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Vokir Salunson - AI-generated fantasy Character

Vokir Salunson

Human · Thane (Shieldwall Captain) · Level 20 · Noble

Vokir Salunson

Vokir is deliberate, stern, and intensely protective.
AC18
HP206/206
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 206 · 30 ft.
AlignmentLawful NeutralGenderMaleAge38 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Gaming set

Languages

Common,
Inderfrey Tribal Tongue,
One additional language of choice

Features

23 features

Bonus action

  • Ground of the ShieldwallLevel 10

    As a bonus action, you can expend one Command Die to establish a fortified zone centered on you. The zone is a 10-foot-radius area that lasts for 1 minute, until you are incapacitated, or until you create another zone, according to the Shieldwall Captain rules.

Reaction

  • Shield AnotherLevel 1

    When When a nearby friendly creature is threatened

    Intervene on behalf of a nearby ally and mitigate or redirect an attack's consequences.

  • Coordinated ReprisalLevel 7

    When When a hostile creature within 5 feet of a huskarl attacks a creature other than you or that huskarl

    Direct a summoned huskarl to answer an enemy attacking a different nearby creature.

Always on

  • Command DiceLevel 1

    When When a Thane feature or command permits expenditure

    Command Dice fuel specialized tactical commands and defensive maneuvers available to the Thane.

  • Hold the LineLevel 1

    When When establishing or maintaining a defensive formation

    Anchor yourself and your formation, protecting allies and resisting attempts to force you from your position.

  • Call the HuskarlLevel 1

    When As defined by the Thane class

    Summon a huskarl to fight beside you and support your formation.

  • Thane TrainingLevel 1

    You are a martial commander trained to fight in armor, hold ground, and direct allied movement through disciplined battlefield tactics.

  • Thane Hit DieLevel 1

    You use a d12 for your Thane hit dice. Your hit point maximum also increases through Iron-Blooded.

  • Thane Saving ThrowsLevel 1

    Your Constitution and Strength are the primary abilities of the Shieldwall Captain. Your Thane saving throw proficiencies are Strength and Constitution.

  • Iron-BloodedLevel 1

    Your martial discipline and hardened body increase your hit point maximum as you gain Thane levels. This benefit is included in your hit point total.

  • Shieldwall DisciplineLevel 2

    You gain the Thane's level-based improvements to Command Dice, Hold the Line, Call the Huskarl, Shield Another, and other core class techniques.

  • Battlefield CommandLevel 5

    You gain an additional improvement to your defensive reactions and battlefield command techniques according to the Thane class progression.

  • The First RankLevel 3

    When you use Call the Huskarl, you can summon your huskarl in formation with one willing creature you can see within 5 feet of the summoning space. Until the huskarl disappears, the huskarl and that creature are incorporated into your defensive formation as specified by the Shieldwall Captain subclass.

  • Living BulwarkLevel 15

    Your formation extends beyond your immediate reach. While you are conscious, friendly creatures within 10 feet of you gain a +1 bonus to AC and have advantage on saving throws against being frightened, as specified by the Shieldwall Captain feature.

  • Unbroken FormationLevel 18

    You become the heart of an unbreakable formation. When you enter Hold the Line, choose up to three friendly creatures and any huskarls you have summoned within 30 feet of you. Until Hold the Line ends, those creatures gain the benefits specified by Unbroken Formation.

  • Lord of the ShieldwallLevel 20

    You gain the final improvements of a twentieth-level Thane, including the capstone benefits to your Command Dice, defensive formations, huskarls, and battlefield command as defined by the Thane class.

  • Ability Score IncreaseHumanYour Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma scores each increase by 1.
  • AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
  • AlignmentHumanHumans tend toward no particular alignment, and Vokir is Lawful Neutral.
  • SizeHumanHumans vary widely in height and build. Vokir is Medium.
  • SpeedHumanYour base walking speed is 30 feet.
  • LanguagesHumanYou can speak, read, and write Common and one additional language.
  • Position of PrivilegeNoble

    Vokir can secure an audience with local nobles, tribal leaders, officers, and other influential figures. His bearing and lineage are recognized among the Inderfrey and by those who respect old warrior houses.

Gear

11 items

Weapons

  • Battleaxe
    A broad-headed one-handed battle axe balanced for fighting from behind a shield.
  • Handaxe
    A secondary handaxe carried at the belt for close work or throwing.
  • Spear
    A ceremonial spear used as a standard and battlefield signal among the Inderfrey.

