Kordilath
Kordilath
Sheet
AC 15 · HP 43 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresAlways on
- RageLevel 1
When Bonus action
Kordilath enters a battle fury, gaining resistance to most weapon damage, bonus melee damage, and advantage on Strength-based checks and saves. The rage lasts up to 1 minute, ending early if he does not attack or take damage on a turn.
- Reckless AttackLevel 2
When First attack on his turn
Kordilath makes a Strength-based melee weapon attack with advantage, accepting advantage on attack rolls against him until his next turn.
- Greataxe Strike
When Action
Kordilath attacks with his greataxe or handaxe.
- Thrown Weapon Attack
When Action
Kordilath throws a handaxe or javelin at a nearby enemy.
- Totemic Communion
When Ritual
Kordilath can communicate simple ideas with beasts and perceive through the senses of a willing beast as a ritual expression of his totem faith.
- Unarmored DefenseLevel 1
While not wearing heavy armor, Kordilath gains an unarmored Armor Class equal to 10 + his Dexterity modifier + his Constitution modifier.
- Constructed ResilienceLevel 1
Kordilath has advantage on saving throws against effects that would make him blinded, deafened, frightened, paralyzed, or poisoned. He also has resistance to poison damage and does not need to eat, drink, or breathe.
- Sentry's RestLevel 1
Kordilath can spend at least 6 hours in an inactive, motionless state instead of sleeping. While resting in this manner, he remains aware of his surroundings.
- Danger SenseLevel 2
Kordilath 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 Path, Totem WarriorLevel 3
Kordilath follows the Path of the Totem Warrior and gains the Spirit Seeker feature. He can cast Beast Sense and Speak with Animals as ritual spells, but only as supernatural expressions of his tribal faith and connection to the natural world.
- Totem Spirit, BearLevel 3
When Kordilath rages, he gains the spirit of the bear. While raging, he has resistance to all damage except psychic damage.
- Ability Score ImprovementLevel 4
Kordilath increases his Strength by 2, raising it to 16.
- Constructed ResilienceWarforgedresistance to poison damage, advantage on saving throws against being poisoned, immunity to disease, and no need to eat, drink, or breathe.
- Sentry's RestWarforgedcan complete a long rest in 6 hours while remaining motionless and aware.
- Integrated ProtectionWarforgedgains a +1 bonus to Armor Class.
- Specialized DesignWarforgedproficiency in one skill and one tool. Kordilath has proficiency in Survival and land vehicles through his specialized military construction and background training.
- LanguagesWarforgedCommon and Gnomish.
- Military RankSoldier
Kordilath retains the respect and authority associated with his former military service. Soldiers and veterans recognize his bearing, and he can usually secure basic shelter or assistance from military organizations that respect his rank and service.
Gear
9 itemsWeapons
- GreataxeA heavy two-handed battle axe with a broad, chipped blade, maintained according to tribal weapon rites.
- 2×HandaxeCompact throwing axes secured in loops at his belt.
- 4×JavelinLong throwing spears useful for hunting, formation fighting, and marking territory.
Tools
- Gaming SetA set of carved desert tiles used for the tribe's strategy game, adapted from an old military exercise.
Gear
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and basic adventuring supplies.
- Insignia of RankA metal badge bearing the fractured insignia of the gnomish military project that created him.
- Trophy from a Fallen EnemyA broken brass targeting lens taken from the disposal site where the tribe first awakened.
- Common ClothesA practical cloak and wrapped garments repaired with mismatched leather and copper wire.
Purse
- 10×Gold PiecesMoney retained from his tribe's shared stores for travel and trade.
Appearance
Kordilath is a tall, broad-shouldered warforged assembled from mismatched brass, black iron, and sand-scoured steel plates. His body bears several generations of crude repairs made by his desert tribe, including leather lashings around one knee and carefully polished copper plates over his chest. A faded gnomish serial number remains stamped beneath his collar, partly covered by geometric symbols painted in red clay. He wears a weathered soldier's cloak, wrapped many times around his shoulders, and keeps his massive greataxe in a harness built from repurposed harness leather. Before speaking, he emits a quiet mechanical intake followed by two deliberate clicks, as though consulting an internal record.
Mannerisms
Kordilath pauses before answering, producing a soft internal click as if selecting a response from a catalog. He stands perfectly still when listening, then turns his entire upper body toward whoever is speaking. When angry, he recites one of his tribe's laws in an increasingly quiet voice.
Personality
Kordilath is disciplined, observant, and unexpectedly patient. He records unfamiliar customs with sincere respect, even when he does not understand them. He speaks in concise statements, values competence over charm, and shows affection through practical acts such as repairing equipment, standing watch, or silently placing himself between a companion and danger.
Ideals
Purpose is earned through service. A person is not defined by the vessel they inhabit, but by the choices they make while carrying it.
Bonds
The First Cradle and its people are his true family. He will risk himself to protect the tribe's records, traditions, and young constructs, and he intends to return with knowledge that will give them a future beyond survival.
Flaws
Kordilath treats uncertainty as a problem to be solved by stricter rules, and he can become inflexible when others act from emotion or instinct. He is quietly terrified that his soul is only a malfunctioning imitation, so he overcompensates by judging himself according to impossible standards of usefulness.
Quirks
Background
Kordilath was one of dozens of gnomish robotic soldier experiments abandoned in a furnace-hot desert after their creators deemed the project unstable. Each construct had been built around a living soul severed from its original body, but none of them understood why they had awakened in metal shells with fragmented memories and no orders. In time, the discarded machines gathered around a dry basin and formed a tribe. They named the basin the First Cradle, built shelters from wreckage, and developed a religion based on the belief that every soul was a spark temporarily housed in a vessel. Their elders taught that purpose was not discovered, but forged through repeated action. Kordilath became one of the tribe's strongest soldiers. He learned discipline from damaged military protocols, courage from protecting weaker constructs, and faith from the tribe's nightly rituals beneath the stars. He carries a carved iron tablet containing the tribe's earliest laws and believes every ruin, battlefield, and living culture may hold clues about the souls within them. He has left the desert as an emissary, scout, and collector of knowledge. His orders are simple: learn why his people were made, determine whether their souls can ever be restored, and return with enough wisdom to help the tribe choose its own future.
“In time, the discarded machines gathered around a dry basin and formed a tribe.”
- Background
- Soldier
Connections
Species
Warforged
Media
0 imagesNo images yet.
Turn Kordilath into a sheet
A high-res, share-ready sheet you can post or print.