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Milan Orsik - AI-generated fantasy Character

Milan Orsik

Variant Human · Warlock (Hexblade) · Level 1 · Soldier

Milan Orsik

Quiet, observant, and intensely prepared.
AC13
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 9 · 30 ft.
AlignmentLawful NeutralGenderNonbinaryAge29 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One gaming set,
Vehicles, land

Languages

Common,
Goblin

Features

20 features

Action

  • Crimson Eye Beam

    When When a creature is within 120 feet

    As an action, fire a beam of crimson force at a creature within 120 feet. Make a ranged spell attack. On a hit, the target takes 1d10 force damage. The beam appears to erupt directly from Milan's eyes, focused through the ruby visor.

Bonus action

  • Marked Target

    When When a priority target must be eliminated

    As a bonus action, curse a creature within 90 feet for up to 1 hour with concentration. Milan deals an extra 1d6 necrotic damage to the target whenever they hit it with an attack, and has advantage on ability checks made to find it. The spell ends if the target drops to 0 hit points or Milan loses concentration.

  • Hexblade's CurseLevel 1

    As a bonus action, choose one creature you can see within 30 feet. The target is cursed for 1 minute. You gain a bonus to damage rolls against it equal to your proficiency bonus, your attacks score a critical hit against it on a roll of 19 or 20, and you regain hit points if it dies. You can use this feature once per short or long rest.

Reaction

  • Ruby Deflection

    When When hit by an attack

    As a reaction when hit by an attack, a spectral field of black metal and red light grants Milan a +5 bonus to AC until the start of their next turn, including against the triggering attack, potentially causing it to miss.

Always on

  • Commanding Strike

    When When making a melee weapon attack

    As part of the action used to cast this spell, make a melee weapon attack. On a hit, the target suffers the weapon attack's normal effects and becomes sheathed in disruptive energy. If it willingly moves 5 feet or more before the start of Milan's next turn, it takes 1d8 thunder damage and the spell ends.

  • Hex WarriorLevel 1

    You have proficiency with light armor, medium armor, shields, and martial weapons. When you finish a long rest, you can touch one weapon that lacks the two-handed property. You use your Charisma modifier instead of Strength or Dexterity for that weapon's attack and damage rolls until you finish your next long rest.

  • Pact MagicLevel 1

    You have a spellcasting focus, the pact weapon granted by your patron, or another valid focus for your warlock spells. You know two cantrips and two 1st-level warlock spells. You have one 1st-level spell slot, regained after a short or long rest. Charisma is your spellcasting ability.

  • Otherworldly Patron: HexbladeLevel 1

    You have entered a pact with a mysterious entity from the Shadowfell that manifests through weapons forged from shadow and nightmare. Your Hexblade patron grants the Hex Warrior and Hexblade's Curse features at 1st level.

  • ProficienciesLevel 1

    You gain proficiency with all armor, shields, simple weapons, and martial weapons granted by your class and patron. This overlaps with your Hexblade proficiencies.

  • Variant Human VersatilityLevel 1

    Choose one skill and one feat. You gain proficiency in Perception and the Inspiring Leader feat.

  • Inspiring LeaderLevel 1

    After spending 10 minutes inspiring companions, choose up to six friendly creatures, including yourself, within 30 feet who can hear you. Each creature gains temporary hit points equal to your level plus your Charisma modifier, currently 4 temporary hit points. A creature cannot gain temporary hit points from this feat again until it finishes a short or long rest.

  • Ability Score IncreaseVariant HumanIncrease two different ability scores by 1, Dexterity and Charisma.
  • AgeVariant HumanHumans reach adulthood in their late teens and commonly live less than a century.
  • AlignmentVariant HumanHumans tend toward no particular alignment.
  • SizeVariant HumanMedium.
  • SpeedVariant Human30 feet.
  • Skill VersatilityVariant HumanGain proficiency in one skill, Perception.
  • FeatVariant HumanGain one feat at 1st level, Inspiring Leader.
  • LanguagesVariant HumanCommon and one extra language, Goblin.
  • Military RankSoldier

    You retain the respect of soldiers and know how to find shelter, information, and basic assistance among military organizations and their sympathizers. You can recognize military ranks, customs, and chain-of-command structures.

Spells

4 spells

Spellcasting. Milan Orsik casts with Charisma (spell save DC 13, to hit with spell attacks).

