Torquil the Green

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D&D 5th Edition
D&D on White.png
Level 13
Sir Elric, Human Champion
Marigold Banks, Halfling Attendent
Gleeman Alastar, Tiefling Harald
Lady Aldreda, Half-Elf Schemer
Gion of Velen, Human Mystery
Sir Farin Quarrymeade Dwarf Noble

Torquil the Green is a neutral good, seventh level half-orc cleric and companion of Sir Elric in the Hoard of the Dragon Queen/Rise of Tiamat pickup game. Torquil fills the roll as the party's primary healer, as well as taking a more direct role in combat by smiting enemies with farming implements. Torquil the Green is played by Adam.


Like any of his orc-blooded kindred, Torquil's shares features common to both his orc and human ancestry. In Torquil's case he was born with a human's posture and stature, though almost six and half feet tall. An exceptionally healthy constitution trained by a lifetime of soldiering and hard labor has left him powerfully but evenly built. Besides his strength and health, the most significant physical markers of his orc blood is his dull green skin and prominent lower canines. Like many orcs, he is also completely hairless.

His history as a solder has never really left Torquil, and he still speaks with the crisp words, grunts and proper address of military life. Having found religion in a strength of good work and nurturing creation, Torquil has toned down significantly from the hot-head youth he once was. He is generally subdued and slow to anger, preferring to consider each situation as it comes. When roused to anger, by persistence or righteousness of cause, Torquil can become a fierce and savage attacker.

Torquil is fluent in Common and Orc.


Like most of the so called "half-orcs" in the barony, Torquil was not born of a full human and a full orc, but rather from a line borderland, mixed-species settlers. More orcish as a youth then some of his brothers and cousins, Torquil was apprenticed to become a man-at-arms for the local lord at the age of ten. Five years of grueling physical and martial training saw him survive and become a spearman in the army's ranks. He would fight several battles and endless long, fruitless patrols with his brothers in arms over the next four years.

Shortly after Torquil's nineteenth birthday the Necromancer launched an ill-fated attack on the barony. Torquil fought several times during that campaign until the battle of Homildon Fields. Although the Marshal would win this critical battle, Torquil's unit was on the front line and pitied against a formation of skeletons. The unit was overrun and Torquil himself cut down and left for dead.

Torquil, after healing an injured pig

Lying wounded in the field, he saw an image of the goddess Chauntea come down and help him from the battlefield to a nearby farmhouse, where he passed out from the effort. There he was taken in by the local farmer and set to the sickbed to recover. After three days of visions and restless sleep, he awoke again to see the holy symbol of Chauntea hung over his bed. He decided in that moment to depart the army and work the land.

He became a field hand for the family that had taken him in. He worked the fields during the day and prayed every evening, seeking to understand why Chauntea had spared him from his battlefield death. After a year and a day of hard work and prayer, he manifested the first cantrip, stabilizing a young man who had been thrown and kick by his horse. One minor miracle lead to another, and he was soon helping all in the village. He quickly gained the attention of the goddess's church, and he sought to join them.

His poor religious knowledge and orcish heritage and nature worked against him, however, and he found himself marginalized even as he tried to integrate into his new religious order. In time it was strongly suggested by the higher church hierarchy that he might serve the Goddess better "out there" rather than ministering in the temples. To that end they arranged his assignment to advice and aid the errant Sir Elric, who's questing left him continently not around the Barony.

Torquil agreed with the decision and after a night of prayer cleaned up his old armor and gathered up a collection of supplies and "holy weapons". Packing them all on his trusty and loyal cow Caitrìona, he headed for the borders, following the path of Sir Elric to meet him and his destiny.

Character Statistics

Basic Statistics

Passive Skills: Insight: 16 (21 with advantage)
Perception: 13 (18 with advantage)

Speed: 30 feet
Maximum Hit Points: 25
Armor Class: 16


Strength 18 (+4)   Dexterity 14 (+2)   Constitution 18 (+4)
Intelligence 11 (+0)   Wisdom 17 (+3)   Charisma 11 (+0)


Proficiency bonus: +3

Proficient Saves

  • Wisdom
  • Charisma

Proficient Weapons & Armor

  • Simple Weapons
  • Improvised Weapons
  • Unarmed Attacks
  • Light Armor
  • Medium Armor
  • Heavy Armor

Proficient Skills

  • Animal Handling
  • Athletics
  • Insight
  • Intimidation
  • Medicine
  • Survival

Spells & Abilities

Cleric spells

Castings per day: 4 First-Level, 3 Second-Level, 3 Third-Level, 1 Fourth-Level
Spells Prepared: 10 Spells Spell DC: 14

