Mokéz Dará
Mokéz Dará
Sheet
AC 16 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresBonus action
- Adrenaline Rush
When Bonus Action
As a Bonus Action, Dash and gain 2 Temporary Hit Points. You can use this trait twice, regaining all expended uses when you finish a Short or Long Rest.
- Second WindLevel 1
As a Bonus Action, you can regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature twice, regaining one expended use when you finish a Short Rest and all expended uses when you finish a Long Rest.
- Adrenaline RushOrcAs a Bonus Action, Dash and gain Temporary Hit Points equal to your Proficiency Bonus. Usable a number of times equal to your Proficiency Bonus, regaining all uses after a Short or Long Rest.
Always on
- Savage Attacker
When Once per turn when you hit a target with a weapon
When you hit a target with a weapon, you can roll the weapon's damage dice twice and use either result. Usable once per turn.
- Relentless Endurance
When Reduced to 0 Hit Points
When reduced to 0 Hit Points but not killed outright, drop to 1 Hit Point instead. Once used, recharge after a Long Rest.
- Fighting Style: DefenseLevel 1
You gain the Defense Fighting Style feat. While wearing armor, you gain a +1 bonus to Armor Class.
- Weapon MasteryLevel 1
You can use the mastery properties of three kinds of Simple or Martial weapons of your choice. Your chosen weapons are the greatsword, flail, and javelin. You can change one choice whenever you finish a Long Rest.
- Creature TypeOrcHumanoid
- SizeOrcMedium, typically 6 to 7 feet tall
- SpeedOrc30 feet
- DarkvisionOrcYou can see in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
- Relentless EnduranceOrcWhen reduced to 0 Hit Points but not killed outright, drop to 1 Hit Point instead. Once used, recharge after a Long Rest.
- Savage AttackerSoldier
Savage Attacker. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target. The weapon must have a damage die to use this benefit.
Gear
13 itemsWeapons
- GreatswordTwo-handed martial weapon with a broad blade. Weapon mastery property: Graze.
- FlailMartial flail with a weighted metal head. Weapon mastery property: Sap.
- 8×JavelinThrown spears suitable for close combat or ranged attacks.
- SpearSimple spear issued from his old unit.
- ShortbowShortbow suitable for battlefield skirmishing.
Armor
- Chain MailHeavy interlocking metal armor, fitted poorly at the shoulders but reinforced with leather ties.
Tools
- Gaming SetA small set of carved knucklebones used for gambling and passing time in camp.
Gear
- Dungeoneer's PackA pack containing a bedroll, mess kit, tinderbox, torches, rations, and other adventuring necessities.
- 20×ArrowsArrows for the shortbow.
- Healer's KitA compact kit containing bandages, needles, splints, and basic salves.
- QuiverA case for carrying arrows.
- Traveler's ClothesRugged clothes intended for travel and military camp life.
Purse
- 18×Gold PiecesUnspent coin from the fighter's starting package and soldier's allotment.
Appearance
A broad, gray-skinned orc standing just over six feet tall, with sharply pointed ears, prominent lower tusks, and a heavy brow. His black hair is kept in a short, uneven braid tied with faded red thread. He wears battered chain mail beneath a coat that is slightly too small across the shoulders, its sleeves repeatedly patched with mismatched cloth. The coat's brass buttons have been polished obsessively, while everything else is dusty and practical. He smells faintly of lamp oil, iron, and the bitter mint salve he rubs into his hands after marching. His most noticeable feature is not a wound but his careful maintenance of one old red scarf, folded precisely inside his belt whenever he is not wearing it.
Mannerisms
Mokéz rolls his shoulders before entering any room, as if preparing for a drill. He checks his weapon grip whenever someone raises their voice, and he speaks in clipped sentences that sound like battlefield commands even during ordinary conversation. Before sleeping, he folds the red scarf into a perfect rectangle and places it beneath his gauntlet.
Personality
Mokéz is disciplined, watchful, and unpleasantly practical. He rarely raises his voice because he expects people to obey him the first time. He respects competence more than virtue, pays close attention to logistics, and becomes almost cordial when discussing weapons, fortifications, or the terms of a contract. He is not needlessly cruel, but he has no instinctive sympathy for the weak unless their survival can be made useful.
Ideals
Power. The world belongs to those who can seize and hold it. Mercy is useful only when it creates an obligation.
Bonds
The red scarf belonged to the only commander who honored a bargain with him. Mokéz intends to build a force strong enough that no employer, lord, or god can ever discard it.
Flaws
He treats kindness as a debt and assumes every agreement contains a hidden escape clause. When frightened, he becomes more controlling, not less. He is willing to betray almost anyone if he believes doing so will secure his position, and he often mistakes fear for loyalty.
Quirks
Background
Mokéz Dará was raised among an orc war-band that sold its strength to whoever could pay in food, iron, and territory. He learned the soldier's exercises before he learned to read, and he learned quickly that orders mattered less than knowing who would be rewarded when the blood dried. During a border campaign, his unit was abandoned by its employer and left without supplies. Mokéz survived by taking command of the retreat, then returned weeks later to collect the unpaid wages from the officer who had betrayed them. He did not kill the officer. He made the man sign over his estate first. Since then, Mokéz has served as a caravan guard, siege-hand, and hired enforcer. He carries the habits of the barracks everywhere: counting exits, checking straps, and measuring strangers by how they react to a firm command. He adventures now because battlefields are too small for his ambitions and because a company of capable companions can become something more useful than a squad. He has no interest in honor as an abstract virtue. He wants leverage, dependable allies, and enough wealth to ensure that no one can ever abandon him without paying dearly.
“During a border campaign, his unit was abandoned by its employer and left without supplies.”
- Background
- Soldier
Connections
Species
Orc
Media
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