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Hork - AI-generated fantasy Character

Hork

Half-Orc · Barbarian (Path of the Berserker) · Level 3 · Outlander

Hork

Hork is direct, suspicious, and fiercely protective of people who cannot defend themselves.
AC12
HP29/29
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 29 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Handaxes,
Javelins,
Greataxes

Tools

One musical instrument, chosen as a bone flute

Languages

Common,
Orc,
Infernal

Features

15 features

Bonus action

  • Frenzy Attack

    When While raging, after entering a frenzy

    While raging and frenzied, Hork makes one additional melee weapon attack as a bonus action on each turn after the frenzy begins.

  • FrenzyLevel 3

    While raging, Hork can enter a frenzy as a bonus action. Until the rage ends, he can make a single melee weapon attack as a bonus action on each of his turns after this one. When the frenzy ends, he suffers one level of exhaustion.

Always on

  • Reckless AttackLevel 2

    When On his first turn in combat, before making a melee attack

    Hork makes a melee weapon attack using Strength with advantage, accepting that attacks against him will have advantage until his next turn.

  • RageLevel 1

    When As a bonus action

    Hork enters a rage, gaining resistance to bludgeoning, piercing, and slashing damage, advantage on Strength checks and saves, and bonus melee damage.

  • Unarmored DefenseLevel 1

    While not wearing armor, Hork's Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.

  • Barbarian ProficienciesLevel 1

    Hork is proficient in Strength and Constitution saving throws.

  • Danger SenseLevel 2

    Hork has advantage on Dexterity saving throws against effects he can see, such as traps and spells. He does not gain this benefit while blinded, deafened, or incapacitated.

  • Primal PathLevel 3

    Hork follows the Path of the Berserker, embracing fury as a direct and devastating weapon.

  • DarkvisionHalf-OrcHork can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, in grayscale.
  • Relentless EnduranceHalf-OrcWhen reduced to 0 hit points but not killed outright, Hork drops to 1 hit point instead. This can be used once per long rest.
  • Savage AttacksHalf-OrcWhen Hork scores a critical hit with a melee weapon attack, he rolls one additional weapon damage die and adds it to the critical hit's extra damage.
  • MenacingHalf-OrcHork is proficient in the Intimidation skill.
  • Half-Orc Ability Score IncreaseHalf-OrcHork gains +2 Strength and +1 Constitution.
  • Orcish BloodHalf-OrcHork can speak, read, and write Common and Orc.
  • WandererOutlander

    Hork has an excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and other features around him. He can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.

Gear

9 items

Weapons

  • Greataxe
    A heavy two-handed martial melee weapon suitable for brutal cleaving attacks.
  • 2×
    Handaxe
    Simple martial thrown weapons used as backup weapons or hunting tools.
  • 5×
    Javelin
    Thrown spears useful for hunting and ranged attacks.

Tools

  • Staff
    A carved wooden staff used during travel and as a symbol of Hork's life in the wild.

Gear

  • Explorer's Pack
    A sturdy pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and other travel gear.
  • Hunting Trap
    A metal trap used to catch animals or restrain unwary creatures.
  • Trophy from a hunted animal
    A trophy taken from a fallen animal, kept as a reminder of the wilderness that sheltered him.
  • Traveler's Clothes
    Traveler's clothes, patched and smoke-stained from the destruction of his home.

Purse

  • 10×
    Gold Pieces
    Coins saved from his former life and gathered during his travels.

Appearance

Hork is a broad-shouldered half-orc with ash-gray skin, a heavy brow, prominent tusks, and long black hair tied with strips of red cloth salvaged from his ruined home. A jagged scar runs from his left temple to his jaw. He wears battered hide armor, carries a massive greataxe, and keeps a scorched iron charm from his hometown around his neck.

Mannerisms

Hork rolls his shoulders and flexes his fingers before a fight, like a predator waking from sleep. He speaks in short, blunt sentences and often pauses to study the wind before answering a question.

Personality

Hork is direct, suspicious, and fiercely protective of people who cannot defend themselves. He has little patience for courtly manners or elaborate plans, but he respects courage, endurance, and anyone willing to stand between danger and the innocent. Beneath his intimidating exterior is a deeply loyal survivor who remembers every kindness.

Ideals

Justice. Evil flourishes when decent people look away. Hork will confront cruelty wherever he finds it, even when the law protects the cruel.

Bonds

The scorched iron charm from his destroyed hometown is his most treasured possession. He will risk his life to protect frontier communities from the fate that befell his own.

Flaws

Hork's hatred of the Thayan red wizards can overwhelm his judgment. He is quick to assume that anyone using arcane magic is corrupt, and once his anger rises, he would rather charge into danger than admit he may be wrong.

Quirks

Keeps a count of every red-robed spellcaster he has seen, even when he has not fought them.
Names his greataxe Ash-Biter after the burned remains of his hometown.
Leaves small piles of stones beside the graves of strangers who died without mourners.
Refuses to sleep in a building without first checking every exit.

Background

Hork was born in a remote frontier settlement where half-orcs, hunters, trappers, and exiles lived beyond the reach of most civilized law. His people taught him to read weather, follow animal tracks, and judge a stranger by the way they treated the weak. He grew strong carrying game from the wilds and learned to fight with the ruthless practicality of someone who expected danger to arrive without warning. That danger came in the form of Thayan red wizards. They descended upon Hork's hometown seeking relics buried beneath its oldest shrine, burning homes and slaughtering anyone who resisted. Hork survived beneath the body of his older brother, then escaped into the wilderness with nothing but a chipped axe and a scorched iron charm. Since that night, rage has been both his weapon and his refuge. He travels from settlement to settlement, hunting tyrants, monsters, and spellcasters who prey upon ordinary people. Hork claims he fights simply because evil must be cut down, though a quieter part of him still hopes to find the wizards responsible and make them answer for every name he remembers.

“His people taught him to read weather, follow animal tracks, and judge a stranger by the way they treated the weak.”
From their backstory
Background
Outlander

Connections

Species

Half-Orc

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