When shattered the mountains
And roared the seas
When shook the earth
And tumbled the trees
The dwarven holds
And spirits were broke
Til found again
The crown of our folk
-"The Lay of Adgus Last-King," a dwarven tale of the Wrath
- Squinty eyed and balding, with a coloration that speaks of too many seasons in the sun and weather.
- Wears soldiers' garb, poorly cared for, but his armor and weapons receive the highest level of care.
- Hair frequently a complete mess, but his bear is well-groomed.
- Darkvision: Can see 60' as though normal lighting, and another 60' as dim lighting.
- Dwarven Resilience: Advantage on saves vs poison, and resistance against poison damage.
- Dwarven Combat Training: Proficiency with battleaxe, handaxe, throwing hammer, warhammer.
- Stonecunning: When making an Intelligence (History) check relating to stonework, considered proficient in History and add double proficiency bonus to check.
- Dwarven Armor Training: Proficiency with light and medium armor.
- Two-Weapon Fighting (Fighting Style): Add ability modifier to damage of second attack.
- Second Wind: Use bonus action to recover hit points equal to 10 + fighter level. Short or long rest to recover.
- Action Surge: Use additional action on turn. Short or long rest to recover.
- Extra Attack: May attack twice when attacking Attack action.
- Indomitable: May re-roll a single saving throw; must take new result. 1 per long rest.
- Maneuvers: Superiority Dice (5): d10 • Save DC: 16/18 (8 + Prof + Str Mod)
- Commander's Strike: Attack action • Forego one attack to use bonus action to goad ally into attacking someone in their range • Ally takes a Reaction and attacks • If hits, add Superiority Die to damage.
- Disarming Attack: When hitting a target with an attack, may spend Superiority Die • Add die result to damage, and target must make a Strength save • Failure causes item to drop at its feet.
- Goading Attack: When hitting a target with an attack, spend Superiority Die • Add Superiority Die result to damage • Target must make a Wisdom save or be at disadvantage to attack other creatures until end of my next turn.
- Pushing Attack: When hitting a target with an attack, spend Superiority Die • Add Superiority Die result to damage • Target must make a Strength save or be pushed up to 15 feet from you.
- Riposte: Reaction • When creature misses a melee attack • Spend Superiority Die and make a melee attack • If hits, add Superiority Die result to damage.
- Sweeping Attack: Hit creature with melee attack • Choose another creature in range and Spend Superiority Die and roll • If original attack roll would also hit second creature, inflict damage equal to Superiority Die roll.
- Trip Attack: When hitting a target with an attack, spend Superiority Die • Add Superiority Die result to damage • Target must make a Strength save or be knocked prone.
- Student of War: Gain Tinker's Tools proficiency.
- Know Your Enemy: Spend 1 minute observing a creature outside of combat to learn traits relative to mine: Strength, Dexterity, Constitution, Armor Class, Current hit points, Total class levels, Fighter class levels
- Position of Privilege: Welcome in high society, common folk try to accomodate you and avoid your displeasure, people of high birth treat you as one of theirs. Can secure an audience with a local noble.
- Dual Wielder: +1 AC when fighting with a melee weapon in off-hand • Two-weapon fight with weapons that aren't light • Draw or stow two weapons instead of just one
- Mounted Combatant: Advantage on melee attacks against unmounted creature smaller than mount • Force attack targeting mount to target me instead • Mount subjected to Dex-save effect takes only half damage, or none if succeeds
- Sentinel: When hitting a creature with an opportunity attack, Speed drops to 0 • Creatures within 5' provoke opportunity attacks when leaving my reach • Creature within 5' targeting someone who isn't me provokes opportunity attack
- The Kaurnkurzr: "The Foe-Cursers". A pair of magical battleaxes +1, the Karunkurzr have the Dwarf Origin and the Guardian Property, whispering warnings to its wielder, granting a +2 to initiatives.
- Alaugkhavit: "The Deepingmail". A suit of magical plate +1, the Alaugkhavit has the Dwarf Origin and the Delver Property, granting knowledge of depth under the surface, and direction to the nearest staircase, ramp, or other path leading upward.
