Gorak Irontrail
Gorak Irontrail
Sheet
AC 17 · HP 269 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
24 featuresAction
- Primeval AwarenessLevel 3
Gorak can use an action and expend a ranger spell slot to learn whether certain creatures are present within 1 mile, though the information is limited and not always precise.
Bonus action
- VanishLevel 14
Gorak can use a bonus action to Hide on his turn. He also cannot be tracked by nonmagical means unless he chooses to leave a trail.
- AggressiveOrcAs a bonus action, Gorak can move up to his speed toward a hostile creature he can see or hear.
Always on
- Hunter's Mark
When Bonus action, after choosing a visible creature
Gorak marks a creature as his quarry, dealing an extra 1d6 damage to it whenever he hits it with a weapon attack and gaining advantage on Wisdom (Perception) or Wisdom (Survival) checks to find it.
- Two-Round Assault
When When taking the Attack action
Gorak fires twice with disciplined precision, then shifts position before enemies can return fire.
- Tactical Volley
When Action, when multiple targets are grouped together
Gorak sweeps his weapon across a clustered formation, attacking every creature within 10 feet of a chosen point in range.
- Vanish into Cover
When Bonus action to Hide
Gorak uses cover, shadow, and battlefield debris to disappear from hostile sight.
- Favored EnemyLevel 1
Gorak has advantage on Wisdom (Survival) checks to track his favored enemies and Intelligence checks to recall information about them. His favored enemies are humanoids, monstrosities, and undead.
- Natural ExplorerLevel 1
Gorak is especially familiar with one type of natural environment, the urban and industrial battlefield. While traveling there, he gains the normal benefits of Natural Explorer, including improved navigation, tracking, stealth, and awareness.
- Fighting Style: ArcheryLevel 2
Gorak chooses Archery, gaining a +2 bonus to attack rolls with ranged weapons.
- SpellcastingLevel 2
Gorak can cast ranger spells using Wisdom as his spellcasting ability.
- Ranger Archetype: HunterLevel 3
Gorak chooses Colossus Slayer. Once on each of his turns, when he hits a creature with a weapon attack, he can deal an extra 1d8 damage if the target is below its hit point maximum.
- Extra AttackLevel 5
Gorak can attack twice, instead of once, whenever he takes the Attack action on his turn.
- Land's StrideLevel 8
Moving through nonmagical difficult terrain costs Gorak no extra movement. He can pass through nonmagical plants without being slowed or damaged, and has advantage on saving throws against magically created or manipulated plants.
- Hide in Plain SightLevel 10
Gorak can spend 1 minute camouflaging himself. While remaining still against a suitable surface, he gains a +10 bonus to Dexterity (Stealth) checks until he moves or takes an action.
- Hunter's Prey Upgrade: VolleyLevel 11
Gorak chooses Volley. He can use his action to make a ranged attack against any number of creatures within 10 feet of a point he can see within his weapon's range, making a separate attack roll for each target.
- Superior Hunter's Defense: EvasionLevel 15
Gorak chooses Evasion. When subjected to an effect that allows a Dexterity saving throw for half damage, he instead takes no damage on a success and half damage on a failure.
- Feral SensesLevel 18
Gorak has blindsight out to a range of 10 feet. While within that range, he can effectively perceive creatures even if he is blinded or they are invisible, provided he is not deafened.
- Foe SlayerLevel 20
Gorak adds his Wisdom modifier to the attack roll or damage roll of an attack against his favored enemies. He can choose to add the bonus after seeing the roll, but before the outcome is determined.
- DarkvisionOrcGorak can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. He cannot discern color in darkness, only shades of gray.
- MenacingOrcGorak is proficient in the Intimidation skill.
- Powerful BuildOrcGorak counts as one size larger when determining carrying capacity and the weight he can push, drag, or lift.
- Orcish ResilienceOrcGorak can drop to 1 hit point instead of dropping to 0 hit points once per long rest.
- Military RankSoldier
Gorak retains his military rank, discipline, and reputation. Soldiers loyal to his former unit recognize his service, and he can often secure temporary shelter, information, or limited support from military organizations that respect his record.
Spells
11 spellsSpellcasting. Gorak Irontrail casts with Wisdom (spell save DC 18, to hit with spell attacks).
