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Murog Baatar - AI-generated fantasy Character

Murog Baatar

Orc · Cleric (Life Domain) · Level 3 · Acolyte

Murog Baatar

Murog is calm, observant, and unfailingly practical.
AC18
HP17/17
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 17 · 30 ft.
AlignmentNeutral GoodGenderMaleAge20 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • MedicineWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalCON

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Languages

Common,
Orc

Features

16 features

Action

  • Turn UndeadLevel 2

    When Action, once per short or long rest through Channel Divinity

    As an action, Murog presents his holy symbol. Each undead within 30 feet that can see or hear him must make a Wisdom saving throw or be turned for 1 minute, fleeing until it takes damage.

  • Preserve Life

    When Action, once per short or long rest through Channel Divinity

    As an action, Murog restores a total of 10 hit points divided among creatures within 30 feet, subject to the feature's restrictions.

  • Channel Divinity, Preserve LifeLevel 2

    As an action, Murog presents his holy symbol and restores hit points totaling 10, divided among creatures within 30 feet. This cannot restore a creature above half its hit point maximum and has no effect on undead or constructs.

Bonus action

  • Aggressive

    When Bonus action

    As a bonus action, Murog moves up to his speed toward a hostile creature he can see or hear. He must end this movement closer to that creature than he started.

  • TraitOrcAggressive, as a bonus action Murog can move up to his speed toward a hostile creature he can see or hear

Always on

  • SpellcastingLevel 1

    Murog is a 3rd-level spellcaster. Wisdom is his spellcasting ability. He can use a holy symbol as a spellcasting focus and has access to cleric cantrips and prepared cleric spells.

  • Divine Domain, Life DomainLevel 1

    Murog chooses the Life Domain, gaining domain spells and the domain features listed below.

  • Bonus ProficiencyLevel 1

    Murog gains proficiency with heavy armor.

  • Disciple of LifeLevel 1

    When Murog casts a spell of 1st level or higher that restores hit points, the target regains additional hit points equal to 2 plus the spell's level.

  • Channel Divinity, 1/restLevel 2

    Murog can use Channel Divinity once between rests. He regains expended uses after completing a short or long rest.

  • Life Domain SpellsLevel 3

    Murog gains access to Life Domain spells that are always prepared and do not count against his number of prepared cleric spells.

  • TraitOrcDarkvision, 60 feet
  • TraitOrcMenacing, proficiency in the Intimidation skill
  • TraitOrcPowerful Build, counts as one size larger when determining carrying capacity and the weight he can push, drag, or lift
  • TraitOrcOrcish resilience and martial culture, represented by proficiency with simple weapons and martial weapons
  • Shelter of the FaithfulAcolyte

    Murog can request free healing and care at temples, shrines, and other religious institutions of his faith, though he must provide material components and is expected to assist in return.

Spells

12 spells

Spellcasting. Murog Baatar casts with Wisdom (spell save DC 10, to hit with spell attacks).

Cantrips (at will): , ,

1st level (4 slots): , , ,

2nd level (2 slots): , , , ,

Gear

12 items

Weapons

  • Mace
    A simple one-handed bludgeoning weapon used as Murog's close-quarters weapon.
  • Light Crossbow
    A light crossbow with a case of bolts.

Armor

  • Scale Mail
    Metal scales worn over padded clothing.
  • Shield
    A shield bearing a weathered sunburst symbol.

Gear

  • 20×
    Bolts
    Ammunition for the light crossbow.
  • Priest's Pack
    A pack containing a backpack, blankets, tinderbox, mess kit, and basic travel supplies.
  • Holy Symbol
    A wooden holy symbol containing a sealed coal from the ruined shrine.
  • Prayer Book
    A book containing prayers and liturgical teachings.
  • 5×
    Sticks of Incense
    Incense used in rites and funerary prayers.
  • Vestments
    Ceremonial vestments used during services.
  • Common Clothes
    Plain travel clothing.

Purse

  • 15×
    Gold Pieces
    Unspent starting coin from his acolyte background.

Appearance

A broad-shouldered gray-green orc with a heavy jaw, small lower tusks, and tightly braided black hair bound with faded red cord. He stands with his weight evenly planted, heels slightly lifted as if ready to advance, and carries himself with deliberate stillness when waiting. His hands smell faintly of crushed juniper, lamp oil, and old incense from years of tending shrines and battlefield wounds. He wears scale mail beneath a weather-darkened tabard, a wooden holy symbol at his throat, and keeps strips of prayer cloth wrapped around both wrists.

Mannerisms

When listening, Murog lowers his chin and watches the speaker's hands rather than their face. Before casting a healing spell, he presses his thumb to the iron reliquary at his throat. When angered, he becomes quieter and begins arranging nearby objects into straight lines.

Personality

Murog is calm, observant, and unfailingly practical. He speaks in short, careful sentences, dislikes wasteful cruelty, and shows affection by repairing equipment, sharing food, or silently taking the most dangerous watch. He has a dry sense of humor that appears without warning, usually at the least solemn possible moment.

Ideals

Mercy. No life is worthless merely because the frightened or powerful have declared it so.

Bonds

The surviving ember from his destroyed shrine is kept in a small iron reliquary. Murog believes he must rebuild the shrine somewhere that once feared his people.

Flaws

Murog is slow to forgive insults directed at orcs, especially when they are disguised as polite concern. He also believes he can endure anything if he simply refuses to admit that he is tired, frightened, or hurt.

Quirks

He names every campfire before extinguishing it.
He counts healing herbs by touch rather than sight.
He quietly corrects people who misuse religious phrases.
He collects small pieces of colored glass from ruined shrines.

Background

Murog was raised among an orc clan that measured worth by endurance, but his first lessons in mercy came from an elderly human priest who treated wounded raiders after a border skirmish. The priest did not excuse the violence, nor did he fear Murog's tusks. Instead, he taught him that strength was most sacred when used to keep someone else alive. Murog remained at the shrine as a servant, learning prayers, herb lore, and the careful work of dressing injuries. When the shrine was later burned during a feud between rival clans, Murog carried its surviving holy texts and sacred embers into the hills. He now travels as a cleric of a life-giving faith, offering aid before judgment and judgment only when aid can no longer stop the violence. He is still treated with suspicion by many settlements, and he has learned to answer distrust with patience, practical help, and an alarming willingness to stand between frightened people and whatever threatens them.

“The priest did not excuse the violence, nor did he fear Murog's tusks.”
From their backstory
Background
Acolyte

Connections

Species

Orc

Media

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