Kozma Orvany
Kozma Orvany
Sheet
AC 18 · HP 10 · 35 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
12 featuresBonus action
- Lay On HandsLevel 1
When A creature within reach is wounded or Poisoned.
As a Bonus Action, touch a creature and restore any number of Hit Points remaining in your Lay On Hands pool, up to the pool's maximum.
- Divine Sense
When You suspect supernatural corruption nearby.
As a Bonus Action, choose one creature type among Celestials, Fiends, or Undead and detect the presence and location of creatures of that type within 60 feet for 10 minutes, along with consecrated or desecrated places and objects.
- TraitGoliathLarge Form becomes available at character level 5. As a Bonus Action, you can become Large for 10 minutes if there is enough room, gaining Advantage on Strength checks and increasing your Speed by 10 feet. Once used, it recharges after a Long Rest.
Reaction
- Stone's Endurance
When You take damage.
As a Reaction when damage is taken, roll 1d12 and reduce the damage by the result plus your Constitution modifier. This trait has a number of uses equal to your Proficiency Bonus and refreshes after a Long Rest.
- Giant Ancestry, Stone GiantGoliathYou can use Stone's Endurance a number of times equal to your Proficiency Bonus per Long Rest. When you take damage, use your Reaction to roll 1d12, add your Constitution modifier, and reduce the damage by that amount.
Always on
- SpellcastingLevel 1
You can cast Paladin spells using Charisma as your spellcasting ability. At level 1, you have two level 1 spell slots and can prepare two level 1 Paladin spells. You also know two Cleric cantrips that count as Paladin spells for you.
- Weapon MasteryLevel 1
You gain mastery with two kinds of weapons from the simple or martial weapon categories. Your chosen weapons are the longsword and javelin.
- Creature TypeGoliathHumanoid.
- SizeGoliathMedium, typically 7 to 8 feet tall.
- SpeedGoliath35 feet.
- Powerful BuildGoliathYou have Advantage on ability checks made to end the Grappled condition, and you count as one size larger when determining carrying capacity.
- Ship's PassageSailor
You have learned to handle ships, read changing weather, and work as part of a disciplined crew. You can generally secure passage on a sailing vessel by offering your labor and experience, though the captain decides whether your service is worth the berth. Your background also grants the Tavern Brawler Origin feat, proficiency with Acrobatics and Perception, and proficiency with Navigator's Tools.
Spells
4 spellsSpellcasting. Kozma Orvany casts with Charisma (spell save DC 10, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): ,
Gear
11 itemsWeapons
- LongswordA versatile martial weapon used as Kozma's oath weapon.
- 6×JavelinSimple ranged weapons suitable for throwing from a deck or ship's rail.
- DaggerA narrow-bladed weapon kept at the belt for utility as much as combat.
- NetA weighted throwing net, useful for fishing, boarding actions, and restraining creatures.
Armor
- Chain MailHeavy armor consisting of interlocking metal rings. While wearing it, your base Armor Class is 16.
- ShieldA protective shield bearing a simple painted wave and sunburst. It grants a +2 bonus to Armor Class.
Tools
- Navigator's ToolsA set of instruments used to determine direction, position, and course at sea.
Gear
- Holy SymbolA divine focus used for Paladin spellcasting, shaped like a small sun rising over a wave.
- 50×RopeFifty feet of sturdy rope, tarred against seawater.
- Traveler's ClothesHard-wearing clothes intended for travel and shipboard labor.
Purse
- 19×Gold PiecesCoins kept in a worn belt pouch.
Appearance
A seven-foot-three-inch goliath with slate-gray skin, broad shoulders, and a heavy, deliberate presence. Their black hair is kept in a short, practical braid threaded with bits of blue cord from old rigging. They favor their left leg slightly when standing, not from injury, but from years of balancing on pitching decks, and they instinctively shift their weight whenever a room feels too still. Their chain mail is carefully scrubbed and oiled, while nearly everything else is patched, salt-stained, and visibly repaired. A small brass compass hangs at their throat beside a plain holy symbol.
Mannerisms
Kozma plants their feet as if the floor is moving, even on solid ground. They test ropes, belts, and straps with a quiet tug before trusting them, and they pause before answering difficult questions as though listening for a change in the wind.
Personality
Quiet, observant, and stubbornly dependable. Kozma speaks plainly, dislikes wasteful boasting, and treats every group as a crew with shared responsibilities. They are unexpectedly gentle with frightened people and small animals, but become intensely focused when someone breaks an agreement or endangers others through carelessness.
Ideals
Duty. A person's strength is measured by what they do when someone weaker is depending on them. No storm, oath, or monster excuses abandoning the helpless.
Bonds
The Gray Minnow's surviving crew are family, and Kozma will cross any sea to protect or recover them. They also keep the ship's warped brass compass, convinced it points toward the thing that caused the wreck.
Flaws
Kozma mistakes endurance for virtue and often refuses help until the situation has become dangerous. They are suspicious of calm water, polished officers, and anyone who claims to know exactly what lies beneath the surface.
Quirks
Background
Kozma Orvany was raised among the cliff harbors where goliath deckhands were valued for the same reason they were feared, they could keep working when the mast groaned, the waves rose, and everyone smaller had begun to panic. Kozma served aboard the merchant vessel Gray Minnow, first as a line-hauler and later as a night watchman. They learned to read a storm by the taste of the air, to judge a sailor by the knots in their work, and to sleep through any noise except the sudden silence that comes before disaster. The Gray Minnow was lost while carrying pilgrims through a reef passage. Kozma survived by clinging to a splintered spar until dawn, but remembers seeing a pale light beneath the water, moving against the current and drawing the ship toward the rocks. Afterward, a traveling priest taught Kozma that courage was not merely enduring the sea, but choosing what one would endure it for. Kozma took up the oath of a paladin before fully understanding its shape, promising to stand between the helpless and whatever waited beneath the waves. They still sail when they can, but now they travel from port to port seeking the truth about the light that sank their ship.
“Kozma served aboard the merchant vessel Gray Minnow, first as a line-hauler and later as a night watchman.”
- Background
- Sailor
Connections
Species
Goliath
Media
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