Daemon Flint
Daemon Flint
Sheet
AC 16 · HP 13 · 35 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAction
- Unarmed Strike
When On his turn
Make a melee attack using his fists. His unarmed strikes deal 1d6 + 3 bludgeoning damage, or 1d8 + 3 when he is not holding anything.
Bonus action
- Second WindLevel 1
When On his turn
Daemon can regain 1d10 + 1 Hit Points as a Bonus Action.
Reaction
- Stone's Endurance
When When he takes damage
When Daemon takes damage, he can use his Reaction to roll 1d12 and reduce the damage by the roll plus 1.
- Giant Ancestry, Stone's EnduranceGoliathAs a Reaction when Daemon takes damage, he can roll 1d12 and reduce the damage by the roll plus his Proficiency Bonus. Once used, this trait can be used again after a Short or Long Rest.
Always on
- Fighting Style: Unarmed FightingLevel 1
Daemon chooses the Unarmed Fighting style. While not wielding weapons or a shield, his unarmed strikes deal 1d6 + 3 bludgeoning damage, or 1d8 + 3 when he is not holding anything. At the start of each of his turns, he can deal 1d4 bludgeoning damage to one creature grappled by him.
- Weapon MasteryLevel 1
Daemon can use the mastery properties of three kinds of weapons of his choice. His chosen weapons are the greatsword, maul, and handaxe.
- Large FormGoliathStarting at level 5, Daemon can become Large for 10 minutes, gaining advantage on Strength checks and increasing his Speed by 10 feet.
- Powerful BuildGoliathDaemon counts as one size larger when determining carrying capacity and the weight he can push, drag, or lift.
- Military RankSoldier
Daemon retains the respect and authority associated with his former military rank. Soldiers and veterans recognize his service, and he can usually secure basic assistance, temporary shelter, or access to military contacts when dealing with members of an organized force.
Gear
13 itemsWeapons
- GreatswordA large two-handed martial weapon. Daemon has Weapon Mastery with it.
- Light crossbowA simple ranged weapon with ammunition.
- SpearA simple weapon used by soldiers and street fighters alike.
- ShortbowA shortbow suitable for basic ranged attacks.
Armor
- Chain mailAC 16. Heavy armor made of interlocking metal rings.
Tools
- Gaming setA set of gaming equipment used to pass time among soldiers.
Gear
- 20×BoltsAmmunition for the light crossbow.
- Dungeoneer's packContains essential adventuring supplies.
- 20×ArrowsAmmunition for the shortbow.
- Healer's kitAllows Daemon to stabilize or tend to the wounded.
- QuiverA container for carrying arrows.
- Traveler's clothesPlain traveling clothes, cut to fit his unusually large frame.
Purse
- 14×Gold piecesMoney saved from military service and underground fights.
Appearance
Daemon is a broad-shouldered goliath with slate-gray skin, a powerful build, and dark hair kept carefully slicked back. He dresses in expensive-looking charcoal suits bought with fight winnings, though the cuffs are repeatedly repaired and the collars show careful wear. His clothes are tailored to emphasize his size, and he wears polished boots that make his entrance unmistakable in any back-alley club. His most noticeable feature is the contrast between his immaculate grooming and his battered knuckles, which he keeps wrapped in clean white linen when not fighting.
Mannerisms
Daemon adjusts his cuffs before a fight, speaks in a calm and almost formal tone when angry, and maintains eye contact long enough to make most people look away. He counts exits whenever he enters a room and taps two fingers against his wrist when deciding whether someone is worth trusting.
Personality
Daemon is controlled, observant, and aggressively self-reliant. He presents himself like a gentleman because appearances are armor, but beneath the polished suit is a suspicious street survivor who expects betrayal. He respects competence, physical courage, and people who keep their word. He has little patience for excuses, inherited privilege, or anyone who treats magic as a substitute for discipline.
Ideals
Power should belong to the person strong enough to take responsibility for it. Anyone who wants authority should have to stand in the street and defend it with their own hands.
Bonds
The city that abandoned him is still his territory. Daemon will not allow a powerful official, wealthy patron, or spellcaster to destroy the alleys and communities that made him. Somewhere in the city, he keeps the last cheap possession his parents left behind, though he would deny caring about it.
Flaws
Daemon assumes every kindness is a transaction and every authority figure is waiting for an excuse to control him. He is quick to provoke spellcasters, refuses to retreat when retreat would be wise, and would rather lose money than admit that someone else taught him something useful.
Quirks
Background
Daemon Flint was born on the neglected edge of a settlement that was becoming a city faster than its people could adapt. His parents abandoned him while he was still young, leaving to seek a better life elsewhere and never returning. Daemon grew up among alleys, loading yards, and crowded tenements, learning early that promises were usually made by people who already had somewhere safe to sleep. He survived first as a scrappy thief, stealing food, purses, and anything else that could be traded before the city swallowed the neighborhood whole. As he grew larger and stronger, Daemon traded nimble fingers for heavy fists. He learned to fight in illegal clubs beneath taverns, warehouses, and abandoned bathhouses, eventually earning enough to buy fine suits and build a reputation as one of the city's most dangerous pugilists. His time as a soldier taught him discipline, formations, and the value of striking first, but it never taught him loyalty. He resents his parents, the city's powerful elites, and especially those who wield magic, whom he sees as people granted unfair power without having to earn it. Now he moves through the city as a well-dressed professional bruiser, collecting debts, favors, and enemies while using his old military connections and underworld contacts to find the next profitable fight.
“His parents abandoned him while he was still young, leaving to seek a better life elsewhere and never returning.”
- Background
- Soldier
Connections
Species
Goliath
Media
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