
Character
The Gornots
Three centuries ago, a plague of shadow magic swept across the northern kingdoms, twisting minds and corrupting bloodlines indiscriminately. An isolated orc war band and a nomadic elven caravan, both fleeing the cursed lands, collided at a mountain pass during a blizzard. Rather than fight, they discovered their combined resistance to the corruption—the orcs' primal resilience and the elves' arcane attunement created an unexpected harmony. Desperate to survive and drawn together by necessity, they formed an unprecedented union. Within a generation, their offspring exhibited extraordinary gifts: the raw strength and endurance of their orcish heritage merged seamlessly with elvish intellect and magical aptitude. These hybrid children became known as The Gornots, a name derived from the old word meaning "the unexpected gift." What emerged was not merely a new bloodline, but a civilization fundamentally different from either parent culture. The Gornots established Thornhaven, a fortress-colony carved into the Shattered Peaks, engineered with architectural brilliance and defensive magic that made it nearly impregnable to siege. Their unique position—belonging fully to neither orc nor elf societies—forced them to become masters of neutrality and pragmatism. They discovered that their outsider status was a profound advantage, allowing them to operate as impartial brokers in a world of warring factions. Kings and warlords who would never trust pure-blooded orcs or elves found The Gornots invaluable as spies, negotiators, and sellswords, their mixed heritage granting them access to circles forbidden to traditional races. Their economy flourished on the trade of secrets and steel, built upon a cultural philosophy that viewed loyalty as a commodity rather than an inherited obligation. Today, The Gornots neither celebrate nor mourn their dual ancestry—they simply leverage it, moving through the world as calculated neutrals who understand that survival demands seeing all perspectives and trusting none completely.
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What this public profile contains
This view-only profile includes a creator-written description; 11 labeled detail fields; 7 structured sections; 3 artwork images supplied by the creator.
- Creation type
- Character
- Shared by
- Baphometh
- Connected worlds
- 0
- Detail fields
- 11
- Profile sections
- 7
- Artwork images
- 3
Details
- Type
- Humanoid
- Alignment
- True Neutral
- Size
- Medium
- Armor class
- 18
- Hit points
- 250
- Speed
- 30
- Challenge
- 15
- Experience
- 13000
- Languages
- Common, Orc, Elvish
- Senses
- Darkvision 60 ft., Passive Perception 15
- Skills
- Stealth, Persuasion, Arcana, Insight
Biography
Three centuries ago, a plague of shadow magic swept across the northern kingdoms, twisting minds and corrupting bloodlines indiscriminately. An isolated orc war band and a nomadic elven caravan, both fleeing the cursed lands, collided at a mountain pass during a blizzard. Rather than fight, they discovered their combined resistance to the corruption—the orcs' primal resilience and the elves' arcane attunement created an unexpected harmony. Desperate to survive and drawn together by necessity, they formed an unprecedented union. Within a generation, their offspring exhibited extraordinary gifts: the raw strength and endurance of their orcish heritage merged seamlessly with elvish intellect and magical aptitude. These hybrid children became known as The Gornots, a name derived from the old word meaning "the unexpected gift." What emerged was not merely a new bloodline, but a civilization fundamentally different from either parent culture. The Gornots established Thornhaven, a fortress-colony carved into the Shattered Peaks, engineered with architectural brilliance and defensive magic that made it nearly impregnable to siege. Their unique position—belonging fully to neither orc nor elf societies—forced them to become masters of neutrality and pragmatism. They discovered that their outsider status was a profound advantage, allowing them to operate as impartial brokers in a world of warring factions. Kings and warlords who would never trust pure-blooded orcs or elves found The Gornots invaluable as spies, negotiators, and sellswords, their mixed heritage granting them access to circles forbidden to traditional races. Their economy flourished on the trade of secrets and steel, built upon a cultural philosophy that viewed loyalty as a commodity rather than an inherited obligation. Today, The Gornots neither celebrate nor mourn their dual ancestry—they simply leverage it, moving through the world as calculated neutrals who understand that survival demands seeing all perspec
Attributes
Strength
20, modifier 5
Dexterity
16, modifier 3
Constitution
20, modifier 5
Intelligence
18, modifier 4
Wisdom
14, modifier 2
Charisma
16, modifier 3
Actions
Brutal Strike
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d10 + 5 slashing damage.
Arcane Bolt
Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 4d8 force damage.
Shadow Veil
The Gornots can become invisible until the start of their next turn. They can attack while invisible without breaking the effect.
Cunning Maneuver
The Gornots can move up to half their speed without provoking opportunity attacks after making a melee attack.
Negotiator's Charm
The Gornots can cast 'Charm Person' as a 3rd-level spell without expending a spell slot.
Defensive Stance
The Gornots can take the Dodge action as a bonus action, gaining advantage on Dexterity saving throws until the start of their next turn.
Abilities
Dual Heritage
The Gornots have advantage on saving throws against being charmed or frightened.
Master of Neutrality
They can choose to reroll any failed skill check once per short rest.
Arcane Resilience
They have resistance to psychic damage due to their mixed heritage.
Cunning Insight
They can add their intelligence modifier to initiative rolls.
Saving throws
strength
10
dexterity
8
intelligence
9
wisdom
7
Legendary actions
Masterful Espionage
The Gornots can make a Stealth check and move up to their speed without being detected.
Arcane Surge
The Gornots can cast a spell of 3rd level or lower without using a spell slot.
Unyielding Resilience
The Gornots regain 20 hit points and can immediately make a melee attack.
Damage resistances
Psychic
Gallery


Public creation
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