Korrik Taltu
Korrik Taltu
Sheet
AC 16 · HP 44 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- NatureINT
- PerceptionWIS
- PersuasionCHA
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
19 featuresAction
- Attack
When On your turn
Make one weapon attack or unarmed strike using an action. At Fighter level 5, Korrik can make two attacks with this action.
- Action SurgeLevel 2
When On your turn
Take one additional action on your turn, except for the Magic action. Once used, recharge on a Short or Long Rest.
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Bonus action
- Second WindLevel 1
When On your turn
Regain 1d10 plus 5 hit points. Korrik has two uses per Long Rest.
- Great Weapon Master Follow-Up
When After a Critical Hit or reducing a creature to 0 Hit Points with a Melee weapon
When you score a Critical Hit with a Melee weapon or reduce a creature to 0 Hit Points with one, make one weapon attack as a Bonus Action.
- Ability Score ImprovementLevel 4
You gain the Great Weapon Master feat. When you score a Critical Hit with a Melee weapon or reduce a creature to 0 Hit Points with one, you can make one attack as a Bonus Action. You can also add your Proficiency Bonus to the damage of attacks made with Heavy weapons after you have Advantage or another qualifying benefit under the feat's rules.
Always on
- Fighting StyleLevel 1
You gain a Fighting Style feat of your choice. Korrik has the Great Weapon Fighting style, allowing him to reroll a 1 or 2 on a damage die for an attack made with a Melee weapon held in two hands, though the new roll must be used.
- Weapon MasteryLevel 1
You have mastered the use of three weapons. Korrik applies Graze to his greatsword, Sap to his flail, and Vex to his handaxes.
- Tactical MindLevel 2
When you fail an ability check, you can expend a use of Second Wind and roll 1d10, adding the number rolled to the check, potentially turning the failure into a success. If the check still fails, the use of Second Wind is not expended.
- Fighter SubclassLevel 3
You gain the Champion subclass, which emphasizes physical excellence, battlefield adaptability, and decisive weapon strikes.
- Improved CriticalLevel 3
Your weapon attacks score a Critical Hit on a roll of 19 or 20 on the d20.
- Remarkable AthleteLevel 3
You have Advantage on Initiative rolls, and if you roll Initiative and have no uses of Heroic Inspiration, you gain one.
- ResourcefulHumanWhen you finish a Long Rest, you gain Heroic Inspiration if you do not already have it.
- SkillfulHumanYou gain proficiency in one skill of your choice, Perception.
- VersatileHumanYou gain one Origin feat of your choice, Alert.
- TraitHumanMedium size.
- SpeedHuman30 feet.
- TraitHumanYou can speak Common and one additional language, Orc.
- Military RankSoldier
You retain your military rank and can invoke the authority and experience associated with it. Soldiers and members of allied organizations recognize your service, and you can usually secure basic assistance, temporary shelter, or access to military facilities when your behavior does not endanger them.
Gear
16 itemsWeapons
- GreatswordA two-handed martial melee weapon with the Heavy and Two-Handed properties. Weapon Mastery: Graze.
- FlailA martial melee weapon with the Sap property. Weapon Mastery: Sap.
- 8×HandaxeLight martial melee weapons with the Light and Thrown properties. Weapon Mastery: Vex.
- SpearA simple martial melee weapon suitable for throwing.
- 6×JavelinThrown martial weapons used as battlefield javelins.
Armor
- Chain MailHeavy armor made of interlocking metal rings. While wearing it, your Armor Class is 16.
Tools
- Gaming SetA gaming set used by soldiers to pass time during watches and marches.
Gear
- Explorer's PackA pack containing basic adventuring supplies, including a bedroll, mess kit, tinderbox, torches, rations, and other travel necessities.
- BedrollA padded roll for sleeping outdoors.
- Mess KitA metal eating kit for field use.
- TinderboxUsed to start fires.
- 10×TorchEach torch burns for 1 hour and sheds bright light.
- 10×RationsFood suitable for travel and military campaigning.
- WaterskinA container for drinking water.
- RopeA sturdy hempen rope, 50 feet long.
Purse
- 29×Gold PiecesCurrency retained from military service and starting equipment.
Appearance
Korrik Taltu is a broad-shouldered human man with close-cropped dark hair, weathered olive skin, and a narrow scar running from his left temple to the edge of his jaw. His gray eyes are steady and observant, and his hands are rough from years of weapon drills, shield work, and field repairs. He wears well-maintained chain mail beneath a faded blue surcoat marked with the almost-erased colors of his former company. A greatsword rests across his back, while a flail and several handaxes hang from his belt.
Mannerisms
Korrik checks doors, windows, and rooflines before sitting down. He speaks in clipped, practical sentences, addresses people by rank until invited to use their names, and taps two fingers against his thumb whenever he is counting risks or supplies.
Personality
Korrik is calm, direct, and dependable. He notices who is standing nearest the door, who has not eaten, and who is pretending not to be afraid. He dislikes boastfulness but respects competence, and he treats promises as practical commitments rather than poetic declarations. Around children and frightened civilians, his stern manner softens into patient instruction.
Ideals
Duty. Law has value only when it protects the people who must live under it. A soldier's first responsibility is to the defenseless, not to the pride of a commander.
Bonds
The people of Kestak Vale survived because Korrik refused to leave them behind. He sends part of every reward to rebuild their ruined watchtower, and he will risk nearly anything to protect the village and the former soldiers who stayed there.
Flaws
Korrik obeys procedure long after common sense tells him to stop. He is slow to forgive cowardice, especially in himself, and when civilians are threatened he becomes recklessly willing to sacrifice his own life or the safety of his companions.
Quirks
Background
Korrik Taltu grew up in a hard-working border settlement where every adult knew how to mend a fence, haul a wounded neighbor, or stand watch through a winter night. He joined the army at seventeen, less from hunger for glory than from a stubborn belief that disciplined people could keep frightened communities from being crushed between raiders, bandits, and ambitious nobles. He excelled at formation fighting and weapons drills, especially with the greatsword, but his real strength was consistency. Korrik held the line when others panicked, carried orders through bad weather, and remembered the names of the soldiers placed under his command. His company was eventually ordered to abandon a remote village during a retreat. Korrik disobeyed long enough to evacuate the civilians, saving many lives but losing his rank and several close friends in the process. The army called it insubordination. Korrik calls it the only order he has ever been proud to break. Now he travels as a soldier without a regiment, taking honest work and protecting people who have no banner strong enough to protect them. He still follows rules, but only after asking whom those rules are meant to serve.
“He excelled at formation fighting and weapons drills, especially with the greatsword, but his real strength was consistency.”
- Background
- Soldier
Connections
Species
Human
Media
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