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Half-Orc Hermit

Ghorak Ironsight (Franco)


Neutral Good
2 The Oath of the Watchers

+2 9
Great Weapon Fighting
16 -1 30
22
+3

17
+5

+3
-1

8
-1
-1
-1

-1
Greataxe +5 1d12+3 slashing
+3
Maul +5
16
2d6+3 Bludgeoning

Javelin (5) +5 1d6+3 piercing


+3
-1

8
-1
-1
-1

-1 -1
+1

+1

8
-1
-1
+1

-1 -1
-1

+4

15
+2
+4
+2

+2 +4

speed +30, Darkvision 60 feet,


STR +2, CON +1, Intimidation
proficiency

Common, Orc

Tool Proficiencies: Herbalism


Kit; Navigator's Tools
17 1.96m 127kg none
Ghorak Ironsight
Golden brown Muted gray-green Black none

(a) I am utterly serene, even in the face of disaster.


(b) I'm oblivious to etiquette and social
expectations.

Live and Let Live. Meddling in the affairs


of others only causes trouble.

My isolation gave me great insight into a


great evil that only I can destroy.

The Silver
I'd risk too much to uncover a lost Shroud
bit of knowledge. (Faction)

Darkvision: 60 ft. Backpack


---------------Actions--------------
Bedroll
Divine Sense. Within 60 ft., detect presense Blanket
of undead, celestial, or fiend. Also detect Chain Mail Case, map or scroll
consecrated or desecrated object or place
Clothes, common
(use 3 times/long rest).
Emblem
Lay on Hands. You have a healing pool of 10 Herbalism Kit
HPs, with it you can heal a creature or Mess kit
expend 5 points to cure disease or
neutralize poison (use 10 times/long rest). Rations (1 day) x10
Rope, hempen
15
-----------Other Traits------------ Tinderbox
Divine Smite. When you hit with melee
Torch x10
weapon attack, you can expend 1 X-th level
spell slot to deal extra (X+1)d8 radiant Waterskin
damage, up to 5d8. Additional d8 on fiend
or undead.

Great Weapon Fighting Style. When you roll


a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are
wielding with two hands, you can reroll the
die and must use the new roll, even if the
new roll is a 1 or a 2. The weapon must
have the two-handed or versatile property
for you to gain this benefit.

Relentless Endurance. Drop to 1 hp instead


of being reduced to 0.

Savage Attacks. On critical hit, add


additional damage dice roll.
Paladin (2) Hermit Franco
CLASS & LEVEL BACKGROUND PLAYER NAME
Ghorak Ironsight Half-Orc Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I am utterly serene, even in the face of disaster.

17 +2 PROFICIENCY BONUS
16
ARMOR
CLASS
-1 30
INITIATIVE SPEED
I'm oblivious to etiquette and social
expectations.

+3 PERSONALITY TRAITS

Hit Point Maximum 22


+3 Strength
DEXTERITY Live and Let Live. Meddling in the
-1 Dexterity
affairs of others only causes trouble.
8 +3 Constitution
-1 Intelligence CURRENT HIT POINTS IDEALS

-1 +1 Wisdom
My isolation gave me great insight into a
+4 Charisma
great evil that only I can destroy.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

16 -1 Acrobatics (Dex) SUCCESSES


+3 2x(1d10+3) I'd risk too much to uncover
-1 Animal Handling (Wis) FAILURES
a lost bit of knowledge.
-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +5 Athletics (Str)

8 +2 Deception (Cha)
-1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

Backpack
Maul +5 2d6+3 bludgeoning
-1 -1 Insight (Wis)
Bedroll
+4 Intimidation (Cha) Greataxe +5 1d12+3 slashing
Blanket
WISDOM -1 Investigation (Int)
+1 Medicine (Wis) Javelin +5 1d6+3 piercing Case, map or scroll
8 -1 Nature (Int)
Number of Attacks: 1
Chain mail
Clothes, common
-1 Perception (Wis)
-1 Emblem
+2 Performance (Cha)
+4 Persuasion (Cha)
Herbalism Kit
CHARISMA
+1 Religion (Int)
Mess kit
15 -1 Sleight of Hand (Dex)
Rations (1 day) x10
Rope, hempen
-1 Stealth (Dex)
+2 -1 Survival (Wis)
Tinderbox
Torch x10
SKILLS ATTACKS & SPELLCASTING
Waterskin
9 PASSIVE WISDOM (PERCEPTION)
CP