Cantrips (at will): ,

1st level (1 slot): ,

Gear

11 items

Weapons

  • Longsword
    A blackened, one-handed blade with a dull crimson reflection along its edge, used as Milan's Hex Warrior weapon and arcane focus.
  • Light crossbow
    A compact crossbow for situations where a visible magical discharge would compromise the mission.

Armor

  • Leather armor
    Light armor reinforced with dark leather plates and carefully repaired with mismatched thread.

Gear

  • 20×
    Crossbow bolts
    Ammunition for the light crossbow.
  • Dungeoneer's pack
    A practical field pack containing bedroll, mess kit, tinderbox, torches, rations, and waterskin.
  • Ruby containment visor
    A ruby-tinted crystal visor mounted in a reinforced leather headband. It is a personal containment device and cosmetic focus, not a substitute for spell components or an arcane focus unless the DM permits it.
  • Insignia of rank
    A military insignia from Milan's former regiment.
  • Trophy from a fallen foe
    A broken enemy standard taken during the retreat from the mountain pass.
  • Gaming set
    A set of bone-and-brass dice used to assess morale and pass time during watches.
  • Common clothes
    A set of common but meticulously maintained traveling clothes.

Purse

  • 10×
    Gold pieces
    Money remaining from military service and early contracts.

Appearance

A broad-shouldered variant human with close-cropped dark brown hair, a square jaw, and steady gray-green eyes that glow red when magic gathers behind them. Their most distinctive possession is a specialized ruby-tinted crystal visor, fitted into a reinforced leather headband and secured with carefully maintained brass clasps. The visor is always polished, even when the rest of their uniform is visibly repaired. Their military coat is slightly too large in the shoulders and has been altered with mismatched stitching, while their boots are repeatedly resoled. They eat with precise, economical movements, revealing unusually even teeth and a habit of clenching their jaw before speaking. Their expression rarely changes, but an unexpectedly warm smile makes the tension in their face disappear.

Mannerisms

Milan checks the visor's clasps with two fingers before entering any unfamiliar room. They give quiet hand signals even when speaking aloud, pause to count exits, and address companions by role during danger, such as scout, anchor, or second. When angry, they become more polite rather than less.

Personality

Quiet, observant, and intensely prepared. Milan is patient with frightened civilians and inexperienced recruits, but expects professionals to maintain standards under pressure. They possess a dry, understated sense of humor that appears at the least expected moments.

Ideals

Control. Power is only honorable when it is aimed carefully, measured twice, and released for the protection of others.

Bonds

The old border regiment gave Milan a place when fear would have made them an exile. They will answer any genuine call for aid from its soldiers, even when doing so is strategically foolish.

Flaws

Milan treats every conversation like a briefing and every disagreement like a breach in the chain of command. They struggle to forgive improvisation, especially when it succeeds. Beneath the discipline is a private terror that the visor is not containing the power, but teaching it patience.

Quirks

Names every tactical plan after a type of weather, despite having no interest in weather.
Keeps a written list of successful improvisations so they can pretend to approve of improvisation in general.
Polishes the visor before polishing their weapon.
Refuses to sit with their back to an open doorway.
Collects fragments of red glass and labels each one with the date it was found.

Background

Milan Orsik was born into a family of surveyors and caravan guards on a contested frontier, where every settlement kept watch for raiders, monsters, and rival banners. From childhood, Milan possessed an unstable magical gift that manifested as violent crimson light from their eyes. The first uncontrolled burst destroyed a watchtower and blinded no one only because Milan turned their head at the last instant. Rather than being cast out, they were taken in by a border regiment that taught them discipline, formations, restraint, and the sacred importance of knowing exactly where a weapon is pointed. Years later, during a retreat through a ruined mountain pass, Milan found a blackened weapon fragment embedded in an ancient altar. The fragment spoke in the language of instinct and command, offering control in exchange for service. Milan accepted the pact, becoming a Hexblade warlock. Their new power did not cure the crimson beams, but it gave them the precision to wield magic without panicking. Now Milan travels as a freelance field leader, seeking the source of the sentient weapon and searching for a way to ensure that their power will never again decide who deserves to survive.

“From childhood, Milan possessed an unstable magical gift that manifested as violent crimson light from their eyes.”
From their backstory
Background
Soldier

Connections

Species

Variant Human

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