BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Karash the Soldier of Earth

The One Touched by Earth

Urukob Tok (Soldier of Earth) Karash Tok

Karash was born an Earth Genasi to a Half-Orc mother and father. In the Tok clan, there exists a prophecy. There will be a great warrior of the clan, one who is touched by earth and blends magic with martial skills. This prophecy was born generations ago when a Dao, genies from the Elemental Plane of Earth, conceived a child with one of the clan's women. The rare bloodline passed through generations and eventually, Karash was born, touched by elemental earth.   From when he could walk, Karash was trained to fulfill his destiny and to be a hero to his people. Village elders and warriors taught him arcane knowledge and martial abilities. He became the "Urukob Tok," the Solider of Earth.

Mental characteristics

Gender Identity

Male.

Sexuality

Karash is interested in women but never had the time nor inclination to pursue them.

Education

Karash trained with the best warriors in his clan in a special form of arcane combat. He learned the history of his people and his destiny from the clan's medicine men.

Employment

Karash was not allowed to participate in most regular activities among his clan. He was isolated, always training and perfecting his skills. As a result, Karash got very little work experience.

Accomplishments & Achievements

At the age of 20, Karash moved to the final step in his clan's training process. Setting out on the Earth Trials and armed with arcane fighting abilities, Karash set out to complete his destiny.

Failures & Embarrassments

Karash has been unable to attune to his inherited magic item thus far.

Mental Trauma

Due to being isolated in his youth, Karash never learned proper interaction with people. He was taught combat leadership, but has no idea how to make friends, flirt, or make people feel pleasant with his words. His wording is as rough and course as his skin.

Intellectual Characteristics

Karash is an extremely skilled tactician. With abilities such as spotting enemy weak points, reading movements and emotions during combat, and predicting enemy battle strategy, Karash wins victories with his mind.

Morality & Philosophy

Said to be the "Chosen One" on his clan, Karash has always grown with a sense of duty and slight superiority. He believes strongly in his calling as it is all he has. Anyone who gets in the way of him fulfilling his purpose is seen as a threat and will meet swift repercussions.

Taboos

Karash eats a lot to maintain energy. He is always eating, often at random and unusual times.
Current Location
Year of Birth
1301 AP 28 Years old
Circumstances of Birth
In his Half-Orc clan, there is a prophecy of "The One Who is Touched by Earth." A special warrior born with Dao in his or her bloodline.
Children
Eyes
Yellow
Hair
Raven black, "Queue" style
Skin Tone/Pigmentation
Dirt brown
Height
6'1"
Weight
175
Known Languages
Karash is fluent in Common, Orcish, and Primordial

Karash (Urukob Tok)

Fighter 3 Class & Level
Inheritor Background
Genasi (Earth) Race
Lawful Good Alignment

Strength 16
+3
Dexterity 10
+0
constitution 15
+2
intelligence 14
+2
wisdom 8
-1
charisma 12
+1
Total Hit Dice 3
Hit Die 1d10+2
2 proficiency bonus
10 Passive perception
5 Strength
0 Dexterity
4 Constitution
2 Intelligence
-1 Wisdom
1 Charisma
saving throws
0 Acrobatics
-1 Animal Handling
4 Arcana
5 Athletics
1 Deception
4 History
-1 Insight
1 Intimidation
2 Investigation
-1 Medicine
2 Nature
-1 Perception
1 Performance
1 Persuasion
2 Religion
0 Sleight of Hands
0 Stealth
1 Survival
skills
17
AC
28
Hit Points
0
Initiative
30ft
Speed
Languages: Common, Primordial

Skills: Survival, Arcana, History, Athletics

Tools: Dice set

Weapons: Simple weapons, martial weapons

Armor: All armor, shields
Proficiencies
NameBonusDamageType
War Pick[1d20+5][1d8+3]Piercing
Trident[1d20+5][1d6+3]Piercing
Fist of Stone[1d20+4][1d4+6]Bludgeoning
War Pick Strike: +5 1d20+5 1d8+3 Damage: 1d8+3
Trident Thrust: +5 1d20+5 1d6+3 Damage: 1d6+3
Two Hand Trident Thrust: +5 1d20+5 1d8+3 Damage: 1d8+3
Trident Throw: +2 1d20+2 1d6+3 Damage: 1d6
Hand Axe Strike: +5 1d20+5 1d6+3 Damage: 1d6+3
Hand Axe Throw: +2 1d20+2 1d6 Damage: 1d6 Attacks
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier (12)
Spell attack modifier = your proficiency bonus + your Intelligence modifier (4)
Spellcasting
- chain mail armor
  • Stoneguard (war pick) and Iron Piercer (trident)
  • Twin Frenzy (two hand axes)
  • an explorer’s pack
  • dice set
  • inherited object
  • Equipment
    "I judge people by their actions, not their words."

    "I believe strongly in destiny, accepting all events as meant to be."
    Personality Traits
    "Nothing and no one can steel me away from my higher calling."
    Ideals
    "Defeat is not an option."
    Bonds
    "I'm convinced of the significance of my destiny and blind to my shortcomings and risk of failure."
    Flaws

    Racial


    Earth Walk
    You can move across difficult terrain made of earth or stone without expending extra movement.

    Merge with Stone
    You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

    Background


    Inheritance

    Class


    Fighting Style: Defense

    While you are wearing armor, you gain a +1 bonus to AC.

    Second Wind

    You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

    Action Surge

    Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

    Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

    Martial Archetype: Eldritch Knight


    Weapon Bond

    At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

    Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

    You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
    Features & Traits
    This article has no secrets.

    Comments

    Please Login in order to comment!