SP
Tool Proficiencies: Herbalism Kit;
Navigator's Tools
EP
Weapon Proficiencies: Martial; Simple

Armor Proficiencies: Heavy; Light; GP


15
Medium; Shields
PP
Language Proficiencies: Common; Orc

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
17 1.96m 127kg
AGE HEIGHT WEIGHT
Ghorak Ironsight Golden Brown Muted gray-green Black
CHARACTER NAME EYES SKIN HAIR

NAME

The Silver Shroud

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Backstory
Ghorak Ironsight's tale is one of solitude, vigilance, and a deep-seated purpose. Born in the rugged wilderness on the borders of an ancient, unexplored forest, he was raised by a hermit who had
once been a warrior of the Watchers—an order devoted to guarding against creatures and forces that sought to disrupt the natural balance of the world. Ghorak’s father, a former ranger of noble
descent, sought peace and solitude after the horrors he had witnessed in his service. His mother, an orc from a clan that valued strength above all else, had been a wandering warrior who perished
in battle when Ghorak was young.
From his father, Ghorak inherited the oath to stand sentinel over the world’s threats. From his orcish heritage, he inherited a ferocity and strength that would become his tools in an ever-watchful life.
The Order of the Watchers, however, is not one of brute force. Rather, it is an ancient and secretive organization dedicated to ensuring that the cosmic threats lurking beyond the veil of the known
world are kept at bay. These threats are not always physical but often take the form of arcane aberrations, eldritch horrors, and the twisted, alien beings that seek to break through the dimensional
barriers between worlds.
When Ghorak came of age, his father—now a frail old man—passed on his mentor’s sacred mantle: the Watcher’s Oath. Ghorak became a sentinel, sworn to not only protect his homeland but to
look beyond the visible world, to scan the stars and the borders of the planes for signs of things that should not be. With his half-orcish bloodline, Ghorak embodies both strength and a quiet
wisdom—traits that give him a unique role among the Watchers.
Ghorak's path has led him far from his home, seeking the sacred texts of Ioun, the goddess of knowledge, and watching over places where reality is thin, and strange beings often slip through. He
has stood sentinel before rifts to the Shadowfell, protected arcane relics from those who would misuse them, and chased down cryptic prophecies foretelling apocalyptic events. His travels have
made him a figure of awe among some and fear among others, for those who know of the Watchers whisper of the paladins' grim duty: to watch, to wait, and to be ready for the coming of things that
should never come.
________________________________________
Personality
Ghorak is a quiet, introspective soul, driven by a sense of profound duty. He has learned the importance of patience, but he is never idle. He constantly scans the horizon, his sharp senses alert to
any sign of danger, be it a creature from the Far Realm or a breach in the barriers that separate the planes.
Though his demeanor is calm, there is an unyielding intensity beneath the surface. His orcish heritage gives him an unshakable sense of resilience, and he will not bend to fear or despair. He is
resolute in his vigilance, and his dedication to his oath sometimes leads him to make difficult decisions. He has little patience for those who do not take the dangers of the multiverse seriously. He is
not quick to trust, but those who prove themselves worthy earn a loyalty that is as unwavering as his oath.
________________________________________
Appearance
Standing at 6'5", Ghorak’s imposing frame is a fusion of orcish might and the solemn grace of a paladin. His skin is a muted gray-green, marked with faint scars from his training and battles. His
eyes, however, are sharp and intelligent, glowing with a soft golden hue that reflects his divine purpose. His hair is jet black, kept long and tied back in a warrior’s braid, while his tusks, though
prominent, are trimmed and polished.
He wears the armor of the Watchers—blackened plate adorned with intricate patterns symbolizing eyes and constellations. His Great Axe bears the sigil of Ioun, an eye surrounded by radiant light,
representing the goddess’s endless pursuit of knowledge. His sword, a long, gleaming blade, has been tempered in the heart of a dying star, said to be a relic of the Watchers passed down from
generation to generation.
________________________________________
The Oath of the Watchers
The Oath of the Watchers is not one of combat alone; it is a vow to stand guard against the unknown, the unseen, and the unnatural. It is a calling to remain ever vigilant, whether that means
confronting horrors from other worlds or protecting ancient secrets hidden away in forgotten temples.
Tenets of the Oath of the Watchers:
1. Guard the Boundaries: The borders between planes, between worlds, must never be weakened. Defend against the forces that seek to breach them.
2. Eyes Open, Always: Never close your eyes to the danger that might be creeping just out of view. Whether physical or arcane, threat is constant and must be watched.
3. Sacrifice for Knowledge: To gain wisdom is to endure hardship. Protect the knowledge that could unlock or prevent disasters, even if it requires personal sacrifice.
4. Horror Cannot Prevail: While you are vigilant, you are not untouched by the horrors you watch over. Fight them, face them, and never let fear cloud your judgment.
5. Vigilance: The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.
6. Loyalty: Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.
7. Discipline: You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.
________________________________________
Ghorak’s Quest
Ghorak has recently encountered troubling signs—an ancient rift to the Far Realm has stirred, and beings long thought to be myths have begun to stir beneath the surface of the world. His
investigations into these anomalies have led him to a prophecy contained in an obscure tome, foretelling a great calamity linked to the rise of an alien god from the depths of the cosmos.
Ghorak now seeks to uncover more about this being and how to prevent its return. Along his journey, he has sought the counsel of sages, explored forgotten vaults, and faced the horrors lurking at
the edges of civilization. However, the deeper he delves into this mystery, the more he finds himself questioning: is he the hunter or the hunted?
With each passing day, the tension builds. There is something worse than the monsters of the material world—an unknowable evil that seeks to tear apart the very fabric of reality. And Ghorak, must
be ready to stop it.
________________________________________
Ideals and Relationships
• Ioun: His patron goddess, Ioun, has always been a guiding force. Her pursuit of knowledge resonates deeply with Ghorak, for only through wisdom can one face the horrors that threaten the world.
His faith in her is unwavering, and his bond to the goddess drives him to protect the repositories of knowledge from those who would misuse them.
• The Watchers: The Watchers are his brothers and sisters in arms, though few remain. As a result, Ghorak bears a great sense of duty to uphold the order’s ancient vows. He is both their protector
and their successor, hoping to one day rebuild the order for the new threats to come.
• Mortals: Ghorak is patient with the people he serves, but he often feels that their short-sightedness and fear prevent them from understanding the greater dangers they face. His relationships are
few, but those who earn his trust find in him a loyal and fierce ally. He does not seek glory or recognition, but only peace, hidden behind vigilance.
________________________________________
Ghorak Ironsight is both a warrior and a watcher, a protector and a scholar. His path is a lonely one, but it is a path he walks with purpose—knowing that his vigilance may one day save the world
from the horrors that lurk in the dark corners of existence.

