Arawn
Arawn
Sheet
AC 16 · HP 12 · 25 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- InsightWIS
- InvestigationINT
- NatureWIS
- PerceptionWIS
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresBonus action
- Dual Weapon Readiness
When When drawing or stowing weapons
As a bonus action, Arawn can draw or stow two weapons when he would normally be able to draw or stow only one.
Always on
- Favored EnemyLevel 1
Arawn has chosen beasts as his favored enemies. He has advantage on Wisdom (Survival) checks to track them and on Intelligence checks to recall information about them. He can also learn one language of his choice spoken by a favored enemy or typical species associated with it. His favored enemies are monstrosities, especially creatures that prey upon isolated travelers and settlements.
- Natural ExplorerLevel 1
Arawn is particularly familiar with forests and mountain terrain. When making an Intelligence or Wisdom check related to this favored terrain, his proficiency bonus is doubled if he uses a skill he is proficient in. While traveling for an hour or more in this terrain, he gains the benefits of traveling stealthily while moving at a normal pace, cannot become lost except by magical means, remains alert to danger even while engaged in another activity, has advantage on initiative rolls, and finds twice as much food when foraging. When tracking other creatures, he learns their exact number, sizes, and how long ago they passed.
- TraitDwarfDarkvision, Arawn can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, though he sees darkness as shades of gray.
- TraitDwarfDwarven Resilience, Arawn has advantage on saving throws against poison and resistance to poison damage.
- TraitDwarfDwarven Combat Training, Arawn is proficient with the battleaxe, handaxe, light hammer, and warhammer.
- TraitDwarfStonecunning, whenever Arawn makes an Intelligence (History) check related to the origin of stonework, he is considered proficient in the History skill and adds double his proficiency bonus to the check.
- TraitDwarfDwarven Toughness, Arawn's hit point maximum increases by 1, and it increases by 1 every time he gains a level.
- Rustic HospitalityFolk Hero
Arawn can find a place to hide, rest, or recuperate among common folk. They will shield him from the law or anyone searching for him, though they will not risk their lives for him.
Gear
9 itemsWeapons
- Heavy crossbowA martial ranged weapon with the ammunition, heavy, loading, and two-handed properties. Range 100/400, damage 1d10 piercing.
- 2×HandaxeA simple melee weapon with the light and thrown properties. Range 20/60, damage 1d6 slashing.
Armor
- Scale mailMetal-reinforced medium armor that grants AC 14 plus Dexterity modifier, to a maximum of +2.
Tools
- Smith's toolsA set of blacksmithing tools inherited from Arawn's family and used to maintain his weapons and armor.
Gear
- Explorer's packA pack containing essential adventuring supplies, including a bedroll, mess kit, tinderbox, rations, rope, and other equipment.
- Shovel and iron potA sturdy shovel and an iron cooking pot, traditional equipment from Arawn's rural home.
- Common clothesPlain common clothing suitable for travel and farm work.
- Land vehicles proficiencyA sturdy teamster's token and practical knowledge of handling carts, wagons, and draft animals.
Purse
- Belt pouch with gold piecesA small pouch containing the modest savings earned from local work and odd jobs.
Appearance
Arawn is a broad-shouldered mountain dwarf with vivid crimson hair and a thick beard braided with small iron and brass beads. His brown eyes contain striking flecks of gold around the pupils. He moves with a deliberate, ground-conscious gait, often leaning slightly away from narrow doorways or crowded passageways. Even in open country, he instinctively chooses the seat with the clearest view of the exits. His scale mail is weathered but carefully maintained, and his heavy crossbow is built with dark, polished wood and reinforced metal limbs. Twin handaxes hang at his belt, positioned for quick throws.
Mannerisms
Arawn checks the width of doors, tunnels, and alleys before entering them. He sits with his back to a wall whenever possible and frequently looks upward as if reassuring himself that the sky is still there. When thinking, he rolls the metal beads in his beard between his fingers. His voice is blunt and gravelly, but it softens noticeably when speaking to frightened villagers or children.
Personality
Arawn is practical, protective, and direct. He speaks to nobles and farmers with the same plain honesty, though he becomes unexpectedly gentle around animals and people who are afraid. He dislikes needless ceremony and treats competence as the truest form of politeness. He is happiest beneath a wide sky, beside a campfire, with a clear trail ahead and enough room to breathe.
Ideals
Freedom. No one should be forced to live beneath another person's rules, nor should any community be abandoned because its defenders are afraid. The open road belongs to everyone brave enough to walk it.
Bonds
Elian Voss gave Arawn a place beneath the open sky and taught him everything he knows about the wild. Arawn will protect Elian's memory, defend the settlement that raised him, and never abandon ordinary people facing danger.
Flaws
Arawn's fear of enclosed and underground spaces can overwhelm his judgment. He becomes irritable when others dismiss the danger, and he would rather make a reckless escape into hostile wilderness than remain trapped underground. He is also stubbornly suspicious of anyone who romanticizes tradition at the expense of living people.
Quirks
Background
Arawn was born in a small dwarf settlement on the outer slopes of the mountains, far from the deep halls his kin considered home. He learned early that the open sky was not merely beautiful, it was necessary. The thought of being sealed beneath stone makes his breath shorten and his hands shake, and he has never forgiven the old stories that treat the underground as a place where a dwarf is supposed to feel safe. His family accepted this uneasily, but a human ranger named Elian Voss saw no shame in it. Elian had once been a close friend of Arawn's dwarf father, and he took the young dwarf into the wilds as an apprentice and companion. Under Elian's guidance, Arawn learned to read tracks, judge weather, recognize useful plants, and place a crossbow bolt where it would matter most. He also learned that courage was not the absence of fear, but the choice to keep moving while fear walked beside you. When a band of raiders began preying on caravans and isolated farmsteads, Arawn organized local hunters, farmers, and teamsters into a defense that drove the raiders away. The villagers now call him a hero, though Arawn insists he only did what anyone should do when their neighbors are threatened. He has since taken to the road, seeking signs that the raiders belonged to a larger threat and hoping to make the wild places safer for people who have nowhere else to turn.
“He learned early that the open sky was not merely beautiful, it was necessary.”
- Background
- Folk Hero
Connections
Species
Dwarf
Media
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