Thokk Iron-Bound
Thokk Iron-Bound
Sheet
AC 19 · HP 28 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
15 featuresBonus action
- Second WindLevel 1
On your turn, you can use a bonus action to regain 1d10 + 3 HP. Once per short or long rest.
- Action SurgeLevel 2
On your turn, you can take one additional action on top of your regular action and a bonus action. Once per short or long rest.
Reaction
- Maneuver: RiposteLevel 3
When a creature misses you with a melee attack, use your reaction and spend 1 superiority die to make a melee weapon attack against the creature. Add die to damage.
Always on
- Longsword Slash
When Attack action
+5 to hit, 1d8+3 slashing damage.
- Crossbow Shot
When Attack action
+4 to hit, 1d8+2 piercing damage.
- Fighting Style: DefenseLevel 1
While wearing armor, you gain a +1 bonus to AC.
- Combat SuperiorityLevel 3
You have 4 superiority dice (d8). You can spend them on maneuvers. DC is 13.
- Maneuver: Trip AttackLevel 3
When you hit a creature with a weapon attack, spend 1 superiority die to add its result to damage. Large or smaller targets must succeed on a STR save or be knocked prone.
- Maneuver: Precision AttackLevel 3
When you make a weapon attack roll, you can spend 1 superiority die and add it to the roll.
- Student of WarLevel 3
You gain proficiency with Smith's tools.
- TraitHalf-OrcDarkvision (60 ft.)
- TraitHalf-OrcMenacing (Proficiency in Intimidation)
- TraitHalf-OrcRelentless Endurance (When reduced to 0 HP, drop to 1 HP instead once per long rest)
- TraitHalf-OrcSavage Attacks (Extra die on critical hits with melee weapons)
- WandererOutlander
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain and other features around you. Additionally, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Gear
10 itemsWeapons
- Longsword1d8 slashing (versatile 1d10).
- Light Crossbow1d8 piercing, range 80/320.
Armor
- Chain MailHeavy metal rings linked together. 16 AC.
- Shield+2 to AC.
Gear
- 20×Crossbow BoltsProjectiles for a crossbow.
- StaffA walking staff.
- Hunting TrapA spiked metal trap.
- TrophyA bear tooth from his first hunt.
- Traveler's ClothesRugged attire.
Purse
- Gold PouchA pouch containing 10 gold pieces.
Appearance
Thokk stands roughly six feet tall, which is small for an orc but powerful for a human. His skin is the color of a bruised plum, dark green with purplish undertones. He possesses the heavy jaw and slight tusks of his orcish heritage, though his eyes are a startlingly human hazel. He keeps his coarse black hair tied back in a short, messy knot and wears battered chain mail that has been patched many times. His gear is well worn and functional, showing the marks of a man who lives in the wild. He carries a scarred kite shield and a simple longsword that he keeps exceptionally sharp.
Mannerisms
He has a habit of grinding his tusks when he is annoyed. He avoids direct eye contact until he decides to threaten someone, at which point his gaze is unnervingly steady.
Personality
Thokk is a man of few words and even fewer smiles. He is cynical and constantly watches the hands of strangers, expecting a hidden blade or a deceptive gesture. Despite his gruff exterior, he possesses a protective streak for the marginalized. He dislikes large crowds and urban environments, preferring the predictable dangers of the woods to the shifting alliances of 'civilized' society. He values competence over charisma and actions over promises.
Ideals
Independence. I am my own master, and I will never let another person hold the power of life or death over me again.
Bonds
I carry a bear tooth from my first hunt before my banishment. It is the only thing left of my home that I refuse to throw away.
Flaws
I am so certain of betrayal that I often alienate people who actually want to help me. I assume everyone has an ulterior motive.
Quirks
Background
Born into the Iron Fang clan, Thokk was always viewed as a lesser specimen due to his human mother. While the other youths relied on brute strength, Thokk was forced to master the art of combat through precision and tactical awareness. His natural aptitude for leadership and his disciplined fighting style began to earn him the respect of the clan elders, much to the chagrin of his half-brother, Grommet. Grommet, the clan chief's full blooded son, saw Thokk as a threat to his eventual succession and orchestrated a scheme to remove him. Grommet framed Thokk for the theft and desecration of the clan's sacred ancestral totems, planting the items in Thokk's meager tent. The betrayal was swift and absolute. Rather than allowing Thokk to defend his honor in ritual combat, the clan elders, influenced by Grommet's lies, chose to strip Thokk of his family name and banish him to the hostile borderlands. The sting of this betrayal by his own blood has left a permanent scar on Thokk's spirit. He spent the next few years wandering the edges of the world, surviving as a hunter and a guide while honing his skills in solitude. Now a mercenary and survivalist, Thokk avoids long term attachments. He has seen how easily loyalty can be discarded for the sake of power. He carries his displacement like a badge of office, knowing that he is a warrior without a home but a man with a code. He seeks to test his steel against the world, not to prove his worth to a clan that rejected him, but to find a purpose that his half brother can never take away.
“While the other youths relied on brute strength, Thokk was forced to master the art of combat through precision and tactical awareness.”
- Background
- Outlander
Connections
Species
Half-Orc
Media
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