Karkan WijayaKencana
Karkan WijayaKencana
Sheet
AC 12 · HP 5 · 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
Weapons
Tools
Languages
Features
9 featuresAlways on
- Wizard Cantrip
When When he takes the Cast a Spell action
Karkan can cast a wizard cantrip he knows, using Intelligence as his spellcasting ability.
- Arcane RecoveryLevel 1
When After finishing a short rest, once per day
Karkan can recover expended spell slots during a short rest once per day, up to a combined slot level of 1.
- SpellcastingLevel 1
Karkan is a 1st-level spellcaster. Intelligence is his spellcasting ability. He can use an arcane focus or component pouch for wizard spells, and he has a spellbook containing six 1st-level wizard spells. He can prepare a number of wizard spells equal to his Intelligence modifier plus his wizard level, currently 2 spells, from those recorded in his spellbook.
- DarkvisionHalf-OrcKarkan 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, Karkan can drop to 1 hit point instead. This trait can be used once per long rest.
- Savage AttacksHalf-OrcWhen Karkan 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.
- MenacingHalf-OrcKarkan is proficient in the Intimidation skill.
- LanguagesHalf-OrcKarkan can speak, read, and write Common and Orc, and he learns one additional language from his Outlander background.
- WandererOutlander
Karkan has an excellent memory for maps, terrain, and natural landmarks. He can find food and fresh water for himself and up to five others each day, provided the land offers such resources.
Spells
9 spellsSpellcasting. Karkan WijayaKencana casts with Intelligence (spell save DC 9, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , , , ,
Gear
8 itemsWeapons
- QuarterstaffA sturdy walking staff that doubles as Karkan's weapon and trail marker.
Gear
- Arcane FocusA polished brass-and-obsidian focus used to channel Karkan's spells.
- SpellbookA spellbook containing six 1st-level wizard spells, written in a mixture of Common, Orcish shorthand, and copied ruin markings.
- Explorer's PackA backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, a waterskin, and fifty feet of hempen rope.
- Hunting TrapA crude hunting trap used for catching game or securing a campsite.
- Trophy from a Slain AnimalA claw from a great mountain predator, kept as proof of Karkan's first solo hunt.
- Traveler's ClothesRugged clothing suited for long journeys through the wilderness.
Purse
- 10×Gold PiecesStarting funds from the Outlander background.
Appearance
Karkan is a broad-shouldered half-orc with moss-green skin, a heavy jaw, prominent lower tusks, and a crooked nose that was broken during a mountain raid. His black hair is shaved close on one side and bound into a short warrior's braid on the other. He wears weather-stained traveling clothes beneath a patched scholar's cloak, with charcoal symbols painted across his knuckles and a brass monocle fitted over his left eye. His spellbook is wrapped in treated hide and secured with bone clasps.
Mannerisms
Karkan taps his quarterstaff three times before entering unfamiliar ground, squints at written text as if challenging it to make sense, and speaks spell formulas under his breath when nervous.
Personality
Karkan is blunt, intensely curious, and unexpectedly protective of anyone who gets lost or overlooked. He treats every unfamiliar object as a puzzle, asks inappropriate questions at solemn moments, and prefers the company of people who value usefulness over manners.
Ideals
Discovery. The world is full of hidden truths, and no culture or ruin should be judged worthless simply because its language has been forgotten.
Bonds
Karkan carries a fragment of a black stone tablet taken from the ruins where his caravan was attacked. He believes the tablet contains the name of the person who saved his life, and he will cross any wilderness to uncover the truth.
Flaws
Karkan is impatient with careful planning and often treats danger as a test of endurance. He has a terrible fear of being dismissed as stupid, so he becomes defensive and reckless whenever someone questions his intelligence.
Quirks
Background
Karkan WijayaKencana was born among a half-orc caravan that crossed high passes, deep forests, and forgotten borderlands. His people valued endurance, practical knowledge, and the ability to read the land, but Karkan was fascinated by marks that did not belong to nature. He copied strange runes from ruined stones into scraps of bark, convinced that every abandoned watchtower and buried shrine concealed a language waiting to be understood. His unusual curiosity earned him both ridicule and reluctant respect.
“His people valued endurance, practical knowledge, and the ability to read the land, but Karkan was fascinated by marks that did not belong to nature.”
- Background
- Outlander
Connections
Species
Half-Orc
Media
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