Brask Vaskel
Brask Vaskel
Sheet
AC 18 · HP 36 · 30 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
19 featuresBonus action
- Maneuvering Attack
When After hitting a creature with a weapon attack
As a bonus action, expend one superiority die and make one weapon attack. On a hit, add the die to the damage and move the target up to 15 feet.
- Second WindLevel 1
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before using it again.
- Maneuver: Maneuvering AttackLevel 3
You can use a bonus action to expend one superiority die and make one weapon attack. If the attack hits, add the superiority die to the weapon's damage roll, and you can move the target up to 15 feet. The target must be no more than one size larger than you and must be willing to be moved.
- Hobgoblin Nimble EscapeLevel 3
You can take the Dash, Disengage, or Hide action as a bonus action on your turn.
Always on
- Precision Attack
When When an attack roll is made, before the result is determined
Expend one superiority die to add it to a weapon attack roll.
- Disarming Attack
When After hitting a creature with a weapon attack
Expend one superiority die after hitting to force a DC 13 Strength save. On a failure, the target drops one held object.
- Fighting Style: DuelingLevel 1
You adopt the Dueling fighting style. While wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Action SurgeLevel 2
On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before using it again.
- Combat SuperiorityLevel 3
You learn three maneuvers of your choice from the Battle Master list. You have four superiority dice, which are d8s. You regain all expended superiority dice when you finish a short or long rest. Your maneuver save DC is 13.
- Student of WarLevel 3
You gain proficiency with one type of artisan's tools of your choice. You gain proficiency with smith's tools.
- Maneuver: Precision AttackLevel 3
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack, but before any effects of the attack are applied.
- Maneuver: Disarming AttackLevel 3
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target. Add the superiority die to the attack's damage roll. The target must make a DC 13 Strength saving throw. On a failed save, it drops one object of your choice that it is holding.
- Hobgoblin Saving FaceLevel 1
When you miss with an attack roll or fail an ability check or saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet, up to a maximum bonus of +5. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Ability Score ImprovementLevel 4
You can improve one ability score of your choice by 2, or two ability scores of your choice by 1. Brask increases Strength by 2, raising it from 15 to 17.
- DarkvisionHobgoblinYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, with no color discernment.
- Martial TrainingHobgoblinYou are proficient with light armor and two martial weapons of your choice. Fighter training already grants broader proficiencies.
- Saving FaceHobgoblinWhen you miss with an attack roll or fail an ability check or saving throw, you can gain a bonus equal to the number of allies you can see within 30 feet, up to +5. Usable a number of times equal to your proficiency bonus per long rest.
- Goblin ancestryHobgoblinYou speak Common and Goblin.
- Guild MembershipBounty Hunter's Guild Member
As a recognized member of the Bounty Hunter's Guild of Askia, you can secure basic lodging, meals, and common logistical assistance from guildhouses and affiliated contacts. Guild members can also identify active contracts, verify posted bounties, and obtain introductions to local officials or other hunters, though substantial aid may require payment or a reciprocal service.
Gear
12 itemsWeapons
- LongswordA military longsword balanced for one-handed use.
- Light crossbowA compact crossbow for warning shots, pursuit, and targets beyond sword reach.
Armor
- Chain mailA reinforced chain shirt and linked leggings bearing the guild's brass contract clasp.
- ShieldA battered oval shield painted with a white tally mark.
Tools
- Smith's toolsA set of smith's tools used to maintain weapons, shackles, buckles, and contract seals.
- Thieves' toolsA set of thieves' tools acquired from a retired guild locksmith.
Gear
- 20×Crossbow boltsA case of quarrels suitable for the light crossbow.
- Explorer's packA bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and fifty feet of hempen rope.
- Gaming setA set of weighted bone knucklebones used to pass time while watching a road or waiting for a suspect.
- Guild contract sealA cracked brass token proving novice membership in the Bounty Hunter's Guild of Askia.
- Traveler's clothesA practical set of dark traveler's clothes.
Purse
- 25×Gold piecesCoin saved from small contracts and guild advances.
Appearance
Brask Vaskel is a broad-shouldered hobgoblin with rust-red skin, close-cropped black hair, and small iron rings threaded through one ear. He wears well-maintained chain mail beneath a dark green surcoat marked with the brass tally-hook of the Bounty Hunter's Guild of Askia. His left knee has an old stiffness that gives his stride a slight hitch, but he compensates with unnerving balance and sudden bursts of speed. He smells faintly of pine tar, oiled leather, and bitter juniper tea. His eyes rarely settle on faces for long. They measure exits, hands, footwear, and the distance between people.
Mannerisms
Brask pauses before entering any room, taps two fingers against his shield rim, and quietly counts visible exits. When listening to a witness, he watches their hands instead of their face. He speaks in short, exact sentences and repeats the final word of an important instruction under his breath.
Personality
Brask is methodical, dryly humorous, and intensely observant. He treats every conversation like a deposition, but he is not cruel. He remembers the names of stable hands, cooks, porters, and frightened witnesses, because he believes overlooked people often notice the truth first. He prefers practical kindness to warm words and will repair someone's gear before he thinks to offer sympathy.
Ideals
Order. A contract is a promise made visible. The world becomes safer when promises have consequences, though the consequences must belong to the right person.
Bonds
The Bounty Hunter's Guild of Askia gave him a place when few others would, and he will protect its people and reputation even at personal cost. He also carries his mother's incomplete ledger, which contains one erased name she refused to explain before her death.
Flaws
Once he has decided that someone is guilty, he becomes suspicious of evidence that contradicts him. He also hates admitting confusion and will sometimes pretend to understand a plan rather than ask for clarification.
Quirks
Background
Brask Vaskel was raised in the tally yards beneath Askia's eastern caravan bridge, where missing cargo, unpaid debts, and vanished travelers were recorded with equal care. His mother kept ledgers for the Bounty Hunter's Guild, while his older cousins worked as trackers and warrant runners. Brask learned early that a bounty was not merely a name and a price. It was a chain of obligations, frightened witnesses, forged papers, hungry families, and someone who had decided that running was easier than answering for what they had done. He joined the guild after finding a wanted smuggler hiding among a winter caravan, not through clever deduction but by noticing that one supposedly penniless traveler carried boots recently greased with expensive seal fat. The capture earned him a place as a novice hunter and a cracked brass contract seal. Brask now takes smaller assignments, escorting witnesses, retrieving stolen goods, and bringing in fugitives who believe distance is the same thing as freedom. He is determined to prove that he belongs in the guild, but he has already begun questioning whether every contract deserves to be fulfilled exactly as written.
“His mother kept ledgers for the Bounty Hunter's Guild, while his older cousins worked as trackers and warrant runners.”
- Background
- Bounty Hunter's Guild Member
Connections
Species
Hobgoblin
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