Frank "Major Steelfist" Steel
Frank "Major Steelfist" Steel
Sheet
AC 16 · HP 94 · 30 ft.Saving throws
Skills
- AthleticsSTR
- ConstitutionCON
- DeceptionCHA
- IntimidationCHA
- PerceptionWIS
- StealthDEX
Armor
Weapons
Tools
Languages
Features
19 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Bonus action
- Second WindLevel 1
Once on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Reaction
- Riposte
When When a creature misses you with a melee attack
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against that creature.
Always on
- Disarming Attack
When On a weapon hit
When you hit a creature with a weapon attack, you can expend one superiority die to try to disarm it, forcing it to drop one item of your choice that it is holding.
- Goading Attack
When On a weapon hit
When you hit a creature with a weapon attack, you can expend one superiority die to goad it into attacking you, imposing disadvantage on attacks against targets other than you.
- Menacing Attack
When On a weapon hit
When you hit a creature with a weapon attack, you can expend one superiority die to frighten it, if it can see or hear you and is not immune to being frightened.
- Trip Attack
When On a weapon hit
When you hit a creature with a weapon attack, you can expend one superiority die to knock it prone.
- Fighting StyleLevel 1
You are a master of weapons and armor, gaining proficiency with all armor, shields, simple weapons, and martial weapons.
- DefenseLevel 1
Choose one fighting style. Frank fights with Defense, gaining a +1 bonus to AC while wearing armor.
- Action SurgeLevel 2
You can push yourself beyond your normal limits for a moment. Once per short or long rest, you can take one additional action on your turn.
- Martial ArchetypeLevel 3
Choose a martial archetype. Frank is a Battle Master, using tactical superiority dice and maneuvers to control the fight.
- Combat SuperiorityLevel 3
You learn maneuvers, each of which enhances an attack or tactical option. You have superiority dice, which are d8s, and regain them on a short or long rest.
- ManeuversLevel 3
You can use the superiority dice to fuel maneuvers such as Disarming Attack, Goading Attack, Menacing Attack, Riposte, and Trip Attack.
- Ability Score ImprovementLevel 4
When you reach 4th level, and again at 6th and 8th level, you can increase one ability score by 2, or two ability scores by 1, or take a feat. Frank's final ability scores reflect the human bonus applied to the base array.
- Improved Combat SuperiorityLevel 10
Your superiority dice become d10s at 10th level.
- TraitHumanAbility Score Increase, +1 to all ability scores
- TraitHumanExtra Language, Common plus one additional language
- TraitHumanVersatility, adaptable human resilience and training
- Criminal ContactCriminal
You know the criminal underworld's networks, routes, and habits, and can usually get an audience with someone who understands the language of the streets.
Gear
8 itemsWeapons
- Heavy CrossbowA ranged martial weapon, flavored as Frank's battered 12 gauge shotgun.
- Hand CrossbowA backup martial weapon, flavored as Frank's large revolver pistol.
Armor
- Chain MailHeavy armor worn as a practical battlefield coat, represented in flavor as layered protection beneath a vest and work shirt.
- ShieldA shield, if desired, or other martial option. Frank instead fights with both weapons and dirty close-quarters skill.
Tools
- Burglary toolsA crowbar, lockpicks, and tools for burglary and intimidation.
Gear
- Dungeoneer's PackA dungeoneer's pack containing a backpack, crowbar, hammer, pitons, torches, rations, waterskin, and rope.
- Set of dark common clothesA set of dark common clothes with hood and workman's cut, fit for a criminal moving through alleys and back rooms.
- Steel-toe bootsA steel-toe boot built to look like it belongs in a yard, a dock, or a street fight.
Appearance
Frank 'Major Steelfist' Steel is a short, broad human man built like a dockside brawler, all dense muscle and iron stamina. His hair is naturally grey and worn in a mohawk, paired with a broom handle moustache and ruddy, drink-flushed cheeks. His knuckles are scarred by breaks, brawls, burns, and hard labor, and his arms are layered with British patriotic tattoos and military ink. He favors a simple vest or rolled-sleeve shirt, combat trousers, and polished steel-toe boots. A wide belt carries trench knives, a heavy revolver, and a bandolier packed with a first aid kit, grenades, and dog-tag knuckle dusters. He is usually accompanied by his war dobermans, Mary and Joe.
Mannerisms
Frank speaks in blunt, dry sentences, often with a soldier's timing and a criminal's caution. He rolls his shoulders before trouble, scratches his moustache when thinking, and taps two fingers against his knuckles when warning someone to back off. In a room, he positions himself where he can see every exit, and he always sits with his back to a wall.
Personality
Frank is hard as nails, practical, and wryly funny in the way of men who have seen too much to be impressed by swagger. He is protective of underdogs, suspicious of authority, and surprisingly patient with the frightened or the inexperienced. When the pressure rises, he becomes calmer, not louder, because he learned long ago that panic kills faster than bullets.
Ideals
Loyalty. A man's worth is measured by who he protects when the world turns ugly. Order. If the law is corrupt, then someone still has to keep the streets from swallowing the weak.
Bonds
He is fiercely loyal to the men and women who bled beside him, and he treats the Black Dog crew like family. He also keeps a private promise to defend what remains of his old district, even if he has to do it from the wrong side of the law.
Flaws
Frank does not know when to stop once a fight starts, and he often confuses stubborn endurance with good judgment. Drink dulls his grief but sharpens his temper, and if someone insults his old neighborhood, his dead, or his dogs, he may escalate faster than the situation deserves.
Quirks
Background
Frank Steel came home from the war expecting the same soot-black streets, factory whistles, and foundry smoke that had raised him. Instead he found bomb craters where homes once stood, cold glass towers where mills had fed whole neighborhoods, and old loyalties flattened beneath polite redevelopment. The district that made him had been scrubbed clean, then sold back to him as progress. Frank did not have the patience, the money, or the mercy to become respectable, so he became useful. Organised crime gave him work, and work gave him purpose. He started as an enforcer, then a planner, then the sort of man people listened to before violence became necessary. He survived by turning soldiering into a civilian trade. He learned how to endure pain, how to strike first, how to keep moving when others folded, and how to make enemies fear a smile more than a fist. His fighting is practical, ugly, and efficient, with a veteran's eye for cover, angles, and the moment a scrap becomes a rout. At the Black Dog, his prison district pub and unofficial headquarters, he keeps the peace through equal parts humor, intimidation, and earned loyalty. His war dobermans, Mary and Joe, never leave his side, and in the aftermath of every job he drinks to absent parents, absent streets, and the stubborn idea that a man can still protect something even after everything he loved was taken from him.
“The district that made him had been scrubbed clean, then sold back to him as progress.”
- Background
- Criminal
Connections
Species
Human
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