Fisher
Fisher
Sheet
AC 17 · HP 20 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
11 featuresBonus action
- Second WindLevel 1
Once on each of his turns, Fisher can use a Bonus Action to regain 1d10 + 2 Hit Points. He can use this feature twice, regaining all expended uses when he finishes a Short or Long Rest.
Always on
- Fighting Style: DefenseLevel 1
Choose a Fighting Style feat. Fisher has Defense, gaining a +1 bonus to AC while wearing armor.
- Weapon MasteryLevel 1
Fisher can use the mastery properties of three weapon types he has proficiency with. His chosen weapons are the greatsword (Graze), spear (Sap), and light crossbow (Slow).
- Action SurgeLevel 2
Once on each of his turns, Fisher can take one additional action, except the Magic action. He can use this feature once, regaining its use when he finishes a Short or Long Rest.
- Creature TypeHumanHumanoid.
- SizeHumanMedium.
- SpeedHuman30 feet.
- ResourcefulHumanWhen Fisher finishes a Long Rest, he gains Heroic Inspiration.
- SkillfulHumanFisher gains proficiency in Insight.
- VersatileHumanFisher gains one Origin feat of his choice, Alert.
- Savage AttackerSoldier
Savage Attacker, Soldier Origin feat: once per turn when Fisher hits a target with a weapon, he can roll the weapon's damage dice twice and use either roll.
Gear
15 itemsWeapons
- GreatswordTwo-handed martial weapon, damage 2d6 slashing.
- FlailMartial weapon, damage 1d8 bludgeoning.
- 8×JavelinSimple thrown weapon, damage 1d6 piercing, range 30/120 ft.
- SpearA simple weapon suitable for thrusting or throwing, damage 1d6 piercing.
- ShortbowRanged weapon, damage 1d6 piercing, range 80/320 ft.
Armor
- Chain mailHeavy armor; its base AC is 16 and it imposes disadvantage on Dexterity (Stealth) checks. Defense Fighting Style raises Fisher's AC to 17 while wearing it.
Tools
- Gaming setA set used to play a game of chance or strategy.
Gear
- Dungeoneer's PackContains practical supplies for a dungeon expedition.
- 20×ArrowsAmmunition for the shortbow.
- Healer's kitA kit for stabilizing and treating injuries.
- QuiverA container for carrying arrows.
- Traveler's clothesSturdy everyday clothes suitable for travel.
- 2×Broken fishing rodsThe two old rods he remembers from the boat, now broken and kept as scraps.
- Worm tinA tin holding the worms he woke with. The worms remain alive, though Fisher does not know how.
Purse
- 14×Gold piecesStarting funds from the Soldier background.
Appearance
Fisher wears scuffed combat boots, a faded fisherman's vest over a sleeveless shirt, and cargo pants. His weather-browned skin is dry and salt-rough, and his broad, callused hands are nicked from years of work with weapons and fishing tackle. Old battle scars cross his arms and torso; parallel flogging scars mark his back. Tally marks run up one arm, and an unremembered snake tattoo lies on his left shoulder blade.
Mannerisms
He tests knots with a soldier's brisk tug, watches doorways as if they were riverbanks, and pauses before meals to inspect the food as though expecting it to move.
Personality
Restless and blunt, Fisher enjoys a new road more than a safe plan. He can be unexpectedly gentle with small creatures, but distrusts anyone who speaks as if obedience were a virtue.
Ideals
Freedom. No one gets to own his choices again, and no rule is sacred just because someone in uniform gives it.
Bonds
He keeps the broken pieces of his fishing rods and his worm tin. He cannot explain why he will not leave them behind, and he hopes someone will recognize the snake tattoo on his back.
Flaws
He follows his impulses before considering the consequences, and he treats orders as challenges to his freedom. He refuses to eat fish, even when hunger or danger makes the choice seem foolish.
Quirks
Background
Fisher woke on a small boat drifting across a broad, quiet river with one fishing rod in his hands, another beside him, and a container holding a hundred worms. He remembered neither his name nor how he came to be there. The fish took the worms readily, but Fisher never ate his catch. He could not say why. He counted days by the changing light and the worms by the handful, until what he guessed was a month had passed and both rods broke. With nothing left to fish with, he stepped ashore and walked away from the water. The scars on his body suggest he was a soldier, and the flogging marks suggest someone once had power over him. His hands know how to hold a weapon, keep a watch, and obey a shouted command, even when his mind cannot supply the memory behind those habits. He calls himself Fisher because it was the only name that came to him. He has started following roads and taking odd work, hoping that the next place will feel familiar. He does not know he is dead, or that the river was no ordinary stretch of water.
“He remembered neither his name nor how he came to be there.”
- Background
- Soldier
Connections
Species
Human
Media
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