Nisra Damar
Nisra Damar
Sheet
AC 16 · HP 167 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
29 featuresAction
- Extra Attack (2)Level 5
You can attack twice when you take the Attack action on your turn.
Bonus action
- Butt-End Strike
When After attacking with your glaive.
Make a bonus action attack with the butt end of your glaive for 1d4 bludgeoning damage plus Strength modifier.
- Second WindLevel 1
You can use a bonus action to regain hit points equal to 1d10 + your fighter level once per short or long rest.
- Polearm MasterLevel 6
You can make a bonus action attack with the opposite end of a glaive, halberd, quarterstaff, or spear when you attack with one of those weapons. The weapon must have the heavy, reach, or two-handed property for this bonus attack to apply, and the weapon's damage die is 1d4 bludgeoning.
Reaction
- Sentinel Lock
When A creature enters your weapon's reach.
Make one weapon attack as a reaction when a creature enters your reach. On a hit, the creature's speed becomes 0 for the rest of the turn.
Always on
- Trip AttackLevel 7
When You hit with a weapon attack.
Expend a superiority die to add 1d10 to damage and force a Strength saving throw. On a failure, knock the target prone.
- Menacing AttackLevel 3
When You hit with a weapon attack.
Expend a superiority die to add 1d10 to damage and force a Wisdom saving throw. On a failure, frighten the target until the end of your next turn.
- Disarming AttackLevel 3
When You hit with a weapon attack.
Expend a superiority die to add 1d10 to damage and force a Strength saving throw. On a failure, the target drops one object you choose.
- Commander's StrikeLevel 3
When You take the Attack action and choose to replace one attack.
Expend a superiority die to let an ally use its reaction to move half its speed and make one weapon attack, adding the die to that attack's damage.
- Action SurgeLevel 2
You can take one additional action on your turn once per short or long rest. At 17th level, this becomes twice per rest, but not on the same turn.
- Dwarven ResilienceLevel 1
You have advantage on saving throws against being frightened. Dwarven resilience also grants you advantage on saving throws against poison, and you have resistance to poison damage.
- Dwarven HeritageLevel 1
You can speak, read, and write Dwarvish. You have darkvision to 60 feet and proficiency with mason's tools.
- Combat SuperiorityLevel 3
You learn three maneuvers of your choice and gain four superiority dice, which are d8s. You regain expended dice after a short or long rest. At 7th level, you learn two additional maneuvers, and your dice become d10s.
- Student of WarLevel 3
You gain proficiency with one type of artisan's tools of your choice. You learn whether a creature is your equal, superior, or inferior in martial ability after observing it for at least one minute outside combat.
- Additional ManeuversLevel 7
You learn two additional maneuvers of your choice. Your superiority dice become d10s.
- IndomitableLevel 9
When you fail a saving throw, you can reroll it. You must use the new roll, and you cannot use this feature again until you finish a long rest. You gain a second use at 13th level.
- SentinelLevel 8
Creatures provoke an opportunity attack from you when they enter your reach. When you hit a creature with an opportunity attack, its speed becomes 0 for the rest of the turn.
- Ability Score ImprovementLevel 4
You can increase one ability score by 2, or two ability scores by 1. You increased Strength by 1 and Constitution by 1.
- Ability Score ImprovementLevel 12
You can increase one ability score by 2, or two ability scores by 1. You increased Strength by 2.
- Feat: Polearm MasterLevel 6
You can increase one ability score by 2, or two ability scores by 1. You gained the Polearm Master feat.
- Feat: SentinelLevel 8
You can increase one ability score by 2, or two ability scores by 1. You gained the Sentinel feat.
- TraitHill DwarfDarkvision 60 ft.
- TraitHill DwarfDwarven Resilience, advantage on saving throws against poison and resistance to poison damage.
- TraitHill DwarfDwarven Combat Training, proficiency with battleaxe, handaxe, light hammer, and warhammer.
- TraitHill DwarfDwarven Tool Proficiency, proficiency with mason's tools.
