Koro
Koro
Sheet
AC 18 · HP 64 · 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
24 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Always on
- Vow of Enmity
When As a bonus action, using Channel Divinity
Koro marks one creature he can see within 60 feet as his sworn enemy for 1 minute. He has advantage on attack rolls against it.
- Abjure Enemy
When As an action, using Channel Divinity
Koro frightens one fiend or undead within 60 feet for up to 1 minute, forcing it to flee or become restrained by fear if it cannot move away.
- Lightning Breath
When As an action, once per short or long rest
Koro exhales lightning in a 5 by 30 foot line. Creatures in the area make a Dexterity saving throw, taking 2d6 lightning damage on a failure or half damage on a success.
- Lay on HandsLevel 1
When As an action
Koro lays a hand on an ally and restores hit points from his healing pool, or spends 5 points to cure one disease or neutralize one poison.
- Vengeful Blade
When When taking the Attack action
Koro strikes twice with his longsword, expending spell slots for radiant damage when a decisive blow is needed.
- Divine SenseLevel 1
You can sense the presence of celestials, fiends, and undead within 60 feet, and you know the type of any such creature detected. You can use this feature a number of times equal to 1 plus your Charisma modifier, refreshing after a long rest.
- Fighting Style: DefenseLevel 2
You adopt the Defense fighting style, gaining a +1 bonus to AC while wearing armor.
- SpellcastingLevel 2
You gain access to paladin spells and can use Charisma as your spellcasting ability.
- Divine SmiteLevel 2
When you hit with a melee weapon attack, you can expend a spell slot to deal radiant damage, adding 2d8 for a 1st-level slot, plus 1d8 per slot level above 1st, up to 5d8. The damage increases against undead and fiends.
- Divine HealthLevel 3
You are immune to disease.
- Sacred Oath: Oath of VengeanceLevel 3
You swear the Oath of Vengeance, gaining oath features, Channel Divinity options, and oath spells.
- Oath of Vengeance: Channel DivinityLevel 3
You gain the Channel Divinity options Abjure Enemy and Vow of Enmity.
- Oath SpellsLevel 3
You always have Bane and Hunter's Mark prepared.
- Aura of ProtectionLevel 6
You can add your Charisma modifier to saving throws. You also grant this bonus to friendly creatures within 10 feet of you, while you are conscious.
- Relentless AvengerLevel 7
When you hit an opportunity attack, your speed becomes 0 for the rest of the turn, and you can move up to half your speed immediately after the attack without provoking opportunity attacks from the target.
- Oath SpellsLevel 5
You always have Hold Person and Misty Step prepared.
- Oath SpellsLevel 9
You always have Protection from Energy and Haste prepared.
- Aura of CourageLevel 10
You and friendly creatures within 10 feet of you cannot be frightened while you are conscious.
- Draconic AncestryDragonbornBlue dragon ancestry, granting lightning damage resistance and Lightning Breath.
- Breath WeaponDragonbornExhale lightning in a 5 by 30 foot line. Targets make a DC 12 Dexterity saving throw, taking 2d6 lightning damage on a failure or half damage on a success. Recharge after a short or long rest.
- Damage ResistanceDragonbornResistance to lightning damage.
- TraitDragonbornDraconic language and humanoid dragonborn physiology.
- Military RankSoldier
Koro can find the closest military encampment, garrison, or veteran sympathetic to his former organization, and can secure modest shelter and support there, subject to the discretion of the locals.
Spells
14 spellsSpellcasting. Koro casts with Charisma (spell save DC 12, to hit with spell attacks).
1st level (4 slots): , , , ,
2nd level (3 slots): , ,
3rd level (2 slots): ,
4th level: ,
5th level: ,
Gear
10 itemsWeapons
- LongswordA well-balanced military longsword with a broad, practical blade.
- 5×JavelinBalanced spears used for throwing or bracing against a charge.
Armor
- Chain mailPolished chain mail with copper repairs and a red cloth shoulder sash.
- ShieldA steel shield painted with a simple copper sun.
Tools
- Gaming setA set of bone dice marked with tiny dragonborn numerals.
Gear
- Insignia of rankA military insignia from the Copper March.
- TrophyA trophy taken from a defeated enemy, a broken black iron clasp.
- Explorer's packA sturdy pack for carrying field supplies.
- Common clothesA set of common clothes, carefully mended and pressed.
Purse
- 10×Gold piecesA pouch containing 10 gold pieces.
Appearance
Koro is a broad-shouldered blue dragonborn with deep cobalt scales, a square jaw, and a neatly shaved head crest. He keeps his teeth polished to an almost distracting brightness, and his blunt lower fangs show whenever he smiles or eats. His chain mail is carefully scrubbed, his shield bears a simple copper sun, and his blue-black horns are wrapped with narrow strips of red cloth. He moves with deliberate economy, as though every gesture has been practiced before a mirror.
Mannerisms
Koro checks the edge of his sword with one thumb whenever he is thinking. He addresses people by rank until they prove they deserve a personal name, and he quietly counts doorways whenever he enters a building.
Personality
Koro is restrained, observant, and unexpectedly gentle with frightened people. He speaks plainly, dislikes improvisation that risks civilians, and has a dry sense of humor that appears mostly when someone makes an obvious tactical mistake. He wants others to see him as dependable, not impressive.
Ideals
Justice. Power exists to protect the powerless. Anyone who uses authority to enrich or glorify themselves has already betrayed the purpose of law.
Bonds
The villagers of Darsun sheltered him when he deserted his post, and he will risk almost anything to keep them safe. He also carries his former commander's cracked bell clapper as a reminder that authority must be earned every day.
Flaws
Koro confuses certainty with virtue. Once he has judged someone guilty, evidence that contradicts him feels like manipulation. He also has a soldier's instinct to take command in every room, even when nobody asked him to.
Quirks
Background
Koro was raised among the coastal dragonborn companies of the Copper March, where service was treated as both trade and inheritance. He learned early that a soldier's reputation rested less on grand speeches than on whether the line held when everyone was tired, frightened, and wet. His first oath was sworn over a cracked barracks bell after his unit survived an ambush that killed their commander. Koro became the one who remembered names, counted rations, and stood watch after everyone else had gone to sleep. Years later, his company was ordered to abandon a village whose leaders had failed to pay a corrupt magistrate. Koro obeyed at first, then returned alone before dawn and escorted the villagers through the marshes to safety. The act cost him his rank, but it earned him the notice of a wandering temple knight who taught him that justice was not merely obedience wearing ceremonial armor. Koro swore the Oath of Vengeance against those who turn law into a weapon for the powerful. He now hunts the magistrate's network, while quietly building a new kind of unit around himself, one held together by trust rather than orders.
“He learned early that a soldier's reputation rested less on grand speeches than on whether the line held when everyone was tired, frightened, and wet.”
- Background
- Soldier
Connections
Species
Dragonborn
Media
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