Kurgat Bek
Kurgat Bek
Sheet
AC 19 · HP 156 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
26 featuresAction
- Conquering Presence
When Use Channel Divinity as an action
As an action, each creature of Kurgat's choice within 30 feet must make a Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the save at the end of each of its turns.
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Cleansing TouchLevel 14
You can end one spell on yourself or on a willing creature by touch as an action, up to three times per long rest.
Always on
- Guided Strike
When When Kurgat makes an attack roll
Kurgat adds +10 to one attack roll after seeing the roll but before knowing whether it hits.
- Contract Fulfilled
When Take the Attack action
Kurgat makes two longsword attacks, adding Divine Smite to a hit when overwhelming force is needed.
- Battlefield Triage
When Touch a creature as an action
Kurgat can restore hit points with Lay on Hands, using his disciplined battlefield triage to keep an ally alive.
- Divine SenseLevel 1
You can sense the presence of celestials, fiends, and undead within 60 feet, as well as consecrated or desecrated places, a number of times per long rest equal to 1 plus your Charisma modifier.
- Lay on HandsLevel 1
You have a healing pool that restores 60 total hit points per long rest. You can also spend 5 points to cure one disease or neutralize one poison affecting a creature.
- Fighting Style, DefenseLevel 2
You adopt the Defense fighting style, gaining a +1 bonus to AC while wearing armor.
- Divine SmiteLevel 2
You can expend a spell slot to deal radiant damage with a melee weapon attack. The damage is 2d8 for a 1st-level slot, plus 1d8 per slot level above 1st, to a maximum of 5d8, with an additional 1d8 against undead or fiends.
- SpellcastingLevel 2
You can cast prepared paladin spells using Charisma as your spellcasting ability.
- Divine HealthLevel 3
You are immune to disease.
- Sacred Oath, Oath of ConquestLevel 3
You take an oath that binds you as a holy warrior. You gain oath spells and Channel Divinity options.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement, increasing Strength by 2.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement, increasing Strength by 2.
- Ability Score ImprovementLevel 12
You gain an Ability Score Improvement, increasing Strength by 1 and Charisma by 1.
- Aura of ProtectionLevel 6
You and friendly creatures within 10 feet gain a bonus to saving throws equal to your Charisma modifier. The bonus applies while you are conscious.
- Channel Divinity, Conquering Presence and Guided StrikeLevel 3
You can use your Channel Divinity to frighten creatures of your choice within 30 feet, or to gain a bonus to hit with one attack and maximize weapon damage against a chosen target.
- Aura of ConquestLevel 7
Creatures frightened by you have their speed reduced to 0 while within 10 feet of you, and they take psychic damage equal to your Charisma modifier at the start of their turns.
- Aura of CourageLevel 10
You gain immunity to disease, and your divine power strengthens your ability to withstand hostile magic through your aura.
- TraitHalf-OrcDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitHalf-OrcMenacing, you gain proficiency in the Intimidation skill.
- TraitHalf-OrcRelentless Endurance, when reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead, once per long rest.
- TraitHalf-OrcSavage Attacks, when you score a critical hit with a melee weapon attack, roll one additional weapon damage die.
- TraitHalf-OrcYou speak Common and Orc.
- Military RankSoldier, mercenary company veteran
You have a military rank from your former service. Soldiers loyal to your old organization recognize your authority and may offer access to common military facilities, information, or basic support, depending on the circumstances.
Spells
8 spellsSpellcasting. Kurgat Bek casts with Charisma (spell save DC 16, to hit with spell attacks).
Cantrips (at will):
1st level (4 slots): ,
2nd level (3 slots): , ,
3rd level (3 slots): ,
Gear
10 itemsWeapons
- LongswordA longsword with a broad guard and a grip wrapped in faded red leather.
- 5×JavelinFive balanced throwing spears used for guarding wagons, marking distances, and opening battles.
Armor
- Chain mailA well-maintained suit of chain mail, repaired repeatedly along the sleeves and lower links.
- ShieldA steel shield bearing a removable brass plate, allowing Kurgat to display or conceal a contract mark.
Tools
- Gaming setA well-used set of bone dice in a leather pouch.
Gear
- Holy symbolA holy symbol made from the melted buckle of a dead company captain.
- Insignia of rankA military insignia from the Iron Ledger Company, now partly filed smooth.
- Explorer's packA heavy traveling pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Contract tokenA contract token from the company whose soldiers died defending the mining settlement.
- PurseCoin carried from the remnants of his mercenary pay, mostly in mixed silver and copper.
Appearance
Kurgat is a broad-shouldered half-orc with iron-gray skin, a blunt jaw, and dark hair kept in a short, practical braid. His lower canines show when he speaks, but his expression is usually controlled and watchful. Years of marching have roughened his hands and darkened the skin at his neck and forearms. The most noticeable thing about him is a square brass contract token worn on a leather cord. It has been rubbed nearly smooth where his thumb passes over it during every negotiation, and the leather has polished a permanent dark track into the collar of his coat. He wears battered chain mail beneath a red-brown surcoat, carries a shield marked with no permanent heraldry, and keeps his sword oiled with almost ceremonial care.
Mannerisms
Kurgat taps the worn brass token against his thumb while listening to negotiations. Before accepting any job, he repeats the payment, objective, and conditions aloud in the exact order they were stated. When angered, he becomes quieter and begins straightening objects on nearby tables.
Personality
Kurgat is patient, exact, and professionally courteous, even toward enemies who are trying to kill him. He notices supplies, exits, and chain-of-command problems before he notices decoration. He has a dry sense of humor and an unexpected fondness for cooking competitions, though he judges every dish as if it were a military ration.
Ideals
Order. A promise backed by no power is only a hope. I will become the force that makes agreements matter.
Bonds
The families of the abandoned mining settlement are his responsibility. He sends them a share of every contract payment and intends to establish a permanent fortified refuge for them.
Flaws
He treats every relationship like a contract and becomes suspicious when someone offers kindness without asking for a price. Once he decides that a person has broken faith, he finds it almost impossible to revise that judgment, even when mercy would be wiser.
Quirks
Background
Kurgat was born in a border garrison where half-orc children were taught to count rations before they learned their letters. His mother served as a quartermaster, and his human father was a caravan guard who vanished during a winter escort. Kurgat grew up understanding that an army was less a banner than a chain of promises. Food had to arrive, orders had to be clear, and a soldier who swore to hold a gate had to remain there after the paymaster disappeared. He joined the Iron Ledger Company at sixteen, first as a mule handler, then as a shield bearer, and eventually as the officer trusted to negotiate contracts with towns that could not afford a formal army. His oath began after the company was hired to defend a mining settlement, then quietly ordered to abandon it when a richer employer offered double pay. Kurgat refused. He and twenty-three soldiers held the settlement long enough for its families to escape, but most of his company died after their commander withdrew. Kurgat survived with the contract token of the fallen unit in his pocket. He later swore himself to the Oath of Conquest, not from love of crowns, but from a conviction that fear, discipline, and overwhelming force could prevent the powerful from treating promises as disposable. He still takes mercenary work, but he chooses contracts that create order rather than merely transfer violence. His price is high, his terms are exact, and betrayal is the one offense he believes deserves no second negotiation.
“His mother served as a quartermaster, and his human father was a caravan guard who vanished during a winter escort.”
- Background
- Soldier, mercenary company veteran
Connections
Species
Half-Orc
Media
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