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Mikatz Korr - AI-generated fantasy Character

Mikatz Korr

Goliath · Cleric (Life Domain) · Level 12 · Outlander

Mikatz Korr

Quiet, observant, and steady under pressure.
AC18
HP63/63
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 63 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge42 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Mace,
Light crossbow,
All simple weapons

Languages

Common,
Giant

Features

24 features

Reaction

  • Stone's EnduranceGoliathAs a reaction, reduce incoming damage by 1d12 + Constitution modifier. Usable once per short or long rest.

Always on

  • Turn UndeadLevel 2

    When As an action, against undead within 30 feet

    Present the holy symbol and force each undead within 30 feet that can see or hear you to make a Wisdom saving throw or become turned for 1 minute.

  • Preserve LifeLevel 2

    When As an action, when allies within 30 feet need healing

    Distribute up to 60 hit points among creatures within 30 feet, restoring no more than half a target's hit point maximum and affecting neither constructs nor undead.

  • Divine InterventionLevel 10

    When As an action or when the DM allows the request

    Call upon your deity for a chance of direct divine intervention.

  • SpellcastingLevel 1

    You can cast cleric spells using Wisdom as your spellcasting ability. You know three cleric cantrips and prepare a number of cleric spells equal to your Wisdom modifier plus your cleric level. You can use a holy symbol as a spellcasting focus.

  • Divine Domain, Life DomainLevel 1

    You gain proficiency with heavy armor. You also gain the Life Domain features and domain spells.

  • Disciple of LifeLevel 1

    When you restore hit points with a spell of 1st level or higher, the target regains additional hit points equal to 2 plus the spell's level.

  • Channel DivinityLevel 2

    You can channel divine energy to fuel magical effects. You gain Turn Undead and the Life Domain option Preserve Life. You regain uses after a short or long rest.

  • Ability Score ImprovementLevel 4

    You can increase one ability score by 2, or two ability scores by 1. You used this improvement to increase Wisdom by 2.

  • Destroy Undead, CR 1/2Level 5

    When you use Turn Undead, an undead of challenge rating 1/2 or lower is destroyed if it fails its saving throw.

  • Ability Score ImprovementLevel 8

    You can increase one ability score by 2, or two ability scores by 1. You used this improvement to increase Wisdom by 2.

  • Potent SpellcastingLevel 8

    When you deal damage to a creature with a cleric cantrip, you add your Wisdom modifier to the damage dealt.

  • Ability Score ImprovementLevel 12

    You can increase one ability score by 2, or two ability scores by 1. You used this improvement to increase Wisdom by 2.

  • Destroy Undead, CR 2Level 8

    When you use Turn Undead, an undead of challenge rating 2 or lower is destroyed if it fails its saving throw.

  • Ability Score IncreaseGoliathStrength increases by 2 and Constitution increases by 1.
  • AgeGoliathGoliaths mature around age 18 and live less than a century.
  • AlignmentGoliathGoliaths tend toward lawful attitudes because of their competitive, disciplined culture.
  • SizeGoliathMedium.
  • SpeedGoliath30 feet.
  • Natural AthleteGoliathProficiency in the Athletics skill.
  • Powerful BuildGoliathCount as one size larger when determining carrying capacity and the weight you can push, drag, or lift.
  • Mountain BornGoliathNaturally adapted to high altitude, including elevations above 20,000 feet. You are also acclimated to cold climates.
  • LanguagesGoliathCommon and Giant.
  • WandererOutlander

    You have an excellent memory for maps and geography, and you can find food and fresh water for yourself and up to five other people each day, provided the land offers natural resources.

Spells

20 spells

Spellcasting. Mikatz Korr casts with Wisdom (spell save DC 15, to hit with spell attacks).

Cantrips (at will): , ,

1st level (4 slots): , , , , ,

2nd level (3 slots): , , ,

3rd level (3 slots): ,

4th level (3 slots): ,

5th level (2 slots): ,

6th level (1 slot):

Gear

12 items

Weapons

  • Mace
    A simple one-handed bludgeoning weapon used as both tool and symbol of service.
  • Light Crossbow
    A light crossbow with a quiver of bolts.

