Karg
Karg
Sheet
AC 17 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
8 featuresBonus action
- Adrenaline RushOrcKarg can take the Dash action as a Bonus Action and gains 2 Temporary Hit Points when he does so. He can use this trait twice per Short or Long Rest.
Always on
- SpellcastingLevel 1
Karg can cast Cleric spells using Wisdom as his spellcasting ability. He knows three Cleric cantrips, has four Cleric spells prepared, and can use a Holy Symbol as a spellcasting focus.
- Divine OrderLevel 1
Thaumaturge. Karg knows one additional cantrip from the Cleric spell list. He also gains a bonus equal to his Wisdom modifier, plus 3, to Intelligence checks made for Arcana or Religion.
- DarkvisionOrcKarg can see in dim light within 120 feet as if it were bright light and in darkness as if it were dim light, without discerning color.
- Relentless EnduranceOrcWhen Karg would be reduced to 0 Hit Points but not killed outright, he can drop to 1 Hit Point instead. Once used, this trait refreshes after a Long Rest.
- Creature TypeOrcHumanoid.
- SizeOrcMedium.
- Magic Initiate (Wizard)Sage
Magic Initiate (Wizard). Karg knows two Wizard cantrips and one level 1 Wizard spell. Wisdom is his spellcasting ability for these spells. He can cast the chosen level 1 spell once without a spell slot after a Long Rest, or cast it with spell slots.
Spells
11 spellsSpellcasting. Karg casts with Wisdom (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , , , ,
1st level (2 slots): , , , ,
Gear
11 itemsWeapons
- MaceA simple one-handed bludgeoning weapon suitable for a battle-priest.
- QuarterstaffA quarterstaff used for walking, measuring, and occasionally defending fragile manuscripts.
Armor
- Chain ShirtChain shirt armor, providing base AC 13 plus up to 2 from Dexterity.
- ShieldA shield bearing Karg's silver eye emblem, granting +2 AC.
Tools
- Calligrapher's SuppliesTools for producing and repairing written documents.
Gear
- Holy SymbolA holy symbol used as Karg's divine spellcasting focus.
- Priest's PackContains a backpack, blanket, holy water, lamp, seven days of rations, a robe, and a tinderbox.
- Book of HistoryA bound historical volume filled with notes in several inks.
- 8×ParchmentWriting material for copying texts, recording discoveries, and annotating maps.
- RobeLoose academic clothing worn beneath or over his armor when traveling among scholars.
Purse
- 15×Gold PiecesUnspent starting money from Karg's cleric and sage equipment packages.
Appearance
Karg is a broad-shouldered gray-skinned orc standing nearly seven feet tall, with a heavy brow, sharply pointed ears, and prominent lower tusks. His left tusk is capped with a small brass ring engraved with prayers. He wears a battered chain shirt beneath dark blue clerical robes, carries a round shield painted with a silver open eye, and keeps his holy symbol tied directly to the shield's boss. His hands are stained with ink from years of copying manuscripts.
Mannerisms
Karg taps the edge of his shield three times before casting a spell. He whispers titles and dates while thinking, pauses to correct inaccurate quotations, and addresses ancient ruins as if their builders might still be listening.
Personality
Quiet, observant, and unexpectedly gentle, Karg listens longer than most people expect an orc to listen. He has a dry scholarly humor and a fierce protective instinct, especially toward children, refugees, and anyone mocked for being uneducated. In conversation, he prefers precise questions to confident answers.
Ideals
Knowledge is a form of mercy. The truth should be preserved so that future generations do not have to suffer the same disasters as the past.
Bonds
The monastery that taught Karg sheltered him when no one else would. He will risk his life to defend its library and recover any stolen or destroyed texts connected to its history.
Flaws
Karg assumes that every mystery has a hidden pattern, even when the obvious answer is correct. He can be condescending toward people who dismiss books or tradition, and his fear of losing control of his divine power makes him hesitate at precisely the wrong moment.
Quirks
Background
Karg was born among an orc caravan that crossed salt flats, mountain passes, and ruined imperial roads. His earliest lessons were not taught by priests, but by elders who memorized histories as songs and carved warnings into bone. When a fever took most of his clan, Karg was sent to a remote monastery because the monks believed his unusual patience and sharp memory could be put to better use than hauling water or guarding pack animals. He spent years repairing shelves, grinding ink, and copying damaged manuscripts, slowly discovering that the prayers he copied sometimes answered him. The monastery's library held a fragmentary account of an ancient sanctuary destroyed by a divine war. Karg became convinced that the surviving pages were not merely historical records, but a map to a lost refuge where the dead and the living had once been reconciled. He left the monastery with its blessing, a shield bearing the symbol of a watchful eye, and a duty to recover the missing portions of the account. Karg adventures as both scholar and cleric, seeking forgotten truths while protecting those who are dismissed as brutal, ignorant, or beyond saving.
“His earliest lessons were not taught by priests, but by elders who memorized histories as songs and carved warnings into bone.”
- Background
- Sage
Connections
Species
Orc
Media
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