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Harbek Stonehall - AI-generated fantasy Character

Harbek Stonehall

Dwarf · Monk (Way of the Open Hand) · Level 6 · Soldier

Harbek Stonehall

Harbek speaks in a calm, gravelly voice and prefers blunt facts to comforting lies.
AC17
HP34/34
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 34 · 40 ft.
AlignmentLawful NeutralGenderMaleAge177 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • MedicineWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandCON
  • SurvivalWIS

Weapons

Simple weapons,
Shortswords,
Battleaxes,
Handaxes,
Light hammers,
Warhammers

Tools

One gaming set,
Land vehicles

Languages

Common,
Dwarvish

Features

24 features

Action

  • Attack

    When On his turn, when he takes the Attack action.

    Harbek makes two attacks with a monk weapon or unarmed strikes. His unarmed strikes deal 1d6 + 4 bludgeoning damage.

  • Wholeness of BodyLevel 3

    Harbek can use an action to end one disease or one condition affecting himself. He can use this feature six times per long rest, restoring 1 use after a long rest, and can spend additional uses to end conditions affecting others at the DM's discretion.

Bonus action

  • Flurry of Blows

    When After taking the Attack action on his turn.

    Harbek makes two unarmed strikes as a bonus action after taking the Attack action, spending 1 ki point.

  • Patient Defense

    When On his turn.

    Harbek spends 1 ki point to Dodge as a bonus action.

  • Step of the Wind

    When On his turn.

    Harbek spends 1 ki point to Dash or Disengage as a bonus action, and his jump distance is doubled for the turn.

  • Unarmored Defense and Martial ArtsLevel 1

    While unarmored and not wielding a shield, Harbek's AC equals 10 + his Dexterity modifier + his Wisdom modifier. He gains Martial Arts, allowing him to use Dexterity for monk weapon and unarmed attacks, make one unarmed strike as a bonus action after attacking with a monk weapon or unarmed strike, and roll a d6 for his Martial Arts damage die.

Reaction

  • Deflect MissilesLevel 3

    When When hit by a ranged weapon attack.

    Harbek reduces ranged weapon damage by 1d10 + 9 using his reaction, and can catch the missile if the damage is reduced to 0.

Always on

  • Stunning StrikeLevel 5

    When When he hits with a melee weapon attack.

    Harbek spends 1 ki point after hitting with a melee weapon attack. The target makes a DC 14 Constitution saving throw or is stunned until the end of Harbek's next turn.

  • KiLevel 2

    Harbek gains 6 ki points, regained after a short or long rest. He can spend ki for Flurry of Blows, Patient Defense, and Step of the Wind.

  • Unarmored MovementLevel 2

    Harbek's unarmored movement increases his speed by 15 feet while he is not wearing armor or wielding a shield.

  • Monastic Tradition: Way of the Open HandLevel 3

    Harbek chooses the Way of the Open Hand, specializing in disabling opponents through precise unarmed strikes and control of the body.

  • Ability Score ImprovementLevel 4

    Harbek gains an Ability Score Improvement at 4th level. His Dexterity was increased to 18 through disciplined training.

  • Slow FallLevel 4

    When Harbek uses Step of the Wind, difficult terrain does not cost him extra movement during the turn, and he can move along vertical surfaces and across liquids without falling during the movement.

  • Slow FallLevel 4

    Harbek can use his reaction to reduce falling damage by 30 points.

  • Extra AttackLevel 5

    Harbek can attack twice, instead of once, whenever he takes the Attack action on his turn.

  • Ki-Empowered StrikesLevel 6

    Harbek's unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • Open Hand TechniqueLevel 3

    When Harbek hits a creature with one of the attacks granted by Flurry of Blows, he can impose one effect on the target if it fails a Strength or Dexterity saving throw against DC 14. He can knock it prone, push it up to 15 feet, or prevent it from taking reactions until the end of his next turn.

  • TraitDwarfDarkvision, can see in dim light within 60 feet as if bright light and in darkness as if dim light, treating darkness as dim light.
  • TraitDwarfDwarven Resilience, advantage on saving throws against poison and resistance to poison damage.
  • TraitDwarfDwarven Combat Training, proficiency with battleaxes, handaxes, light hammers, and warhammers.
  • TraitDwarfStonecunning, whenever making an Intelligence History check related to the origin of stonework, add double proficiency bonus if proficient, or proficiency bonus if not proficient.
  • TraitDwarfDwarven speed is not reduced by wearing heavy armor, though Harbek is not proficient with heavy armor.
  • TraitDwarfDwarves mature at the same rate as humans but commonly live beyond 400 years.
  • Military RankSoldier

    Harbek retains his military rank and can invoke the respect of soldiers, recognize military organizations, and request limited aid from members of his former command or affiliated forces.

