Mortajo, Highest Military Rank Of The Slave Army

mortajo dnd 5e

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Experienced on many battlefields, Mortajo conducts his armies with fierceness and a keen sense for greatness and the epic.

Is it his voice? Or is it his eyes? Something pushes the slaves to follow his command.

Mortajo is the Commander in Chief of The Slave Army, and also a dedicated father. As a leader he thinks of himself a saviour, although ruthless and cruel. Having lost his nation, left alone with just a bunch of his followers, has bittered him even more.

To create this character, played by Dani Blanco, I’ve chosen both a class and a race that do not exist oficially in 5th edition Dungeons & Dragons, the Commander Class and the Mul Race (half-dwarf). For the first one I picked Wizard as a base, and changed the word Spells for Tactics; for the latter I mixed both dwarf and half-orcs stats, as suggested in posts all over the internet.

STR 14 (+2)      DEX 8 (-1)      CON 16 (+3)      INT 12 (+1)      WIS 10 (0)      CHA 15 (+2)
ARMOR CLASS 9          HIT POINTS 10          SPEED 30 feet          ALIGNMENT lawful evil
PROFICIENCY BONUS +2 (adds to attack rolls, saving throws with cha&con, chosen skills)
WEAPON PROFICIENCIES: daggers, firearms, handaxe.
TOOL PROFICIENCIES: vehicles (land).
SKILLS: history, intimidation, medicine, religion.
LANGUAGES: common, dwarf, undercommon.

STARTING EQUIPMENT: belt pouch with 10 gold pieces, handgun (stats equal those of light crossbow), insignia of rank, Manual of the Tactician (similar to the Wizard Spellbook), token from a fallen enemy. And the Coin of Treachery.
AT FIRST REFRESHING POST (IF REACHED): bone dice, explorer’s pack, set of common clothes.


MILITARY BACKGROUND
Mortajo invokes his rank to exert influence over other soldiers and requisition simple equipment and vehicles for temporary use (if available). He can also gain access to friendly military encampments and fortresses where his rank is recognized.
PERSONALITY: A simple, direct solution is the best path to success.
MIGHT: In life as in war, the stronger force wins.
BOND: The only ones worth dying for are his heirs.
FLAW: His hatred of his enemies is blind and unreasoning.


RACIAL TRAITS
Darkvision: you can see in dim light within 60 feet of you as if it were bright, and in darkness as if it were dim (only shades of gray in darkness).
Dwarven Toughness: your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Relentless Endurance: when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead (once after every rest).


dark sun dnd mortajo

LEVEL 1
Tactics: you got the Manual of the Tactician (see Commander Class), which will allow you to command your soldiers to do certain actions. You can prepare up to 3 diferent tactics after every long rest, but just command 2 tactics, as 1st level (you can also command the same tactic twice).
Recovering Ressources: once after a short rest you can recover one spent tactic.
Minor Tactics (aka Cantrips): you have learnt 3 minor tactics that you command at will.


LEVEL 2
Hit points: +8 (18 in total).
Tactics: you can prepare now 4 diferent tactics from the Manual, and command 3 as 1st lvl.

DEATH SQUAD TACTICS (aka School of Necromancy)
Blood Harvest: once per turn when you kill one or more creatures with a tactic, you regain hit points equal to twice the tactic’s level, or three times if the tactic was from the Death Squad.


LEVEL 3
Hit Points: +8 (26 in total).
Tactics: you can prepare now 5 diferent tactics from the Manual, and command 6 (4 as 1st lvl and 2 as 2nd lvl).

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