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Hank Schrader - AI-generated fantasy Character

Hank Schrader

Human · Paladin (Oath of the Watch) · Level 3 · Soldier

Hank Schrader

Gruff, funny, and allergic to sentimentality, Hank projects absolute confidence even when he is quietly measuring every possible failure.
AC18
HP19/19
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 19 · 30 ft.
AlignmentLawful NeutralGenderMaleAge39 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Gaming Set,
Land Vehicles

Languages

Common,
One additional language of choice

Features

17 features

Bonus action

  • Lay on HandsLevel 1

    When A creature Hank can touch needs healing or is Poisoned

    Hank spends a Bonus Action and restores up to 15 total Hit Points from his Lay on Hands pool, or spends 5 points to cure the Poisoned condition.

  • Divine SenseLevel 1

    As a Bonus Action, you can sense the location of any Celestial, Fiend, or Undead within 60 feet of yourself that is not behind Total Cover. You know the creature's type, but not its identity. The sense lasts until the end of your next turn or until you have the Incapacitated condition. You can use this feature a number of times equal to your Charisma modifier, three times, regaining all uses after a Long Rest.

Reaction

  • Channel DivinityLevel 3

    You can channel divine energy directly from your oath. You regain one expended use when you finish a Short Rest and regain all expended uses when you finish a Long Rest. Watcher's Rebuke: when a creature within 30 feet deals damage to an ally, you can use a Reaction to mark the attacker until the end of your next turn, giving the ally Resistance to the triggering damage. Vigilant Ward: as a Magic action, choose yourself or one creature within 30 feet. Until the end of your next turn, the target has Advantage on saving throws against being Charmed, Frightened, or possessed.

Always on

  • Divine Smite

    When Hank hits with a Melee weapon or Unarmed Strike

    After hitting with a weapon, Hank can expend a level 1 spell slot to deal 2d8 extra Radiant damage, plus 1d8 against a Fiend or Undead.

  • Vigilant Ward

    When An ally is threatened by supernatural influence or a nearby attack

    Hank uses his Channel Divinity to protect an ally from a triggering attack or grant protection against Charmed, Frightened, or possession effects.

  • Watcher's Rebuke

    When A creature within 30 feet damages Hank's ally

    Hank marks an enemy that harms an ally, reinforcing the ally's defenses against the triggering damage.

  • Weapon MasteryLevel 1

    You gain mastery with three Simple or Martial weapons of your choice. Hank has mastery with the longsword, javelin, and spear. The longsword uses Sap, while the javelin and spear use Slow when applicable.

  • Fighting StyleLevel 2

    You can use a shield as a Spellcasting Focus for your Paladin spells. You also gain the Defense Fighting Style, granting a +1 bonus to Armor Class while wearing armor.

  • Paladin's SmiteLevel 2

    When you hit with a Melee weapon or Unarmed Strike, you can expend a prepared spell slot to deal extra Radiant damage. The extra damage is 2d8 for a level 1 slot, plus 1d8 for each slot level above 1, to a maximum of 5d8. The damage increases by 1d8 if the target is a Fiend or Undead. You can use this feature immediately after determining that the attack hits.

  • SpellcastingLevel 2

    You can cast your prepared Paladin spells, using Charisma as your spellcasting ability. You can use a Holy Symbol or a shield as your spellcasting focus.

  • Sacred OathLevel 3

    You gain the Sacred Oath feature and swear the Oath of the Watch. Your oath grants the Channel Divinity options Watcher's Rebuke and Vigilant Ward, representing Hank's determination to hold the line against corruption and supernatural threats.

  • Oath of the Watch TenetsLevel 3

    Your oath gives you a permanent sense of duty toward the vulnerable. You have Advantage on Wisdom (Insight) checks made to determine whether a creature is concealing hostile intent, and on saving throws against effects that would force you to abandon a creature under your protection.

  • ResourcefulHumanYou gain Heroic Inspiration whenever you finish a Long Rest.
  • SkillfulHumanYou gain proficiency in one skill of your choice. Hank gains proficiency in Persuasion.
  • VersatileHumanYou gain an extra Origin feat of your choice. Hank gains the Alert feat.
  • Human ResourcefulnessHumanHank's soldierly habits make him especially reliable when circumstances demand one more effort, one more watch, or one more answer.
  • Military RankSoldier

    You have military rank from your service in the Ridgeward Watch. Soldiers loyal to your former command recognize your authority and may provide basic assistance, information, or temporary shelter when it does not endanger them. You also retain the discipline and habits of a trained patrol leader.

Spells

4 spells

Spellcasting. Hank Schrader casts with Charisma (spell save DC 13, to hit with spell attacks).

