Brukhtqel
Brukhtqel
Sheet
AC 12 · HP 34 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresBonus action
- TraitOrcAdrenaline Rush, as a Bonus Action, you can take the Dash action and gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.
Always on
- Ray of Frost
When When a creature is within 120 feet
You make a melee spell attack against a creature within 120 feet. On a hit, it takes 1d6 cold damage, and its Speed is reduced by 10 feet until the start of your next turn.
- Guiding Bolt
When When a creature is within 120 feet
You make a ranged spell attack against a creature within 120 feet. On a hit, it takes 1d8 radiant damage, and you can learn whether it has advantage or disadvantage on its next attack roll before the end of your next turn.
- Fog Cloud
When When you need to obscure an area
You create a 20-foot-radius sphere of fog centered on a point within 120 feet. The sphere is heavily obscured and lasts while you maintain Concentration, up to 1 hour.
- Aid
When When allies need additional durability
A willing creature you touch gains 2d6 temporary hit points for 1 hour.
- Summon Beast
When When you need an allied combatant
You summon a beastly spirit in an unoccupied space within range. The spirit obeys your commands and fights for the duration, which requires Concentration.
- SpellcastingLevel 1
You can cast prepared druid spells using Wisdom as your spellcasting ability. You can use a Druidic focus, such as a staff, as a spellcasting focus.
- DruidicLevel 1
You know the Druidic language and can use it to leave hidden messages. You also learn the Druidcraft cantrip if you do not already know it.
- Wild ShapeLevel 2
You can expend a use of Wild Shape as a Magic action to assume the form of a Beast you have learned. At level 5, your Wild Shape uses have a maximum duration of 5 hours, and you can use it twice per Long Rest. Your Wild Shape options are limited by the forms available to your DM and the applicable rules.
- Primal OrderLevel 3
You gain a Primal Order. You follow the Magician order, gaining one additional druid cantrip and proficiency in Arcana.
- Druid CircleLevel 3
You gain the Circle of the Land subclass. You can use Natural Recovery to regain expended spell slots during a Short Rest, and you gain Circle of the Land spells associated with a chosen land type.
- Wild ResurgenceLevel 5
You can use a Magic action to expend a use of Wild Shape and restore hit points to yourself or another creature within 30 feet. The healing restores 1d8 hit points plus your Wisdom modifier, and the feature can be used a number of times determined by the druid rules.
- Improved Wild ShapeLevel 5
Your Wild Shape attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Wild Shape ImprovementLevel 5
You gain one additional use of Wild Shape between Long Rests.
- TraitOrcDarkvision, you can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, though darkness appears gray.
- TraitOrcRelentless Endurance, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you cannot use it again until you finish a Long Rest.
- TraitOrcOrcish Resilience, your powerful build and endurance are reflected in your ability to withstand hardship and continue moving through dangerous terrain. Apply the specific movement and carrying benefits granted by the 2024 Orc rules when relevant.
- ResearcherSage
You have studied, learned, and recalled information about a wide range of subjects. If you do not know a piece of information, you usually know where and from whom it can be obtained. The DM may allow an Intelligence check to identify a source of knowledge or recall useful lore.
Spells
11 spellsSpellcasting. Brukhtqel casts with Wisdom (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , ,
2nd level (3 slots): , ,
3rd level (2 slots):
Gear
8 itemsWeapons
- QuarterstaffA simple wooden staff used as a druidic focus and walking aid.
- SickleA curved agricultural blade suitable for harvesting plants and fighting.
Armor
- Leather ArmorFlexible hide armor reinforced with leather strips.
- ShieldA round wooden shield painted with concentric green rings.
Tools
- Calligrapher's SuppliesA small kit containing ink, parchment, a quill, and tools for copying and annotating texts.
Gear
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and rope.
- Research NotesA leather-bound notebook containing botanical sketches, copied inscriptions, and travel observations.
Purse
- 10×Gold PiecesA pouch containing 10 gp.
Appearance
Brukhtqel is a broad-shouldered orc man with deep green-gray skin, a heavy jaw, and two lower tusks that angle slightly outward and show clearly whenever he eats, speaks with emphasis, or laughs. His black hair is worn in a short, uneven braid bound with red thread and small wooden beads. He dresses in weathered hide and green-dyed cloth beneath his armor, with a carved walnut staff and a leather-bound collection of field notes. Within a minute of meeting someone, most people notice that his eyes rarely settle on faces. He watches hands, doorways, windows, animal tracks, and the spaces beneath furniture, as if every room is a living text that must be read.
Mannerisms
Brukhtqel pauses before entering any room to inspect its corners and ceiling. He touches the grain of his staff when thinking, speaks to plants as though they are junior scholars, and makes quiet clicking sounds with his tusks when reading difficult passages.
Personality
Brukhtqel is methodical, observant, and unexpectedly gentle with frightened animals and inexperienced students. He enjoys correcting inaccurate maps, collecting regional words for the same plant, and asking travelers what they noticed on the road before asking where they came from. He is patient during research but impatient with needless cruelty.
Ideals
Knowledge is a living thing. It must be carried, tested, and shared, or it becomes another kind of ruin.
Bonds
He carries the unfinished translation of the tablets that first led him to druidic study. He will risk much to protect the mountain spring named in their final legible passage, which he believes is threatened by an unseen exploitation scheme.
Flaws
He assumes that ignorance is usually a choice, and he can become condescending toward people who refuse to learn. When frightened, he hides behind analysis, listing facts and possibilities instead of admitting that he is afraid.
Quirks
Background
Brukhtqel was born among an orc community that moved between high valleys, forest margins, and old stone settlements abandoned by earlier peoples. His clan respected strength, but it also respected anyone who could remember which plants healed fever, which springs ran dry in winter, and which ruins were better left undisturbed. Brukhtqel became the clan's record keeper after discovering a cache of weather-stained tablets beneath a collapsed shrine. He could not read the oldest script at first, so he spent years comparing symbols, interviewing travelers, and copying every fragment by hand. That patient work drew him toward druidic practice, particularly the belief that written knowledge and living knowledge are parts of the same world.
“Brukhtqel became the clan's record keeper after discovering a cache of weather-stained tablets beneath a collapsed shrine.”
- Background
- Sage
Connections
Species
Orc
Media
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