Armor

  • Chain Mail
    Chain mail providing AC 16. Because of heavy armor, it does not add Dexterity modifier to AC.
  • Shield
    A shield bearing a plain iron sunburst, providing a +2 bonus to AC.

Gear

  • 20×
    Crossbow Bolts
    Ammunition for the light crossbow.
  • Priest's Pack
    Includes a backpack, blankets, mess kit, tinderbox, torches, rations, and a waterskin.
  • Holy Symbol
    A divine focus used for cleric spellcasting.
  • Staff
    A sturdy walking staff used for travel and defense.
  • Hunting Trap
    A device for trapping small or medium beasts.
  • Trophy from an Animal
    A token from a memorable wilderness kill, such as a preserved claw or horn.
  • Traveler's Clothes
    Rugged clothing suited to long journeys.

Purse

  • 10×
    Gold Pieces
    Coin pouch containing starting funds from the Outlander background.

Appearance

A broad-shouldered goliath standing just over seven feet tall, with slate-gray skin marked by pale natural birth patterns across the shoulders and forearms. Her black hair is kept in a short, practical braid bound with red thread. She wears well-maintained chain mail beneath a weathered white-and-ochre clerical mantle, and a heavy iron holy symbol hangs at her chest. The symbol is polished smooth where her thumb repeatedly rubs it during prayer. She takes up noticeable space in any room and has learned to move carefully around smaller folk, though chairs and doorframes still seem to object to her presence.

Mannerisms

Mikatz pauses before entering a room to judge its exits, ceiling height, and strongest source of warmth. When listening, she leans down until she is closer to the speaker's eye level. She touches her iron holy symbol before making difficult decisions and speaks prayers in a low, measured cadence while tending wounds.

Personality

Quiet, observant, and steady under pressure. Mikatz has a dry sense of humor and a habit of treating logistical problems as sacred responsibilities. She is gentle with the frightened, blunt with the reckless, and deeply uncomfortable with praise. She prefers useful conversation, shared meals, and people who keep their promises.

Ideals

No one should face the wilderness alone. Strength has meaning only when it is used to make another person's burden lighter.

Bonds

The mountain shrine where Mikatz first heard her god's voice must be restored before she dies. She also considers every person she has successfully guided through dangerous country part of an extended spiritual family.

Flaws

Mikatz assumes that anyone who accepts help owes the group a duty in return, and she becomes quietly judgmental when people waste food, shelter, or second chances. She is also poor at recognizing when others need privacy. To her, silence beside someone is companionship, not intrusion.

Quirks

Keeps a careful mental count of everyone traveling with the group.
Collects small stones from places where someone survived against the odds.
Refuses to waste edible food, even when it is badly prepared.
Names campfires according to the first useful thing accomplished beside them.
Sleeps lightly with one hand resting on her holy symbol.

Background

Mikatz Korr was born among a highland goliath clan that measured worth by endurance, skill, and the willingness to carry another person through a storm. As a child, she was never the fastest climber or the strongest wrestler, but she possessed an unusual patience. She could sit beside an injured hunter for an entire night without complaint, counting breaths and keeping the fire alive. When a winter avalanche buried part of the clan's migration route, Mikatz dug through snow until her hands bled, then heard a voice beneath the mountain. She followed that voice to a half-buried shrine dedicated to a patient god of shelter, healing, and shared burdens. The shrine's priest taught her that strength was not merely the ability to withstand suffering. It was the decision to make suffering less necessary for someone else. Mikatz eventually left the highlands as a wandering cleric, carrying the shrine's iron emblem and learning the roads, rivers, hunting grounds, and settlements of the wider world. She has served as healer, guide, exorcist, and occasionally the person who stands in a doorway so nothing cruel can pass. Her faith is practical and unsentimental. She believes the divine is found less in thunderous miracles than in the hand that steadies a cup, the blanket shared in cold weather, and the traveler who refuses to abandon the slowest member of the group.

“As a child, she was never the fastest climber or the strongest wrestler, but she possessed an unusual patience.”
From their backstory
Background
Outlander

Connections

Species

Goliath

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