1st level (4 slots): , ,
2nd level (3 slots): , , ,
3rd level (3 slots): ,
4th level (1 slot): ,
Gear
9 itemsWeapons
- Suppressed assault rifleModern suppressed assault rifle, mechanically treated as a longbow or firearm using the campaign's firearm rules, with ammunition and sling.
- Suppressed pistolSuppressed sidearm, mechanically treated as a hand crossbow or pistol using the campaign's firearm rules.
- Combat knifeSerrated combat knife, mechanically treated as a dagger.
Armor
- Tactical scale armorScale mail redesigned as a matte black tactical vest and armored field harness.
Tools
- Gaming setA set of bone and metal gaming pieces used by soldiers during long deployments.
Gear
- 2×Two daggers and utility toolsTwo military knives, one field knife, and a compact tactical utility kit.
- Dungeoneer's packA dungeoneer's pack containing a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Soldier's insigniaA military insignia, rank marker, and battered Iron Fist identification token.
- Tactical mission kitA tactical headset, field radio, compact first-aid kit, ammunition pouches, and reinforced climbing gear.
Appearance
Gorak is an orc man standing just over six feet tall, built from solid muscle and bone. His muted, earthy green skin is marked by old battle scars. He has a broad face, square jaw, prominent upper tusks, a heavy brow, deep amber eyes, a jagged scar across his nose, and a second scar along his collarbone. His hair is cropped close in a military buzz cut, with faint silver lines where old injuries healed. In casual settings, he wears a dark gray shirt, fitted black jacket, reinforced cargo pants, and heavy combat boots. On missions, he wears a matte black tactical vest, reinforced clothing, tactical gloves, a headset, and practical field gear. His modern firearms are treated as military ranged weapons under the campaign's firearm rules.
Mannerisms
Gorak speaks in short, measured sentences and rarely repeats himself. He checks exits whenever he enters a room, touches the silver ring on his right hand before making a difficult decision, and silently counts ammunition, footsteps, and visible threats. When irritated, one tusk presses against his lower lip. When he trusts someone, he stands slightly closer to them than necessary, a quiet sign that he has accepted responsibility for their safety.
Personality
Blunt, direct, and intensely grounded in physical reality, Gorak respects competence above all else. He speaks little, preferring action to speeches, but his resonant voice carries authority when he does speak. He is slow to trust, yet immovable once trust is earned. He dislikes performative cruelty and empty boasting, seeing both as weaknesses. Beneath his severe exterior is a patient protector who notices every injury, missing ration, and frightened glance in his unit.
Ideals
Purpose. Strength exists to protect something. Anyone who uses power merely to dominate has already proven unfit to possess it.
Bonds
The members of the Stalker unit are his family. Gorak will cross any battlefield and face any enemy to bring one of them home. He also keeps the battered insignia of the Iron Fist, not out of pride, but as a reminder of the soldiers he failed to save.
Flaws
Gorak assumes every plan will fail unless he personally checks it. He is suspicious of charm, ceremony, and promises, and he can become cold or dangerously decisive when civilians are placed at risk. He carries guilt from the soldiers he could not save and sometimes treats himself as expendable, forcing his allies to remind him that survival is not the same as victory.
Quirks
Background
Gorak was raised among an orc warband that valued endurance, discipline, and the ability to hold a line when everyone else broke. He learned early that strength without control was merely another form of weakness. Rather than becoming a raider, he entered organized military service and eventually joined the Iron Fist mercenary group. There, he became known as a relentless hunter and battlefield tactician, able to read terrain, track fugitives, and place a single shot exactly where it would change the fight. His ranger training grew from practical necessity. He learned the habits of prey, the movement of patrols, and the signs that an ambush was already underway. During a disastrous operation, Gorak was captured by Nyx. The imprisonment left him scarred in body and mind, and awakened a heightened sensitivity to supernatural disturbances that he still struggles to understand. After his escape, he joined the Stalker program, where his survival instincts and fieldcraft made him indispensable. Gorak no longer fights for contracts, medals, or the approval of commanders. He fights to protect the people beside him, especially those who have earned his trust through shared danger. The Stalker unit is the closest thing he has to family, and his loyalty to it is absolute.
“He learned early that strength without control was merely another form of weakness.”
- Background
- Soldier
Connections
Species
Orc
Media
0 imagesNo images yet.
Turn Gorak Irontrail into a sheet
A high-res, share-ready sheet you can post or print.