Fisher
Fisher
Sheet
AC 17 · HP 20 · 30 ft.Saving throws
Skills
- AthleticsSTR
- InsightWIS
- IntimidationCHA
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
12 featuresBonus action
- Second WindLevel 1
Fisher can use a bonus action to regain 1d10 + 2 hit points. He has two uses, regaining one after a Short Rest and all expended uses after a Long Rest.
Always on
- Fighting Style: DefenseLevel 1
Fisher chose the Defense Fighting Style, gaining a +1 bonus to AC while wearing armor.
- Weapon MasteryLevel 1
Fisher has mastery properties with three chosen weapons: the spear (Sap), shortbow (Slow), and longsword (Sap). He can use the mastery property of each weapon.
- Action SurgeLevel 2
Once on his turn, Fisher can take one additional action, except the Magic action. He regains this feature after a Short or Long Rest.
- Tactical MindLevel 2
When Fisher fails an ability check, he can expend a use of Second Wind, roll 1d10, and add the result to the check. If the check still fails, the use is not expended.
- Creature TypeHumanHumanoid.
- SizeHumanMedium.
- SpeedHuman30 feet.
- ResourcefulHumanFisher gains Heroic Inspiration whenever he finishes a Long Rest.
- SkillfulHumanFisher gains proficiency in Insight.
- VersatileHumanFisher gains one Origin feat of his choice. He has Alert.
- Military RankSoldier
Military Rank: Fisher can invoke his former rank to influence soldiers who recognize his authority. They may defer to him, provide access to military facilities, or offer basic assistance, subject to their circumstances and loyalties. He does not remember earning this rank.
Gear
14 itemsWeapons
- LongswordA martial weapon carried with a shield.
- Light crossbowA simple ranged weapon with ammunition.
- ShortbowA shortbow and arrows from his Soldier background equipment.
- SpearA spear from his Soldier background equipment.
Armor
- Chain mailHeavy armor, AC 16. Fisher's Defense Fighting Style raises his AC by 1 while wearing it.
- ShieldA shield, included in his starting equipment.
Tools
- Gaming setA small game set, selected as his Soldier gaming set.
Gear
- 20×Crossbow boltsBolts for the light crossbow.
- Dungeoneer's PackA pack containing travel and adventuring supplies.
- 20×ArrowsA quiver of arrows for his shortbow.
- Healer's kitA kit for treating injuries.
- Worm containerA container holding one hundred worms. The bait is still alive, though Fisher has never seen a fish eat one.
- 2×Broken fishing rodsThe rods he used on the river, both broken after a month of fishing.
Purse
- 14×Gold piecesFourteen gold pieces from his Soldier background equipment.
Appearance
Fisher is a broad, solidly built human man who takes up more room than he seems to notice, standing close enough that strangers often have to step around him. He wears combat boots, cargo pants, a sleeveless shirt, and a fisherman's vest with one pocket worn thin and shiny from the constant rub of a small, battered container of worms. Old battle scars cross his arms and torso, and flogging scars stripe his back. Tally marks cover one arm; he has worked out that they record his age. A snake tattoo rests on his back left shoulder blade, unseen by him.
Mannerisms
He stands too close when listening and only notices when someone leans away. He checks his worm container with the same grave attention another soldier might give a loaded weapon, then taps the tally marks on his arm whenever someone asks his age.
Personality
Blunt, restless, and oddly patient around water. Fisher makes quick decisions and dislikes being ordered about, but he can spend hours watching a line drift without a word. He has a soldier's reflex to put himself between trouble and whoever happens to be nearby, though he denies that this means anything.
Ideals
Freedom. No captain, officer, or unseen power gets to decide where he goes next. If he follows anyone, it will be because he chose to.
Bonds
He keeps the battered worm container close, though he cannot explain why it matters. Somewhere beyond the river, he hopes there is a person who will recognize the snake tattoo on his back and tell him what it means.
Flaws
He treats danger as an inconvenience and sometimes walks away from people who need help because he cannot make himself care on command. He also refuses to admit that his memories, his hunger, and the strange river might point to something he does not want to face.
Quirks
Background
Fisher woke on a small boat in the middle of a broad, quiet river, with a fishing rod in his hands and a container holding a hundred worms. He remembered nothing before that moment. The fish never swallowed the bait, but they always bit, tugging the line with patient, uncanny insistence. He did not eat his catch. He told himself he simply was not hungry. After what he reckoned was a month, both rods broke, one after the other. With no reason to stay on the water, he stepped ashore and began walking.
“The fish never swallowed the bait, but they always bit, tugging the line with patient, uncanny insistence.”
- Background
- Soldier
Connections
Species
Human
Media
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