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Paladin Charisma 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Bless

Command
4
Cure Wounds

Detect Evil and Good


SPELLS KNOWN

Detect Magic

Detect Poison and Disease

Divine Favor

Heroism

Protection from Evil and Good

Purify Food and Drink


8
Shield of Faith

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

Darkvision: 60 ft.

---------------Actions--------------
Divine Sense. Within 60 ft., detect presense of undead, celestial, or fiend. Also detect consecrated or
desecrated object or place (use 3 times/long rest).

Lay on Hands. You have a healing pool of 10 HPs, with it you can heal a creature or expend 5 points to
cure disease or neutralize poison (use 10 times/long rest).

-----------Other Traits------------
Divine Smite. When you hit with melee weapon attack, you can expend 1 X-th level spell slot to deal extra
(X+1)d8 radiant damage, up to 5d8. Additional d8 on fiend or undead.

Great Weapon Fighting Style. When you roll a 1 or 2 on a damage die for an attack you make with a melee
weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the
new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this
benefit.

Relentless Endurance. Drop to 1 hp instead of being reduced to 0.

Savage Attacks. On critical hit, add additional damage dice roll.


Page 1

Bless Command Cure Wounds


Paladin Level 1 Enchantment DC 12 Spell Mod +4 Paladin Level 1 Enchantment DC 12 Spell Mod +4 Paladin Level 1 Evocation DC 12 Spell Mod +4
1 Act. 30 ft V,S,M Conc, 1 min 1 Act. 60 ft V 1 Rnd 1 Act. Touch V,S Inst
A sprinkling of holy water

