D&D 5e: Exile Character 04
Baskar Hammerhands[edit]
Baskar was born to a different family name but earned the name Hammerhands on the battlefield and abandoned his family name to try and hide from his shame after making a dire mistake. He was eventually caught for desertion and sentenced to exile - a punishment in part to cover up what happened.
Personality traits: 1. I face problems head-on. A simple, direct solution is the best path to success. 2. I prefer to observe before I engage.
Ideal: Might. In life as in war, the stronger force wins. I need strength so that I can prevail.
Bonds: 1. If you save my life, I must save yours. 2. There is more strength in unity than division.
Flaw: I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.
- Race: Human; Class-Level: Armourer Artificer 5; Background: Soldier
- Alignment: Neutral; Proficiency Bonus: +3
- Passive Perception: 14; Passive Investigation: 12; Darkvision: --
- Hit Dice: 5d8; Spent HD: None
- Strength: 18 (+4); Athletics: +7
- Dexterity: 9 (-1); Stealth: +2
- Constitution: 16 (+3); Save: +6
- Intelligence: 14 (+2); Save: +5; Arcana: +5
- Wisdom: 12 (+1); Perception: +4
- Charisma: 10 (+0); Intimidation: +3
Combat[edit]
- Speed: 30 ft
- Initiative: -1
- AC: 21 (full plate +1 heirloom +1 magic +1 dual wielder)
- HP: 43
- Spell Slots: 1st: 4, 2nd: 2
- Thunder Gauntlet: +7 melee 1d8+4 thunder plus target has disadvantage on attacks against others until start of my next turn
- Offhand Thunder Gauntlet: +7 melee 1d8 thunder plus target has disadvantage on attacks against others until start of my next turn
- Javelin: +7 melee or ranged 30/120 1d6+4 piercing
- Shortbow: +2 ranged 1d6-1 piercing; Range: 80/320
Spells Prepared[edit]
- Cantrips: Booming Blade, Mending
- 1st Level: Magic Missile, Thunderwave, Cure Wounds, Expeditious Retreat
- 2nd Level: Mirror Image, Shatter, Spider Climb, Darkvision
Proficiencies[edit]
- Languages: Common
- Tools: Dragonchess Set, Vehicles (land), Thieves' Tools, Tinker's Tools, Herbalism kit, Smith's Tools
- Skills: Athletics, Arcana, Intimidation, Perception, Stealth
- Armor: light armor, medium armor, heavy armor, shields
- Weapons: all simple weapons
Campaign Bonuses[edit]
- Extra feat: Dual Wielder
Race: Human[edit]
- Skill: Stealth
- Languages: Common
Background: Soldier[edit]
- Skills: Athletics, Intimidation; Tools: Vehicles (land); Dragonchess Set
- Military Rank
Feats[edit]
- Dual Wielder
Class: Armourer Artificer[edit]
- Skills: Arcana, Perception
- Spellcasting: Spell Save DC: 13, Spell Attack Modifier: +5, Spells Prepared per Day: 4
- Firearm Proficiency
- Magical Tinkering
- Infuse Item: Infusions known (4): Enhanced Defence, Mind Sharpener, Enhanced Weapon, Replicate Magic Item: Cap of Water Breathing; Infusions applied: Enhanced Defence (full plate armour), Mind Sharpener (robe)
- Armourer: Tools of the Trade, Armourer Spells, Arcane Armour, Armour Model
- The Right Tool for the Job
- ASI 4: +2 Str
- Extra Attack
Equipment[edit]
- Trinket: a brass orb etched with strange runes
- Heirloom: full plate, brass and black lacquered. While wearing this armour you have +1 AC. Choose one type of energy. You are resistant to this type of energy. You may change the type of energy you are resistant to at a long rest. (Current: fire. Enhanced Defence infusion +1 AC)
- Javelin, 4
- Shortbow
- 20 arrows
- Dungeoneer's pack
- Uniform (including Mind Sharpener robe/cape)
- Rank Insignia (Captain)
- Dragonchess Set
- Pouch
- Dagger
- Smith's tools
- Tinker's tools
- Herbalism kit
- Healers' kit
- 75gp worth of herbs
- Grappling hook
- 12gp
- 10sp