Long Rest.
- Draconic FlightDragonbornStarting at level 5, Worf can sprout spectral wings as a Bonus Action and gain a Fly Speed equal to his Speed for 10 minutes. He can use this trait once per Long Rest.
Always on
- Cold Breath
When Bonus Action
Worf exhales a 15-foot cone of cold. Each creature in the area makes a DC 12 Dexterity saving throw, taking 1d10 Cold damage on a failed save or half as much damage on a successful one. He can use this feature a number of times equal to his proficiency bonus per Long Rest.
- Shield-Line Assault
When On his turn when taking the Attack action
Worf takes the Attack action and makes two Longsword attacks.
- Divine Smite
When Once per turn after hitting with a melee weapon attack
Worf channels divine power through his weapon, expending a spell slot after hitting to add Radiant damage.
- Divine SenseLevel 1
Worf can sense the presence of Celestials, Fiends, and Undead within 60 feet, as well as consecrated or desecrated places and objects, without using an action. He can use this feature a number of times equal to his Charisma modifier, regaining all uses after a Long Rest.
- Fighting Style: DefenseLevel 2
Worf gains the Defense Fighting Style, granting a +1 bonus to Armor Class while wearing armor.
- SpellcastingLevel 2
Worf has learned to draw on divine magic. Charisma is his spellcasting ability, and he can use a Holy Symbol as a spellcasting focus.
- Paladin's SmiteLevel 2
Once per turn when Worf hits with a melee weapon or an Unarmed Strike, he can expend a spell slot to deal extra Radiant damage. The extra damage is 2d8 for a 1st-level slot, increasing by 1d8 for each slot level above 1st, to a maximum of 5d8. The damage increases by 1d8 against a Fiend or Undead.
- Channel DivinityLevel 3
Worf can use Channel Divinity twice per Long Rest. He regains one expended use after a Short Rest and all expended uses after a Long Rest.
- Paladin Subclass: Oath of DevotionLevel 3
Worf's oath grants him a sacred calling. He gains the Oath of Devotion subclass, including its Oath Spells and Sacred Weapon feature.
- Extra AttackLevel 5
Worf can attack twice, instead of once, whenever he takes the Attack action on his turn.
- Oath SpellsLevel 3
Worf always has the Oath of Devotion spells prepared, and they do not count against the number of spells he can prepare.
- Draconic AncestryDragonbornWorf is descended from silver dragons and has Cold resistance.
- Damage ResistanceDragonbornWorf has resistance to Cold damage.
- DarkvisionDragonbornWorf can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though darkness appears gray.
- Draconic LanguageDragonbornWorf knows Common and Draconic.
- Military RankSoldier
Worf can identify the insignia, rank, and military customs of many organized forces. He can usually secure simple lodging and aid from soldiers or former soldiers, unless doing so would endanger them or violate their orders.
Spells
10 spellsSpellcasting. Worf casts with Charisma (spell save DC 13, to hit with spell attacks).
1st level (4 slots): , , , , ,
2nd level (2 slots): ,
3rd level: ,
Gear
10 itemsWeapons
- LongswordA versatile martial melee weapon used as Worf's primary sacred weapon.
- 5×JavelinSimple thrown weapons suitable for ranged attacks.
Armor
- Chain MailHeavy armor, Armor Class 16. Worf's Defense Fighting Style raises his Armor Class by 1 while wearing armor.
- ShieldA martial shield that grants a +2 Armor Class bonus.
Tools
- Insignia of RankA military insignia showing Worf's rank and former unit.
- Gaming SetA set of dice or another gaming set used by soldiers during watches and downtime.
Gear
- Explorer's PackA pack containing adventuring supplies such as bedrolls, rations, rope, and flint and steel.
- Holy SymbolA symbol representing Worf's sacred oath and used as his spellcasting focus.
- Unit KeepsakeA military identification token and keepsake from his former unit.
Purse
- 14×Gold PiecesA small purse containing 14 GP from his background and class starting wealth.
Appearance
Worf is a broad-shouldered, silver-scaled dragonborn with a powerful frame and a disciplined, almost immovable posture. His scales are darker along his neck and forearms, and his swept-back horns are polished at their tips from years of handling armor and weapons. His hands are large and heavily callused, with flattened fingertips from gripping sword hilts, reins, and shield straps. He speaks in a deep, controlled baritone, usually in clipped sentences. When angered, his breath becomes visibly measured and his nostrils flare with faint cold vapor before he deliberately regains control.
Mannerisms
Worf stands at attention even when seated, and he habitually checks the alignment of nearby objects as though arranging a military kit. Before answering a difficult question, he inhales slowly through his nose, holds the breath for a count of three, and releases it in a controlled stream. When someone makes a promise, he turns his head slightly to listen for the exact wording.
Personality
Worf is formal, direct, and intensely dependable. He prefers clear orders, explicit agreements, and practical solutions, but he is not cruel. He respects courage more than charm and patience more than cleverness. Around civilians and children, his stern manner softens into quiet attentiveness, though he remains awkward at offering comfort unless he can frame it as a duty.
Ideals
Duty. A vow is not a chain imposed by another person. It is a structure a person builds inside themselves so that fear cannot decide their actions.
Bonds
When Worf's unit was overrun during a retreat, he carried its broken standard back through enemy lines. The surviving soldiers scattered afterward, and Worf swore that their names would not become footnotes in someone else's victory report. He now travels as a paladin of devotion, treating the defense of ordinary people as the continuation of his military oath. He is searching for the unit's missing standard-bearer, whom he believes survived and may be imprisoned or living under an assumed name.
Flaws
Worf mistakes hesitation for weakness, including in himself. He can obey an unjust order for too long while searching for a lawful correction, and once he has publicly given his word, he finds it nearly impossible to retreat without feeling that he has betrayed everyone depending on him.
Quirks
Background
Worf was raised among dragonborn soldiers who believed that discipline was not obedience for its own sake, but the structure that allowed frightened people to stand together. He served as a standard-bearer and shield-line sergeant, learning to judge a battlefield by its silences as much as by its noise. His silver breath and imposing presence made him a natural rallying point, but his commanders valued him most for the way he held formation when everyone else began to run. His hands became thick with calluses from years of weapons drills, shield work, reins, and the ritual maintenance of arms.
“He served as a standard-bearer and shield-line sergeant, learning to judge a battlefield by its silences as much as by its noise.”
- Background
- Soldier
Connections
Species
Dragonborn
Media
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