Kaelgor
Kaelgor
Sheet
AC 16 · HP 33 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- PerceptionWIS
- PersuasionCHA
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
20 featuresBonus action
- Adrenaline Rush
When As a Bonus Action on Kaelgor's turn.
Take the Dash action as a Bonus Action and gain 2 Temporary Hit Points. Kaelgor can use this trait four times, regaining all expended uses when he finishes a Short or Long Rest.
- Second WindLevel 1
As a Bonus Action, you can regain 1d10 + 4 Hit Points. You can use this feature three times, regaining one expended use when you finish a Short Rest and all expended uses when you finish a Long Rest.
- Adrenaline RushOrcAs a Bonus Action, Dash and gain Temporary Hit Points equal to Proficiency Bonus. Usable four times per Short or Long Rest.
Always on
- Relentless Endurance
When When Kaelgor would be reduced to 0 Hit Points.
When reduced to 0 Hit Points but not killed outright, Kaelgor drops to 1 Hit Point instead. Once used, this trait returns after a Long Rest.
- Savage Attacker
When When Kaelgor hits with a weapon attack.
Once per turn when Kaelgor hits with a weapon, he can roll the weapon's damage dice twice and use either result.
- Great Weapon Fighting
When When rolling Greatsword damage.
When Kaelgor rolls a 1 or 2 on a damage die for a two-handed Greatsword attack, he can treat the die result as a 3.
- Alert
When After Initiative is rolled.
Immediately after Initiative is rolled, Kaelgor can switch his Initiative with a willing ally in the same combat, provided neither is Incapacitated.
- Fighting StyleLevel 1
You gain the Great Weapon Fighting Fighting Style feat. When you roll damage for an attack with a Melee weapon you are wielding with two hands, you can treat a 1 or 2 on a damage die as a 3, though you must use the new roll. The weapon must have the Two-Handed or Versatile property.
- Weapon MasteryLevel 1
You can use the mastery properties of four Simple or Martial weapons of your choice. Kaelgor has mastered the Greatsword, Flail, Javelin, and Spear.
- Action SurgeLevel 2
On your turn, you can take one additional action, except the Magic action. You can use this feature once per Short or Long Rest.
- Tactical MindLevel 2
When you fail an ability check using a skill with which you have proficiency, you can expend a use of Second Wind to add 1d10 to the check, potentially turning failure into success. The use of Second Wind is not restored until you finish a Short or Long Rest.
- Improved CriticalLevel 3
Your attacks with weapons and Unarmed Strikes score a Critical Hit on a d20 roll of 19 or 20.
- Remarkable AthleteLevel 3
You have Advantage on Initiative rolls and Strength (Athletics) checks. Immediately after scoring a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
- Ability Score ImprovementLevel 4
You gain the Alert Origin feat. You add your Proficiency Bonus to Initiative rolls, and immediately after Initiative is rolled, you can switch your Initiative with a willing ally who is also in the same combat, provided neither of you is Incapacitated.
- Creature TypeOrcHumanoid
- SizeOrcMedium, about 6 to 7 feet tall
- SpeedOrc30 feet
- DarkvisionOrcSee in Dim Light within 120 feet as if it were Bright Light, and in Darkness as if it were Dim Light.
- Relentless EnduranceOrcWhen reduced to 0 Hit Points but not killed outright, drop to 1 Hit Point instead. Once per Long Rest.
- Military TrainingSoldier
Soldier's training gives Kaelgor proficiency with Athletics and Intimidation, proficiency with one Gaming Set, and the Savage Attacker Origin feat. He also retains the discipline, battlefield awareness, and practical habits learned during military service.
Gear
13 itemsWeapons
- GreatswordA heavy two-handed martial weapon, damage 2d6 slashing.
- FlailA one-handed martial weapon, damage 1d8 bludgeoning, with the Sap mastery property.
- 8×JavelinThrown martial weapons, damage 1d6 piercing.
- SpearA simple thrown weapon, damage 1d6 piercing.
- ShortbowA ranged martial weapon, damage 1d6 piercing.
Armor
- Chain MailArmor made from interlocking metal rings, providing AC 16.
Tools
- Gaming SetA gaming set chosen as a soldier's recreational tool, Three-Dragon Ante.
Gear
- Dungeoneer's PackContains essential adventuring gear for underground exploration.
- 20×ArrowsAmmunition for the shortbow.
- Healer's KitA pouch containing bandages and basic medical supplies.
- QuiverA container for carrying arrows.
- Traveler's ClothesDurable clothing suitable for travel and military service.
Purse
- 18×Gold PiecesUnspent starting currency.
Appearance
Kaelgor is a broad-shouldered orc standing nearly seven feet tall, with slate-gray skin, a broken lower tusk, and long black hair braided with small iron rings. His left cheek bears a pale scar from a cavalry saber, and his dark eyes are watchful beneath heavy brows. He wears battered chain mail beneath a weather-stained red soldier's cloak, and his greatsword is marked with careful tally lines recording battles, rescues, and names of the fallen.
Mannerisms
Kaelgor unconsciously checks doorways, counts exits, and positions himself between companions and danger. Before a difficult decision, he taps two fingers against the scar on his cheek and quietly recites the names of fallen soldiers.
Personality
Kaelgor is disciplined, direct, and fiercely protective. He speaks plainly, dislikes wasteful bravado, and treats promises as binding contracts. Beneath his intimidating presence is a patient instructor who quietly repairs damaged gear, teaches recruits how to stand their ground, and remembers the names of people others overlook.
Ideals
Strength exists to protect the vulnerable. A warrior who survives by abandoning others has not truly survived.
Bonds
Kaelgor carries the regiment's torn standard and has sworn to protect every survivor whose name is stitched into it. He will risk almost anything to expose the commander who abandoned his soldiers and the village they were ordered to leave behind.
Flaws
Kaelgor has difficulty obeying orders from anyone who has not earned his respect. He is quick to assume that polished uniforms conceal cowardice, and his anger can turn a disagreement into a challenge before he realizes what he has done.
Quirks
Background
Kaelgor was raised among an orc warband that guarded the mountain passes between rival kingdoms. His earliest memories are of marching drills, watch fires, and elders recounting the long journeys of their ancestors. When he reached adulthood, he joined a border regiment rather than remain with the warband, determined to prove that an orc could be a shield for civilization without surrendering the strength of his people. He learned to fight with a greatsword, organize frightened recruits, and hold a line even when every instinct urged him to charge. His regiment was eventually betrayed by the noble it served. Ordered to abandon a village during a goblin raid, Kaelgor disobeyed, rallied the remaining soldiers, and rescued dozens of civilians. The village survived, but his commanding officer blamed him for the loss of military supplies and branded him insubordinate. Kaelgor left the army with his armor, his sword, and a list of the soldiers who followed him into that doomed defense. Now he adventures to find the officer who betrayed them, protect people who have no army of their own, and build a reputation based on deeds rather than fear.
“His earliest memories are of marching drills, watch fires, and elders recounting the long journeys of their ancestors.”
- Background
- Soldier
Connections
Species
Orc
Media
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