Gear

8 items

Weapons

  • Shortsword
    A simple but well-balanced shortsword used as a backup weapon when precision at range is needed.
  • 10×
    Dart
    Darts balanced for quick throws and marked with small anatomical symbols by Harbek.

Tools

  • Gaming Set
    A set of carved stone gaming pieces used to play dice games favored by dwarven soldiers.

Gear

  • Explorer's Pack
    A pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and other basic adventuring supplies.
  • Insignia of Rank
    A metal insignia showing Harbek's former military rank and company.
  • Trophy Taken from a Fallen Enemy
    A preserved fragment from a defeated enemy standard, kept as a reminder of the cost of war.
  • Common Clothes
    A plain set of durable clothing suitable for travel or camp life.

Purse

  • 10×
    Gold Pieces
    Money saved from military service and carried in a leather pouch.

Appearance

Harbek is a broad-shouldered gray dwarf with a close-cropped iron-gray beard, weathered copper-brown skin, and a permanent limp in his left leg. His nose has been broken twice, one eyebrow bears a pale scar, and his thick hands are marked by old blade cuts and calluses. He wears practical monk's wraps beneath a sleeveless military coat, with a faded rank insignia sewn inside the collar. His fighting stance is compact and deliberate, built around balance, joint locks, nerve strikes, and precise blows rather than flashy movement.

Mannerisms

Harbek taps two fingers against his wrist while thinking, as if checking a pulse. He studies people's posture before speaking to them, unconsciously noting old injuries and weaknesses. When angered, he becomes quieter, adjusts his stance, and begins naming bones under his breath.

Personality

Harbek speaks in a calm, gravelly voice and prefers blunt facts to comforting lies. He is patient with frightened civilians, apprentices, and wounded companions, but merciless toward bullies and commanders who treat soldiers as expendable. He has a dry, understated humor and often delivers grim observations as though they were ordinary medical advice.

Ideals

Discipline. The body tells the truth, and a trained mind can learn what it is saying. Victory belongs to the person who understands the fight better, not merely the person who hits hardest.

Bonds

The surviving members of Harbek's old company are his family, and he will cross any battlefield to rescue one of them. He also carries the broken insignia of the soldier who died saving his life, and he intends to return it to that soldier's descendants.

Flaws

Harbek treats every disagreement like a tactical problem and every injury like a lesson, making him seem cold when he is trying to help. He is slow to forgive officers who sacrifice common soldiers for reputation, and he sometimes pushes himself past safe limits because he cannot bear to be the one who needs rescuing.

Quirks

Keeps a small notebook filled with sketches of joints, bones, and combat injuries.
Names each of his favorite strikes after dwarven mining tools.
Refuses to waste food, even during lavish feasts.
Polishes his old military insignia before sleeping.
Collects unusual walking sticks and insists each has a proper name.

Background

Harbek Stonehall served for decades in the deep-road companies of a dwarven fortress, where narrow tunnels and brutal close-quarters battles taught him that strength was useless without precision. He became the company medic almost by accident after surviving a siege in which the regiment's surgeon was killed. Harbek learned anatomy from battlefield necessity, studying bones, tendons, pressure points, and the ways a wounded body could be stabilized or disabled. His reputation as a soldier grew alongside his reputation as the dwarf who could end a fight with three fingers and a well-placed strike. During a disastrous retreat, Harbek took a crushing injury to his left leg while holding a collapsing passage long enough for his unit to escape. He survived, but never recovered a normal stride. Afterward, he left active service and entered a remote monastery, seeking a discipline that could turn his damaged body into a different kind of weapon. The monks taught him that a limp was not a failure of movement, only a fact to be understood. Harbek adapted their teachings into a practical combat philosophy, targeting joints, muscles, breath, and balance. Now he travels as a veteran instructor, wandering healer, and relentless opponent of those who mistake mercy for weakness.

“He became the company medic almost by accident after surviving a siege in which the regiment's surgeon was killed.”
From their backstory
Background
Soldier

Connections

Species

Dwarf

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