1st level (3 slots): , , ,

Gear

14 items

Weapons

  • Longsword
    A versatile martial blade used by Hank as both weapon and badge of office. Damage 1d8 Slashing, versatile 1d10.
  • 6×
    Javelin
    Thrown martial weapons used for patrol defense. Damage 1d6 Piercing, range 30/120.
  • Spear
    A simple weapon issued to soldiers and kept as Hank's backup patrol weapon. Damage 1d6 Piercing, thrown range 20/60.
  • Shortbow
    A simple ranged weapon used for watch duty. Damage 1d6 Piercing, range 80/320.

Armor

  • Chain Mail
    Heavy armor made of interlocking metal rings and plates, AC 16. Wearing it imposes a Strength requirement of 13, which Hank meets.
  • Shield
    A sturdy shield bearing a faded Ridgeward Watch emblem. It grants a +2 bonus to AC.

Tools

  • Gaming Set
    A set of bone dice and marked gaming pieces used by soldiers during long watches.

Gear

  • 20×
    Arrows
    Ammunition for the shortbow.
  • Healer's Kit
    A kit containing bandages, salves, splints, and basic medical supplies.
  • Quiver
    A container for the shortbow's arrows.
  • Priest's Pack
    A pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and other field necessities.
  • Traveler's Clothes
    Plain, durable clothing suitable for travel and military work.
  • Hollow Vein Geode
    A polished fist-sized geode from the Hollow Vein, kept as a reminder that pressure reveals what things are made of.

Purse

  • 14×
    Gold Pieces
    Coin retained from starting equipment and past service.

Appearance

Hank is a broad-shouldered human man with a thick neck, powerful arms, and the heavy, grounded stance of someone who has spent years in armor. He keeps his dark blond hair clipped close and his mustache carefully trimmed, though the rest of his grooming is practical rather than polished. His chain mail is maintained obsessively, while his tabard is faded from field use and marked with the discreet ridge-and-lantern emblem of the Ridgeward Watch. He carries himself with blunt confidence, taking up more room than he realizes, and his sharp blue-gray eyes make people feel as if they are being inspected for concealed weapons.

Mannerisms

Hank plants both feet before delivering an opinion, even when standing in a perfectly safe room. He taps the rim of his shield when thinking, checks exits without appearing to do so, and answers heartfelt questions with a dry joke before reluctantly giving the honest answer. He calls everyone younger than himself "rookie," including people who outrank him.

Personality

Gruff, funny, and allergic to sentimentality, Hank projects absolute confidence even when he is quietly measuring every possible failure. He is protective without being gentle about it, practical without being cold, and more observant than he lets anyone know. He prefers a bad joke to a comforting speech and believes that showing up, standing firm, and doing the job is the closest thing most people get to heroism.

Ideals

Order. The law is a shield for people who cannot afford one. If the line is not held firmly, the powerful redraw it around themselves.

Bonds

The dead of the Hollow Vein are still under his command. Hank carries their names in a weather-stained patrol ledger and refuses to let anyone call them acceptable losses. He also considers the Ridgeward border communities his responsibility, even though he no longer wears their uniform.

Flaws

Hank mistakes emotional restraint for strength and treats sincere concern as an attempt to undermine him. He is too quick to assume that people who dislike rules intend to break them, and he will keep pushing long after prudence says to stop. When someone suggests that the Hollow Vein was his fault, his sarcasm vanishes and his judgment becomes dangerously personal.

Quirks

Collects minerals, geodes, and unusual stones, then labels each one with its location and date.
Keeps a private list of suspicious phrases commonly used by smugglers and liars.
Never sits with his back to a door, even in friendly homes.
Claims he dislikes poetry, but remembers every verse about fallen soldiers.
Calls particularly impressive rocks "good evidence."

Background

Hank Schrader spent more than a decade serving in the border march militia known as the Ridgeward Watch. He rose to sergeant by running mountain patrols against smugglers who moved duskroot through the passes, and he developed an unpleasantly reliable talent for spotting lies. Hank could read a suspect's face, posture, and breathing better than most officers could read a written confession. The work made him tough, sarcastic, and proud of showing that nothing frightened him. He wore that pride like armor, right up until the armor failed. Three years ago, Hank led a squad into the Hollow Vein, a played-out mine that duskroot runners had converted into a distribution warren. A ward-trap collapsed half the tunnel, burying two of his soldiers and leaving Hank alone in the dark for six hours. He listened to movement in the rubble, certain that whatever shifted beyond the stones was not coming to rescue him. Hank escaped. His men did not. He returned from the mine with a new conviction, not that the law is always just, but that law is the barrier protecting ordinary people from those who would feed on weakness. Someone has to stand on that barrier. Someone has to keep watch when the lanterns go out. Hank chose to become that person, swearing the Oath of the Watch and learning to turn stubbornness into sacred purpose.

“Hank could read a suspect's face, posture, and breathing better than most officers could read a written confession.”
From their backstory
Background
Soldier

Connections

Species

Human

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