You bless up to three creatures of your choice You speak a one-word command to a creature A creature you touch regains a number of hit
within range. Whenever a target makes an you can see within range. The target must points equal to 1d8 + your spellcasting ability
attack roll or a saving throw before the spell succeed on a Wisdom saving throw or follow modifier. This spell has no effect on undead or
ends, the target can roll a d4 and add the the command on its next turn. The spell has no constructs. At Higher Levels. When you cast
number rolled to the attack roll or saving effect if the target is undead, if it doesn't this spell using a spell slot of 2nd level or
throw. At Higher Levels. When you cast this understand your language, or if your higher, the healing increases by 1d8 for each
spell using a spell slot of 2nd level or higher, command is directly harmful to it. Some slot level above 1st.
you can target one additional creature for each typical commands and their effects follow.
slot level above 1st. You might issue a command other than one
described here. If you do so, the GM
determines how the target behaves. If the
target can't follow your command, the spell
ends. Approach. The target moves toward you
by the shortest and most direct route, ending
its turn if it moves within 5 feet of you. Drop.
The target drops whatever it is holding and
then ends its turn. Flee. The target spends its
turn moving away from you by the fastest
available means. Grovel. The target falls prone

Detect Evil and Good Detect Magic (ritual) Detect Poison and Disease (ritual)
Paladin Level 1 Divination DC 12 Spell Mod +4 Paladin Level 1 Divination DC 12 Spell Mod +4 Paladin Level 1 Divination DC 12 Spell Mod +4
1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M Conc, 10 mins
A yew leaf

For the duration, you know if there is an For the duration, you sense the presence of For the duration, you can sense the presence
aberration, celestial, elemental, fey, fiend, or magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures,
undead within 30 feet of you, as well as where in this way, you can use your action to see a and diseases within 30 feet of you. You also
the creature is located. Similarly, you know if faint aura around any visible creature or identify the kind of poison, poisonous
there is a place or object within 30 feet of you object in the area that bears magic, and you creature, or disease in each case. The spell can
that has been magically consecrated or learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1
desecrated. The spell can penetrate most penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin
barriers, but it is blocked by 1 foot of stone, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
inch of common metal, a thin sheet of lead, or sheet of lead, or 3 feet of wood or dirt.
3 feet of wood or dirt.

Divine Favor Heroism Protection from Evil and Good


Paladin Level 1 Evocation DC 12 Spell Mod +4 Paladin Level 1 Enchantment DC 12 Spell Mod +4 Paladin Level 1 Abjuration DC 12 Spell Mod +4
1 B.A. Self V,S Conc, 1 min 1 Act. Touch V,S Conc, 1 min 1 Act. Touch V,S,M Conc, 10 mins
Holy water or powdered silver and iron, which the
spell consumes

Your prayer empowers you with divine A willing creature you touch is imbued with Until the spell ends, one willing creature you
radiance. Until the spell ends, your weapon bravery. Until the spell ends, the creature is touch is protected against certain types of
attacks deal an extra 1d4 radiant damage on a immune to being frightened and gains creatures: aberrations, celestials, elementals,
hit. temporary hit points equal to your fey, fiends, and undead. The protection grants
spellcasting ability modifier at the start of several benefits. Creatures of those types have
each of its turns. When the spell ends, the disadvantage on attack rolls against the target.
target loses any remaining temporary hit The target also can't be charmed, frightened,
points from this spell. At Higher Levels. When or possessed by them. If the target is already
you cast this spell using a spell slot of 2nd level charmed, frightened, or possessed by such a
or higher, you can target one additional creature, the target has advantage on any new
creature for each slot level above 1st. saving throw against the relevant effect.
Page 1 (reverse)

Command (reverse)
and then ends its turn. Halt. The target doesn't
move and takes no actions. A flying creature
stays aloft, provided that it is able to do so. If it
must move to stay aloft, it flies the minimum
distance needed to remain in the air. At
Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can affect
one additional creature for each slot level
above 1st. The creatures must be within 30 feet
of each other when you target them.
Page 2

Purify Food and Drink (ritual) Shield of Faith


Paladin Level 1 Transmutation DC 12 Spell Mod +4 Paladin Level 1 Abjuration DC 12 Spell Mod +4
1 Act. 10 ft V,S Inst 1 B.A. 60 ft V,S,M Conc, 10 mins
A small parchment with a bit of holy text written on
it

All nonmagical food and drink within a A shimmering field appears and surrounds a
5-foot-radius sphere centered on a point of creature of your choice within range, granting
your choice within range is purified and it a +2 bonus to AC for the duration.
rendered free of poison and disease.
Page 2 (reverse)

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