Skip to content
CreatePricing
Gorm - AI-generated fantasy Character

Gorm

Half-Orc · Paladin · Level 1 · Soldier

Gorm

Gorm is disciplined, direct, and surprisingly patient with frightened people.
AC18
HP13/13
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 13 · 30 ft.
AlignmentLawful NeutralGenderMaleAge28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One gaming set,
Vehicles, land

Languages

Common,
Orc

Features

8 features

Action

  • Divine SenseLevel 1

    As an action, Gorm can open his awareness to detect the presence of strong evil. Until the end of his next turn, he knows the location of any celestial, fiend, or undead within 60 feet that is not behind total cover, as well as the creature's type. He can use this feature a number of times equal to 1 plus his Charisma modifier, and he regains all expended uses after a long rest.

  • Lay on HandsLevel 1

    Gorm's blessed touch can heal wounds. He has a pool of healing power that replenishes when he finishes a long rest. With that pool, he can restore a total number of hit points equal to 5 times his paladin level. As an action, he can touch a creature and draw power from the pool to restore hit points, up to the maximum remaining in the pool. Alternatively, he can spend 5 hit points from the pool to cure the target of one disease or neutralize one poison.

Always on

  • DarkvisionHalf-OrcGorm can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. He cannot discern color in darkness, only shades of gray.
  • MenacingHalf-OrcGorm is proficient in the Intimidation skill.
  • Relentless EnduranceHalf-OrcWhen reduced to 0 hit points but not killed outright, Gorm can drop to 1 hit point instead. He can use this feature once per long rest.
  • Savage AttacksHalf-OrcWhen Gorm scores a critical hit with a melee weapon attack, he can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
  • Half-Orc Ability Score IncreaseHalf-OrcGorm's Strength increases by 2 and his Constitution increases by 1.
  • Military RankSoldier

    Gorm can recognize the military rank and insignia of soldiers from his former organization and can secure the aid of soldiers who recognize his service. He can also find temporary shelter and basic support among military camps and fortresses, though his reputation may affect the welcome he receives.

Gear

10 items

Weapons

  • Longsword
    A finely balanced martial weapon with a broad steel blade, suitable for one-handed use.

Armor

  • Shield
    A sturdy wooden shield reinforced with iron, bearing a plain vertical stripe in the colors of Gorm's former regiment.
  • Chain Mail
    Heavy linked armor providing excellent protection but imposing disadvantage on Dexterity checks made to sneak.

Tools

  • Gaming Set
    A cracked set of bone dice used for games of chance around military campfires.

Gear

  • Explorer's Pack
    A belt pouch containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and other travel necessities.
  • Insignia of Rank
    A small metal insignia displaying Gorm's former military rank and unit.
  • Trophy from a Fallen Enemy
    A torn piece of crimson cloth taken from the standard of a defeated enemy commander.
  • Common Clothes
    Simple, durable clothing appropriate for travel and camp life.
  • Pouch
    Money saved from military service and issued as personal pay.

Purse

  • 10×
    Gold Pieces
    Starting currency from the soldier background.

Appearance

Gorm is a powerfully built half-orc with gray-green skin, a broad jaw, prominent lower tusks, and a broken nose that healed slightly crooked. His black hair is kept in a short military braid, and a jagged scar runs from his left temple to the corner of his mouth. He wears well-maintained chain mail beneath a weathered tabard, carries a longsword and shield, and keeps the insignia of his former unit polished despite its age.

Mannerisms

Gorm checks the edge of his sword whenever he is thinking, counts doorways and exits when entering a room, and addresses strangers by rank or occupation before using their names. When angry, he becomes unnervingly quiet and speaks with formal precision.

Personality

Gorm is disciplined, direct, and surprisingly patient with frightened people. He speaks little in crowded rooms but notices everything, especially who is standing guard and who is being ignored. He prefers clear rules, practical plans, and promises that can be kept. Beneath his stern exterior is a protective compassion he shows through useful acts rather than comforting words.

Ideals

Order. A disciplined society gives people the chance to survive their worst instincts. Laws must be upheld, but those who wield authority must also be held accountable.

Bonds

The battered insignia of his old regiment is his most precious possession. He will risk almost anything to protect soldiers, veterans, and civilians abandoned by their commanders.

Flaws

Gorm obeys lawful authority even when his instincts warn him that the order is cruel or shortsighted. He is slow to forgive insubordination, quick to judge weakness, and deeply uncomfortable admitting that he does not know what to do.

Quirks

Keeps a running count of nearby exits and possible defensive positions.
Polishes his old regiment insignia before every long rest.
Refuses to waste food, even when supplies are plentiful.
Uses military terminology in ordinary conversation.
Rolls his bone dice once before making a difficult decision, then ignores the result.

Background

Gorm was born in a border settlement where half-orcs were tolerated only when they were useful. His mother served as a camp healer, while his absent father was remembered as a raider whose name was spoken with equal parts fear and contempt. Determined to earn a place no one could deny him, Gorm joined the local infantry at sixteen. He became known for holding the line after others broke, not because he was fearless, but because he understood that panic spreads faster than fire and must be stopped by someone willing to stand still. During a disastrous retreat, Gorm obeyed an order that left wounded soldiers behind. The command was lawful, the retreat was necessary, and the army survived, yet the memory of those abandoned voices has never released him. Years later, while guarding a battlefield grave, he swore an oath to a stern ideal of order and protection. He now walks as a paladin in service to law, discipline, and the belief that authority is only worthy when it shields those beneath it. Gorm does not seek forgiveness for his past. He seeks opportunities to prove that obedience and conscience can stand together.

“His mother served as a camp healer, while his absent father was remembered as a raider whose name was spoken with equal parts fear and contempt.”
From their backstory
Background
Soldier

Connections

Species

Half-Orc

Media

0 images

No images yet.

Visual sheet

Turn Gorm into a sheet

A high-res, share-ready sheet you can post or print.