A towering red dragonborn warlord with a broad, muscular build and heavy, ornate bronze-and-gold plate armor covered in engraved filigree and medal-like emblems. He has swept, ridged horns, a spiked crown of scales, predatory gold eyes, and a snarling maw full of sharp teeth. His stance is wide and ready to strike—clawed feet planted on broken rock, tail curled behind for balance. The scene’s base (weathered stone, sparse grass, and skulls) reads as a battlefield veteran who has survived—and collected trophies.
D&D 5e Character Sheet (2014-style)
Identity
- Name: Kharzug Emberhorn
- Race: Dragonborn (Red)
- Class: Paladin 8 (Oath of Conquest)
- Background: Soldier (Ashen Legion Veteran)
- Alignment: Lawful Neutral
- Deity / Ideal: The Iron Oath (a disciplined, conquest-driven code)
Ability Scores
(Designed to match the miniature: heavy armor, intimidation, frontline dominance.)
- STR 20 (+5)
- DEX 10 (+0)
- CON 16 (+3)
- INT 8 (−1)
- WIS 12 (+1)
- CHA 16 (+3)
- Proficiency Bonus: +3
- Initiative: +0
- Speed: 30 ft
- Passive Perception: 11
Defenses
- AC: 19 (Plate 18 + Defense Fighting Style +1)
- HP: 76 (8d10 + 24)
- Saving Throws: WIS +4, CHA +6
- Damage Resistance: Fire (red dragonborn)
Skills
- Athletics +8
- Intimidation +6
- Persuasion +6
- Insight +4
- Religion +2
- Survival +4
Attacks
- Greatsword (melee) — +8 to hit, reach 5 ft
- Hit: 2d6 + 5 slashing
- Divine Smite: expend a spell slot to add 2d8 radiant ( +1d8 per higher slot; +1d8 vs undead/fiends)
- Javelin (thrown 30/120) — +8 to hit
Racial Traits (Dragonborn)
- Breath Weapon (Fire): 15-ft cone, DEX save DC 14 (8 + PB 3 + CON 3)
- Damage: 3d6 fire (half on save) — 1/short rest (classic 2014 dragonborn)
- Draconic Language: Common + Draconic
Class Features (Paladin 8)
- Divine Sense (5/day): detect celestials/fiends/undead
- Lay on Hands (40 HP pool/day): healing or neutralize poison/disease (5 HP)
- Fighting Style: Defense (+1 AC in armor)
- Divine Smite
- Extra Attack
- Aura of Protection: allies within 10 ft add +3 to saving throws
- Oath of Conquest (Channel Divinity, 1/rest):
- Conquering Presence: creatures of choice in 30 ft, WIS save DC 14 or frightened for 1 minute
- Guided Strike: +10 to an attack roll after seeing the roll
- Aura of Conquest (Lv 7): frightened enemies within 10 ft have speed 0 and take psychic damage equal to CHA mod (3) at start of their turn
Spellcasting
- Spell Save DC: 14
- Spell Attack: +6
- Slots: 1st (4), 2nd (3)
- Prepared Spells: 7 (CHA 3 + half paladin level 4), plus Oath spells always prepared
Oath Spells (Always Prepared)
- 1st: Command, Armor of Agathys
- 2nd: Hold Person, Spiritual Weapon
Prepared Spells (Suggested)
1st level: Bless, Shield of Faith, Wrathful Smite, Cure Wounds
2nd level: Find Steed, Lesser Restoration, Zone of Truth
Equipment
- Engraved Plate Armor (heirloom war-plate, battle-scarred)
- Greatsword (or “Oathcleaver,” a broad-bladed relic)
- 4–6 Javelins
- Holy symbol set into the chest clasp
- Traveler’s kit, legion insignia, trophy tokens (the skull motif fits)
Roleplay
Personality
- Trait: Speaks rarely; when he does, it’s a verdict.
- Ideal: Order is mercy. Chaos is cruelty with better marketing.
- Bond: The Ashen Legion’s dead are his responsibility—he will not let their killers rest.
- Flaw: Once he names someone an enemy, he struggles to accept surrender.
Backstory (short)
Kharzug was forged in border wars where treaties died faster than soldiers. In the Ashen Legion, he learned that fear is a weapon—one that ends battles before they begin. When a necromantic warband began raising the fallen as mockeries of the oathbound, Kharzug hunted them across scorched passes and ruined chapels, stripping trophies from the worst of them as a grim ledger of justice. The ornate armor he wears is not decoration; it is authority made metal, a reminder that he has outlived every challenger who tried to take it.
Adventure hooks
- A rival commander claims Kharzug’s “conquest” is tyranny and seeks to expose him.
- His armor bears seals tied to an ancient draconic pact—now the pact is being called due.
- The skulls on his base are not trophies, but wards holding something buried beneath the rock.