Chauntea's Holy Symbol
Cantrips (4 known)
  • Guidance: Target gains +1d4 on the next attribute roll. (1 action, Concentration to 1 minute)
  • Resistance: Target gains +1d4 on the next save. (1 action, Concentration to 1 minute)
  • Mending: Repairs a single break or tear (no greater than 1 ft in any direction) on an object.
  • Thaumaturgy: Manifest a minor wonder, a sign of supernatural power. (1 action, 1 minute)
  • Spare the Dying: Touch a creature at 0 hp, it becomes stable.
First Level Spells
  • Animal Friendship*
  • Bane
  • Bless*
  • Command
  • Create or Destroy Water
  • Cure Wounds*
  • Detect Evil
  • Detect Good
  • Detect Magic*
  • Detect Poison and Disease
  • Guiding Bolt
  • Healing Word
  • Inflict Wounds
  • Protection from Evil
  • Protection Form Good
  • Purify Food and Drink
  • Sanctuary
  • Shield of Faith
  • Speak with Animals
Second Level Spells
  • Aid
  • Augury (Ritual)
  • Barkskin
  • Blindness/Deafness
  • Calm Emotions
  • Continual Flame
  • Enhance Ability*
  • Find Traps
  • Gentle Repose
  • Hold Person
  • Lesser Restoration
  • Locate Object*
  • Prayer of Healing
  • Protection from Poison
  • Silence
  • Spike Growth
  • Spiritual Weapon
  • Warding Bond
  • Zone of Truth
Third-Level Spells
  • Animate Dead
  • Beacon of Hope*
  • Bestow Curse
  • Clairvoyance
  • Create Food and Water*
  • Daylight
  • Dispel Magic
  • Feign Death
  • Glyph of Warding
  • Magic Circle
  • Mass Healing Word
  • Meld into Stone
  • Plant Growth
  • Protection from Energy
  • Remove Curse
  • Revivify*
  • Sending
  • Speak with Dead
  • Spirit Guardians
  • Tongues
  • Water Walk
  • Wind Wall
Fourth-Level Spells
  • Banishment
  • Control Water
  • Death Ward*
  • Dominate Beast
  • Divination
  • Freedom of Movement
  • Guardian of Faith
  • Grasping Vine
  • Locate Creature
  • Stone Shape*
Chanel Divinity

Uses per short rest: 2

  • Destroy Undead
  • Charm Animal
  • Charm Plant
  • Dampen Elements

Special Rules

Darkvision: See 60 feet black-and-white in pitch-dark. {Orc}
Relentless endurance: If reduced to 0 hp, but not killed outright, can drop to 1 hp instead. This recharges after a long rest. {Orc}
Savage attacks: On scoring a critical hit with a melee weapon, add one additional damage die for extra damage. {Orc}
Rank: Other military folks will defer to your rank. {Soldier}
Proficient: Cards {Soldier}, Riding & Land Vehicles {Soldier}, Healer Kit. {Cleric}
Ritual caster: May cast spells as rituals, so long as they are prepared.{Cleric}
Blinding Defense: When a creature you can see attacks you, you can cause light to flare giving your opponent a disadvantage. {Cleric}


Tavern Brawler

  • Increase Str +1
  • Proficiency in Improvised Weapons
  • Proficiency with Unarmed attacks (1d4 damage)
  • May grapple as a bonus action after using an unarmed or improvised weapon.


  • Increase Con +1
  • When rolling Hit Dice, regain a minimum of 8 hp.


Encumbrance: 80lb (Light, -10); 160lb (Heavy, -20); 240lb (Maximum)
Carried: 59lb on person, +90 Personal, +135 Pack. )
Cost: 290 silver (Weapons), 500 silver (armor), 320.5 silver (gear), 159.5 (Pack)


Torquil's weapon selection

Italicized weapons are typically on Torquil.

  • Scythe {10 sp, 3lb}


  • Spade {20 sp, 5 lb]

[1d10, Reach, Heavy, Two Handed]

  • Hoe {20 sp, 5 lb]

[1d10, Reach, Heavy, Two Handed]

  • Hay Fork (Trident) {30 sp, 4lb}

[1d8, Versatile, Thrown]

  • Sledge {20 sp, 10 lb]

[2d6, Heavy, Two handed]

  • Wood Axe {80 sp, 5 lb}

[1d12, Heavy, Two Handed]

  • Tilling Pick {40 sp, 5 lb}


  • Hand Axe {50 sp, 2lb}

[1d6, Light, Thrown]

  • Sickle {10 sp, 1lb}

[1d6, Light]

  • Hand Reaper {10 sp, 1lb}

[1d6, Light]


  • Scale Mail {500 sp, 45lb}

[14+Dex (max 2) AC, Stealth Penalty]


Italicized items are typically on Torquil's person.

  • Backpack {20 sp, 5lb}
  • Bedroll {10 sp, 7lb}
  • Traveler's Clothes {20 sp, 4lb}
  • Tankard {0.2 sp, 1lb}
  • Healer’s kit {50 sp, 3lb}
  • Wooden Holy Symbol {50 sp, 0lb}
  • Mess kit {2 sp, 1lb}
  • Rations (10 day) {50 sp 20lb}
  • Rope (50 feet) {10 sp, 10lb}
  • Tinderbox {5 sp, 1lb}
  • Waterskin (Full) x2 {4 sp, 10lb}
  • Purse (25 gp, 52 sp, 73 cp) {3lb}


Pack Animal (Caitrìona):

Caitriona at rest
  • Highland Coo {100 sp, 0lb}
  • Pack Saddle {50 sp, 25lb}
  • Saddlebags {4 sp, 8 lb}
  • Feed (10 days) {5 sp. 100 lb}
  • Bucket {0.5 sp, 2lb}

Large beast, unaligned
Speed 40 ft.
Armor Class 10
Hit Points 11 (2d8+2)

Strength 14 (+2)   Dexterity 10 (+0)   Constitution 13 (+1)
Intelligence 2 (-4)   Wisdom 10 (+0)   Charisma 5 (-3)

Perception (passive) 10
Encumbrance: 140lb. (Light -10ft), 280lb. (Heavy -20ft), 420lb. (Maximum)
Gore/Kick: Melee Attack +2, 1d4+2 damage.
Sure Footed: Caitriona has advantage on Strength and Dexterity saving throws made against effects that would knock her prone.