- Belt of Stone Giant Strength: Plates of stone etched with Goltiri runes depicting the primordial of earth, bound by leather. Strength 23 (+6)
- Potions: 4 potions of healing, potion of supreme healing
Encumbrance: 147 lb, or 90 with no backpack (77 lb worn • 11 lb pouches • 2 lb bandolier • 57 lb backpack)
- Karunkurzr (2 battle axes +1), Alaughkhavit (plate +1), 2 handaxes (belt), a whistle made from gold-colored wood (on leather cord around neck), 1 set of traveler's clothing
- Coin Pouch (Belt): 4 pp, 298 gp, 107 sp, 50 cp, 2 diamonds (w/ 300 gp)
- Utility Pouch (Belt): Tinderbox, 4 bags of caltrops, mess kit, 5 cakes of soap
- Bandolier (Worn): potions, 1 flask of oil
- Backpack (Worn, sometimes): crowbar, hammer, 10 pitons, 10 days rations, healer's kit (10 uses), steel mirror, tinker's tools
- Strapped to Outside of Pack: 50' of hemp rope (with grappling hook), 2 handaxes, 1 waterskin
Possessions On Mount
Encumbrance: 310.5 lb (178 lb worn • 98.5 lb saddlebags • 34 lb chest)
- Chain barding, bit & bridle, bear-saddle, bed roll & tent
- Saddlebags (On Mount): 2 aleskins, heavy crossbow (w/20 bolts in case), 1 hunting trap, 2 sets of manacles, 2 sets of common clothing, 1 travelers clothing, 3 flasks of oil, iron pot, smith's tools
- Chest (Strapped to Saddle): DC 15 Lock. 1 outfit of fine clothing, bag of 1700 gp, bag with 4 carnelians (100 gp ea), signet ring (Clan Crownhammer), Pre-Wrath Mechanism, a black pirate flag adorned with dragon's skull and crossbones
Despite his nobility, Daergrim is used to living quite rough - the life of a soldier on campaign is normal for him. When in towns, he occasionally splurges on a Comfortable (2 gp per day) inn or other accommodations if he's heard the drink is worth it. Otherwise, Modest (1 gp per day) is sufficient for his needs.
Other Important Individuals
- Varaklam, a war-bear. Trained as a mount by the bear-ranchers of Clan Bearking, Varaklam was a gift from Farrus Bearking, his former shieldmate. Varaklam (whose name means "Loyal Rage") is a faithful companion, although he can be quite grumpy and needy - which isn't a problem for Daergrim, who usually beds down during campaigns and travels with the bear half-sprawled atop him.
- Lord Balil Crownhammer, father. King Dahlgrim's younger brother. Three sons: Daergrim, Stoergrim, Fargen (35 years old, still living at home)
- Lady Dorais Crownhammer, mother. Totes preggers with a fourth child (hoping for a daughter).
- Stoergrim Crownhammer, twin brother. No, I won't call him "Storick." That sounds like the name of a bird.
- King Dalgrim, my uncle and king of the dwarves.
- Dwodin Riftkeeper, priest of Dumathoin.
Varaklam (Bear Mount)
Large beast, lawful good
- Armor Class: 12 (natural armor) or 16 (chain mail barding)
- Hit Points: 55 (5d10 + 15)
- Speed: 40 ft
Str 20 (+5) Dex 10 (+0) Con 16 (+3) Int 4 (-3) Wis 13 (+1) Cha 7 (-2)
- Skills: Perception +3
- Senses: Passive Perception 13
- Languages: -
- Challenge: 2 (450 xp)
- Hardy Constitution: Varaklam has advantage on Constitution saving throws.
- Keen Smell: Varaklam has advantage on Wisdom (Perception) checks that rely on smell.
- Steed: When Varaklam's rider hits with a weapon attack, the bear can make a bite action against a creature within 5 feet as a bonus action.
- Trained for War: Varaklam is trained for war and does not shy from violent situations, injuries, or conflict as long as Daergrim is with him. He is also trained to handle a rider and wear saddle and barding.
- Multiattack. The bear makes two attacks: one with its bite and one with its claws.
- Bite: Melee. +7 to hit, reach 5 ft., one target. Hit: 1d8+5 piercing damage.
- Claws: Melee. +7 to hit, reach 5 ft., one target. Hit: 2d6+5 slashing damage.
- Ran away to war at age 40, when brother Stoergrim left to join some cult.
- Snuck into the military, claiming another (common) name and did well by himself.
- Ended up learning to ride a war-bear, and became shieldmates with Farrus Bearking, who recognized him, but kept his secret.
- After six years, his family finally tracked him down. By then he was a valued soldier and warrior, and he insisted on staying, despite his father's threats of being disowned.
- Lord Gunther Bearking and Farrus repaid his loyalty with the gift of a war-bear of his own, whom he raised for two years.
- At the age of 52, he has taken a hiatus from the military at the request of his family (his mother in particular) when he learned that his brother had returned.
Projects, Goals and/or Downtime
- 0.0.2014: x