Muzani Daramu
Muzani Daramu
Sheet
AC 18 · HP 30 · 30 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
16 featuresBonus action
- Second WindLevel 1
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. You must finish a short or long rest before using this feature again.
- Know Your EnemyLevel 3
You can use a bonus action to cause one creature within 30 feet that can see or hear you to gain temporary hit points equal to your superiority die roll, provided you are not incapacitated. You regain this use when you finish a short or long rest.
Reaction
- Riposte
When When a creature misses you with a melee attack
When a creature misses you with a melee attack, use your reaction and expend one superiority die to make a melee weapon attack against it. Add the superiority die to the attack's damage roll if you hit.
- Battle Master ManeuversLevel 3
You learn three maneuvers: Distracting Strike, Goading Attack, and Riposte. Distracting Strike lets an ally gain advantage against your target after you hit. Goading Attack pressures a foe to attack you or suffer disadvantage against others. Riposte lets you use your reaction to make a weapon attack when a creature misses you in melee.
Always on
- Distracting Strike
When After hitting a creature with a weapon attack
When you hit a creature with a weapon attack, expend one superiority die to distract it. The next attack roll against that target by an attacker other than you has advantage if the attack is made before the start of your next turn.
- Goading Attack
When After hitting a creature with a weapon attack
When you hit a creature with a weapon attack, expend one superiority die to attempt to goad the target into attacking you. Add the die to the attack's damage, and the target must make a DC 11 Wisdom saving throw. On a failure, it has disadvantage on attack rolls against targets other than you until the end of your next turn.
- Fighting Style, DefenseLevel 1
You adopt a particular style of fighting as your specialty. While wearing armor, you gain a +1 bonus to AC.
- Action SurgeLevel 2
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. You must finish a short or long rest before using this feature again.
- Combat SuperiorityLevel 3
You learn three maneuvers of your choice from the Battle Master list. You have four superiority dice, which are d8s. A superiority die is expended when you use it, and you regain all expended dice when you finish a short or long rest. Your maneuver save DC is 11.
- Student of WarLevel 3
You gain proficiency with one type of artisan's tools of your choice. You are proficient with cobbler's tools.
- TraitHalf-OrcDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though you see only in shades of gray.
- TraitHalf-OrcMenacing, you gain proficiency in the Intimidation skill.
- TraitHalf-OrcRelentless Endurance, when reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. This can be used once per long rest.
- TraitHalf-OrcSavage Attacks, when you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage.
- TraitHalf-OrcHalf-orcs increase Strength by 2 and Constitution by 1.
- Military RankSoldier
He retains his military rank and can call upon the loyalty of soldiers who served alongside him. They recognize him as a comrade and may provide shelter, food, or basic assistance, though they will not risk their lives or disobey orders for him.
Gear
8 itemsWeapons
- LongswordA plain, well-balanced military blade suitable for one-handed use.
Armor
- ShieldA sturdy shield bearing the faded blue-and-copper seal of Namarra.
- Chain MailInterlocking metal rings worn over a padded underlayer.
Gear
- Insignia of RankA military insignia from his former unit.
- TrophyA trophy taken from a fallen enemy, a black iron buckle from a raider captain.
- Bone Dice SetA set of bone dice used during long watches, though Muzani is consistently terrible at the game.
- Traveler's ClothesA small kit containing ordinary clothing and a belt pouch.
Purse
- 10×Gold PiecesCoins saved from military pay and odd jobs.
Appearance
A broad-shouldered half-orc man with umber-green skin, a flattened nose, close-cropped black hair, and a square jaw marked by an old blade scar. One lower tusk is chipped from a gatehouse collapse. He wears well-maintained chain mail beneath a faded city tabard, carries a battered shield painted with the blue-and-copper seal of his home, and keeps his sword plain and serviceable rather than decorated.
Mannerisms
Muzani plants his shield before answering difficult questions, as if preparing to defend the conversation. He counts doors, windows, and possible escape routes whenever he enters a room. When nervous, he rubs the chipped edge of his lower tusk and quietly names everyone nearby.
Personality
Muzani is direct, patient with frightened people, and almost comically impatient with anything that involves paperwork or subtlety. He speaks to children and animals with great gentleness, but addresses hostile adults as if they are already halfway through a fight. He has a stubborn faith that showing up and holding the line matters more than being clever.
Ideals
Protection. A city's worth is measured by the people who can sleep safely inside it. If someone must face the danger first, it should be me.
Bonds
Namarra is not merely his city, it is the collection of ordinary people who trusted him to stand between them and disaster. He wears the battered shield of the eastern wall and will recover it at any cost if it is ever lost.
Flaws
He mistakes confidence for competence and will attempt any physical solution before admitting that a problem requires thought, diplomacy, or patience. Once he decides someone is in danger, he becomes nearly impossible to redirect, even when the rescue is clearly a trap.
Quirks
Background
Muzani grew up in the lower districts of Namarra, a crowded city built around old aqueducts, steep streets, and a harbor that never truly slept. His mother repaired carts for the municipal watch, while his human father served as a lamplighter on the eastern wall. Muzani was never a good student, negotiator, rider, or planner. He broke tools, forgot passwords, lost at dice, and once spent an entire afternoon trying to follow a map that was upside down. But when a warehouse fire trapped six children behind a collapsed door, he lifted the beams by himself and carried them out one at a time. After that, the city stopped asking what he was bad at and started asking where he could stand. He joined the city militia young and found his purpose in the work that others avoided, holding a breach, escorting civilians through smoke, and meeting the first charge when something dangerous came through the gates. During a riot sparked by a false plague alarm, Muzani disobeyed orders to protect an entire neighborhood marked for burning. The official report called it insubordination. The survivors called it the reason they were alive. He still serves Namarra, now as a battle master who studies the movements of allies and enemies with surprising precision. He cannot explain his tactics elegantly, but he knows exactly where to put his shield when someone is about to fall.
“His mother repaired carts for the municipal watch, while his human father served as a lamplighter on the eastern wall.”
- Background
- Soldier
Connections
Species
Half-Orc
Media
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