- TraitHill DwarfDwarven Stonecunning, double proficiency bonus on Intelligence (History) checks related to the origin of stonework.
- TraitHill DwarfDwarven Toughness, hit point maximum increases by 1 for every level.
- TraitHill DwarfSpeed is not reduced by wearing heavy armor.
- Military RankSoldier
You retain your military rank, reputation, and contacts. Soldiers loyal to old comrades may recognize your service, offer temporary shelter, or provide information and basic assistance, though they will not endanger themselves recklessly for you.
Gear
8 itemsWeapons
- GlaiveA long glaive with a hooked blade, balanced for controlling space and pulling riders from saddles.
- 2×HandaxeShort axes used as emergency weapons, camp tools, and reminders that not every problem deserves a full battle line.
- Light crossbowA light crossbow with twenty bolts, used for warning shots and fighting from walls rather than for glory.
Armor
- Chain mailHeavy interlocking steel armor, maintained with oil and patched with mismatched links from several campaigns.
- ShieldA polished wooden shield bearing the faded outline of a company insignia. Nisra carries it for defensive work but usually fights with her glaive in both hands.
Gear
- Dungeoneer's packA soldier's pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Soldier's insignia and keepsakesA uniform from a former mercenary company, a trophy taken from a fallen enemy, and a set of bone gaming dice.
Purse
- CoinsA small purse containing the savings from her latest completed contract.
Appearance
A broad-shouldered hill dwarf with a compact, powerful build and a calm, weathered face. Her dark copper hair is braided close to the scalp on one side and gathered into a short knot on the other. Her most noticeable feature is her mouth. Her lower canines are unusually long and blunt, giving her smile a faintly wolfish quality, while her strong jaw works visibly whenever she chews. She wears battered chain mail beneath a blue-gray surcoat marked with old contract colors that have been carefully cut away. She stands close when speaking, not aggressively, but with the unconscious certainty of someone accustomed to crowded shield lines and narrow streets.
Mannerisms
Nisra leans in until the other person has to decide whether to step back. She taps the haft of her glaive twice before giving an order, chews slowly while thinking, and smiles with only one corner of her mouth when someone makes a clever point.
Personality
Nisra is practical, observant, and unexpectedly tender toward frightened people. She speaks plainly, dislikes theatrical threats, and treats competence as a form of kindness. Around strangers she seems physically imposing and slightly too close, but around children and animals she becomes patient and careful. She believes every fight should have an exit plan, including the fights she expects to win.
Ideals
A contract is a promise made in public. Power does not excuse betrayal, and victory is worthless if the people who paid for protection are the ones left beneath the rubble.
Bonds
She owes a life debt to the miners of Kharad Vey, who hid her company from a pursuing army and never asked why. She sends them a third of every major contract and will abandon almost any mission to protect their settlement.
Flaws
She cannot leave an unfair bargain alone. If someone profits by hiding the real cost, Nisra will interfere even when doing so is tactically foolish, financially disastrous, or personally dangerous.
Quirks
Background
Nisra Damar was raised in a stone-cutting settlement where every family knew the price of a cracked lintel and every child learned to judge weight by sound. She discovered early that she had no gift for patient masonry, but she could read a crowded room the way her father read a fault line. At twenty-seven, she joined a border levy for steady pay and left three years later with a dented helmet, a pouch of unpaid wages, and a habit of counting exits before sitting down. She became a mercenary because armies lied about what they needed, while frightened towns paid honestly for what they understood. Nisra served caravan princes, village councils, and one deeply unpleasant duke, taking contracts that protected civilians and refusing those that required burning homes. Her former company dissolved after its captain sold a town's defenses to both sides. Nisra survived by leading half the soldiers out through a drainage tunnel, then spent years tracking down the men who had accepted the bribes. She now works independently, carrying a glaive, a soldier's battered ledger, and a private rule that every contract must name who suffers if it succeeds.
“She discovered early that she had no gift for patient masonry, but she could read a crowded room the way her father read a fault line.”
- Background
- Soldier
Connections
Species
Hill Dwarf
Media
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