Kaelgor
Kaelgor
Sheet
AC 18 · HP 36 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingCON
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresBonus action
- Adrenaline Rush
When Kaelgor needs to close distance, escape danger, or surge across the battlefield.
As a Bonus Action, Kaelgor can Dash and gain 2 Temporary Hit Points. He can use this trait four times, regaining all uses after a Short or Long Rest.
- Second WindLevel 1
When Kaelgor is injured and needs to recover during combat.
As a Bonus Action, Kaelgor regains 1d10 + 4 Hit Points. He has three uses, regaining one after a Short Rest and all after a Long Rest.
- Adrenaline RushOrcAs a Bonus Action, Dash and gain Temporary Hit Points equal to proficiency bonus. Four uses, regained after a Short or Long Rest.
Always on
- Action SurgeLevel 2
When Kaelgor needs a sudden burst of battlefield pressure or decisive defense.
Kaelgor takes one additional action on his turn, except the Magic action. He can use this once per Short or Long Rest.
- Relentless Endurance
When Kaelgor would otherwise fall unconscious or die.
When reduced to 0 Hit Points but not killed outright, Kaelgor drops to 1 Hit Point instead. Once used, this trait recharges after a Long Rest.
- Fighting Style: DefenseLevel 1
Kaelgor gains a Fighting Style feat. He has chosen Defense, granting a +1 bonus to Armor Class while wearing armor.
- Weapon MasteryLevel 1
Kaelgor can use the mastery properties of four weapon types. His mastered weapons are longsword with Sap, javelin with Slow, spear with Topple, and shortbow with Vex.
- Tactical MindLevel 2
When Kaelgor fails an ability check, he can expend a use of Second Wind to roll 1d10 and add the number rolled to the check. If the check still fails, the use is not expended.
- Champion: Improved CriticalLevel 3
Kaelgor has chosen the Champion subclass. His weapon attacks score a Critical Hit on a roll of 19 or 20 on the d20.
- Ability Score ImprovementLevel 4
Kaelgor gains one Ability Score Improvement or another feat. His provided ability scores already represent his final scores, so this feature is recorded without an additional increase.
- Creature TypeOrcHumanoid
- SizeOrcMedium, about 6 to 7 feet tall
- SpeedOrc30 feet
- DarkvisionOrcSee in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
- Relentless EnduranceOrcWhen reduced to 0 Hit Points but not killed outright, drop to 1 Hit Point instead. Once used, recharge after a Long Rest.
- Savage AttackerSoldier
Savage Attacker. Once per turn when Kaelgor hits a target with a weapon, he can roll the weapon's damage dice twice and use either result.
Gear
12 itemsWeapons
- LongswordA martial melee weapon used with Kaelgor's shield.
- ShortbowA ranged martial weapon selected from the Fighter's starting equipment.
- SpearA spear issued from the Soldier background's starting equipment.
Armor
- Chain MailHeavy armor, AC 16 before applying the Defense Fighting Style.
- ShieldA shield bearing the faded colors of Kaelgor's former unit. It grants +2 AC.
Tools
- Gaming SetA gaming set chosen as a bone-and-iron dice set.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Healer's KitContains supplies for treating wounds.
- QuiverHolds Kaelgor's arrows.
- Traveler's ClothesRugged clothing suitable for travel and military service.
- Dungeoneer's PackContains standard adventuring supplies such as a bedroll, rope, tinderbox, rations, and torches.
Purse
- 14×Gold PiecesStarting money retained from the Soldier background.
Appearance
Kaelgor is a broad-shouldered orc standing just over six feet tall, with slate-gray skin, a broken left tusk, and black hair braided with small iron rings. His amber eyes are watchful rather than feral. He wears battered chain mail beneath a red soldier's cloak, carries a longsword and shield, and keeps a shortbow strapped across his back. Numerous pale scars cross his forearms and jaw, each one marked with a tiny notch in the leather of his sword grip.
Mannerisms
Kaelgor checks every doorway, counts exits without seeming to, and taps his shield twice before entering a fight. When thinking, he silently mouths old marching counts. He rarely raises his voice, which makes his occasional barked command startlingly effective.
Personality
Kaelgor is disciplined, observant, and quietly protective. He prefers practical plans, direct speech, and people who keep their promises. Beneath his stern military habits is a patient guardian who notices who is cold, hungry, frightened, or being left behind.
Ideals
Duty. Strength means nothing unless it is used to hold the line for those who cannot hold it themselves.
Bonds
Ser Veyra's shield is the last surviving relic of the mentor who taught Kaelgor that courage exists to protect others. He will risk almost anything to uncover the truth behind the abandoned village and clear the names of the soldiers who followed him.
Flaws
Kaelgor distrusts officers and anyone who speaks casually about acceptable losses. He is slow to forgive cowardice, quick to accept blame, and has a dangerous habit of obeying his own sense of justice even when doing so endangers the entire party.
Quirks
Background
Kaelgor was raised among a traveling war-host that guarded the border roads between settled lands and the wild. His first memories are of marching songs, whetstones, and the smell of rain on iron. He learned early that an orc's strength could make others afraid, but he also learned that fear was a poor substitute for discipline. His drillmaster, an elderly human veteran named Ser Veyra, taught him to hold a shield for the person beside him and to retreat only when retreat saved lives. During a disastrous campaign against raiders and monsters from the deep hills, Kaelgor's unit was ordered to abandon a village considered strategically worthless. He disobeyed, rallying a handful of soldiers and villagers long enough for the noncombatants to escape. The village survived, but his commander branded him insubordinate and dismissed him. Kaelgor now travels as a sellsword and protector, searching for proof that the attack was planned by someone within the army. He fights with deliberate economy, carries Ser Veyra's dented shield, and measures every new companion by whether they stand firm when the line breaks.
“His first memories are of marching songs, whetstones, and the smell of rain on iron.”
- Background
- Soldier
Connections
Species
Orc
Media
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