Togur Vask
Togur Vask
Sheet
AC 18 · HP 31 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
19 featuresBonus action
- Second WindLevel 1
You can use a bonus action to regain hit points equal to 1d10 + your Fighter level. You can use this feature twice, regaining one expended use after a Short Rest and all expended uses after a Long Rest.
- Adrenaline RushOrcAs a Bonus Action, Togur can take the Dash action and gain Temporary Hit Points equal to his Proficiency Bonus. He can use this a number of times equal to his Proficiency Bonus, regaining expended uses after a Long Rest.
Always on
- Precision Attack
When After making a weapon attack roll, before knowing whether it hits or misses.
When Togur hits a creature with a weapon attack, he can expend a Superiority Die to add the die to the attack roll, potentially turning a miss into a hit.
- Menacing Attack
When When hitting with a weapon attack.
When Togur hits a creature with a weapon attack, he can expend a Superiority Die to deal extra damage and force the target to make a Wisdom saving throw. On a failure, the target has the Frightened condition until the end of Togur's next turn.
- Bait and Switch
When When moving an ally or himself during combat.
When Togur is within 5 feet of a willing creature, he can expend a Superiority Die to move up to half his Speed without provoking Opportunity Attacks and grant the willing creature a bonus to Armor Class equal to the die roll until the start of his next turn.
- Tactical Assessment
When When making a qualifying ability check.
Togur can expend a Superiority Die and add the result to an Intelligence, Wisdom, or Charisma ability check. He can use this with History, Insight, Intimidation, or another appropriate check.
- Fighting StyleLevel 1
You gain the Fighting Style feat. Togur uses the Defense Fighting Style, gaining a +1 bonus to Armor Class while wearing armor.
- Weapon MasteryLevel 1
You can use the mastery properties of two kinds of Simple or Martial weapons. Togur has mastery with the Halberd and Handaxe. Halberd mastery allows Cleave, and Handaxe mastery allows Vex.
- Action SurgeLevel 2
You can take one additional action on your turn. You can use this feature once, regaining one use after a Short Rest and all expended uses after a Long Rest. The additional action cannot be used to cast a spell.
- Tactical MindLevel 2
When you fail an ability check using one of your proficient skills or tools, you can expend a use of Second Wind to roll 1d10 and add the number rolled to the check, possibly turning failure into success.
- Combat SuperiorityLevel 3
You gain four d8 Superiority Dice and four Battle Master maneuvers. You regain all expended dice after a Short or Long Rest. Togur knows Precision Attack, Menacing Attack, Bait and Switch, and Tactical Assessment. His maneuver save DC is 14.
- Student of WarLevel 3
You gain proficiency with Calligrapher's Supplies. If you already have that proficiency, you gain proficiency with another set of Artisan's Tools instead. Togur uses this training to maintain contracts, maps, and muster rolls.
- Martial ArchetypeLevel 3
You gain the Battle Master subclass, specializing in disciplined battlefield control, feints, positioning, and exploiting moments of uncertainty.
- DarkvisionOrcTogur can see in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light. He sees darkness in shades of gray.
- Relentless EnduranceOrcWhen reduced to 0 Hit Points but not killed outright, Togur can drop to 1 Hit Point instead. Once used, he cannot use it again until he finishes a Long Rest.
- Powerful BuildOrcTogur counts as one size larger when determining carrying capacity and the weight he can push, drag, or lift.
- Creature TypeOrcHumanoid.
- SizeOrcMedium.
- Military RankSoldier
You retain the respect of soldiers and can recognize military organizations, ranks, insignia, and field customs. You can secure simple military assistance or temporary shelter from sympathetic soldiers, veterans, and members of allied organizations, subject to the DM's discretion.
Gear
8 itemsWeapons
- HalberdA long-shafted polearm with an axe blade, rear hook, and reinforced butt spike. Its grip is polished from constant use.
- 4×HandaxeCompact one-handed axes carried for throwing, cutting brush, and emergency close combat.
Armor
- Plate ArmorA complete suit of fitted steel armor assembled from several military issues. Its plates are practical rather than decorative, and the black gambeson beneath extends below the knees.
Tools
- Gaming SetA small set used for camp wagers and keeping exhausted troops occupied between marches.
Gear
- Dungeoneer's PackA pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Company LedgerA leather-bound military ledger containing contracts, names, casualty counts, and unpaid wages.
- Old Company ClothA black woolen field banner, cut down and sewn into a durable waist sash.
Purse
- 18×Gold PiecesCoin retained from his final paid contract and later earnings.
Appearance
A broad-shouldered orc with weathered olive-gray skin, a square jaw, and small lower tusks worn smooth from years of clenching them behind a helmet. He stands just over six and a half feet tall. His black gambeson hangs below the knees, patched at the hem with mismatched cloth, and a well-maintained steel cuirass is buckled over it. He wears full plate armor assembled from several campaigns, each piece slightly different in finish, with fresh leather straps replacing older ones. His halberd has a shortened rear hook and a grip polished pale by constant use. Within a minute of meeting him, people notice that he pauses before answering, draws a quiet breath through his nose, and clears his throat as though every word must first pass inspection.
Mannerisms
Before speaking, Togur pauses and takes a measured breath through his nose. He clears his throat when angry instead of raising his voice. He checks buckles and weapon straps whenever entering a new room, and he unconsciously positions himself between strangers and the nearest exit.
Personality
Togur is patient, observant, and dryly practical. He speaks to frightened people with the same steady respect he gives officers, and he dislikes boasting because it makes others misjudge danger. He has a quiet sense of humor focused on bad food, unreliable horses, and the elaborate excuses of commanders who have never carried their own packs.
Ideals
A contract is a promise made visible. If the powerful can break agreements without consequence, then no one is truly free.
Bonds
He carries the company ledger of the soldiers who died unpaid. He intends to recover their wages from the former employer and distribute every coin to their families, even if doing so ruins him.
Flaws
He distrusts idealists who have never had to feed a unit, and he can become coldly dismissive when someone talks about sacrifice without naming who will pay for it. Once he accepts responsibility for someone, however, he will risk too much rather than admit he misjudged the situation.
Quirks
Background
Togur Vask learned early that a mercenary's first duty was not courage, but knowing when courage had become wasteful. He was raised among camp followers and levy troops on the edge of settled orc country, where contracts were read aloud beside cook fires and a soldier's worth was measured by whether he returned with the same number of people he had taken into danger. Togur served as a shieldman, wagon guard, and eventually a line captain for companies that changed names whenever their debts became inconvenient. He learned to sleep in armor, count supplies by touch, and judge a commander by how quickly they spent other people's lives. His last company broke apart after an employer refused to pay for a disastrous siege. Togur took the wounded, the remaining provisions, and the company's black field cloth, then sold his sword to no one for several months. Now he travels as an independent fighter, wearing the old gambeson under a cuirass because the cloth still carries the faint stitched marks of men who never came home. He accepts dangerous work, but only after reading every clause. His halberd is both weapon and tool, used to bar doors, pull riders from saddles, and keep frightened civilians behind him while the professionals panic.
“Togur served as a shieldman, wagon guard, and eventually a line captain for companies that changed names whenever their debts became inconvenient.”
- Background
- Soldier
Connections
Species
Orc
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