Armor

  • Chain mail
    Bronze-plated heavy armor with a green-painted shoulder guard and the Eagle emblem of the Inderfrey Tribe.
  • Shield
    A round shield reinforced with bronze, bearing the winged Eagle of the Morlakey.

Tools

  • Gaming set
    A decorated gaming set used to settle minor disputes and pass long watches.

Gear

  • Noble's cloak
    A finely made green cloak, a sign of Vokir's noble household and tribal command.
  • Signet ring
    A signet ring bearing the Salunson family mark.
  • Scroll of pedigree
    A scroll of pedigree and lineage establishing Vokir's noble status.
  • Coin purse
    A purse containing 25 gp from his household allowance.
  • Eagle feather token
    A bronze Eagle feather token inherited from his older sister.

Appearance

Vokir Salunson is a broad-shouldered human warrior with a weather-darkened complexion, a braided blond beard bound with bronze rings, and a high mohawk shaved close at the sides. Green warpaint frames his eyes and runs in narrow lines down his cheeks. He wears battered bronze armor beneath a heavy green cloak, its hem repaired many times with dark thread. His round shield bears the stylized wings of the Eagle, while his broad axe is kept bright and carefully oiled. Within a minute of meeting him, most people notice that he repeatedly checks the leather strap around his shield wrist, tightening it whenever he is thinking.

Mannerisms

Vokir speaks in clipped battlefield phrases, even in ordinary conversation. He taps the rim of his shield twice before making an important decision, checks his shield strap when uneasy, and raises his chin toward the sky whenever he invokes the Eagle.

Personality

Vokir is deliberate, stern, and intensely protective. He notices exits, elevations, and the spacing between people before he notices decorations or luxuries. He respects courage expressed through preparation rather than bravado, and he treats every companion as a member of a formation, whether they appreciate the comparison or not. Beneath his commanding exterior is a patient teacher who quietly repairs loose straps, corrects footwork, and makes sure the least experienced warrior is never placed where they cannot be supported.

Ideals

Duty. A leader's place is wherever the line is weakest. If the shieldwall breaks, the captain has failed before anyone else has.

Bonds

The Inderfrey Tribe and its Eagle shrine are Vokir's first and greatest loyalties. He carries a bronze feather token from his older sister, who died defending the tribe's winter stores, and he has sworn that no settlement under his protection will suffer the same fate.

Flaws

Vokir confuses obedience with trust and is slow to forgive anyone who abandons a position or questions an order in front of others. He would rather endure a disastrous plan than admit that his judgment failed, especially when his tribe's honor is involved.

Quirks

He names every shield he has personally repaired.
He counts allies under his breath before and after every battle.
He refuses to eat until the sentries have been served.
He collects bronze feathers from places where the Eagle has been invoked.
He sleeps with one hand resting on his shield strap.

Background

Vokir Salunson was born to the Inderfrey Tribe of the Morlakey, a human people who worship the Eagle as the first watcher, the high hunter, and the spirit that sees every weakness in a battlefield. His family held a minor but respected noble station, responsible for maintaining the tribe's shield lines and settling disputes between warrior households. From childhood, Vokir was taught that nobility was not a license to stand above others. It was an obligation to stand where the danger was greatest. His first command came during a winter crossing, when a panicked column nearly broke on an icy ravine. Vokir locked the frightened warriors into a shieldwall, placed himself at the exposed edge, and held the formation until everyone reached safety. That day earned him the title of Shieldwall Captain and began his training as a Thane. He learned to read the movement of an enemy as though it were a hunting flight, directing allies with short commands, marked shield taps, and the old Eagle calls of the Morlakey. His summoned huskarls are not mere weapons of magic or ceremony to him. They are extensions of the formation, trusted guardians who embody the promise that no warrior stands alone. Vokir now travels beyond his tribe to strengthen alliances, recover lost honor, and discover why several border settlements have been attacked by enemies who fight with the same disciplined tactics once used by the Inderfrey. He believes the answer will test not only his strength, but whether his people can remain a wall when fear urges every stone to scatter.

“From childhood, Vokir was taught that nobility was not a license to stand above others.”
From their backstory
Background
Noble

Connections

Species

Human

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