Barek Vasken
Barek Vasken
Sheet
AC 19 · HP 65 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
22 featuresAction
- Action SurgeLevel 2
When On your turn
Make an additional action on your turn, excluding the Magic action. Two uses per Short or Long Rest.
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Bonus action
- Second WindLevel 1
When On your turn when you need to recover hit points
As a Bonus Action, expend one or more uses to regain 1d10 + 10 hit points per use. Three uses, one restored on a Short Rest and all restored on a Long Rest.
- TraitDwarfStonecunning, as a Bonus Action, you can activate Tremorsense with a range of 60 feet for 10 minutes. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Reaction
- Protection
When When a creature within 5 feet is hit by an attack
When a creature within 5 feet of you is hit by an attack, use your Reaction to reduce the damage by 1d10 + your proficiency bonus, provided you are wielding a shield.
Always on
- Tactical ShiftLevel 9
When When you use Second Wind
Move up to half your Speed without provoking Opportunity Attacks when you use Second Wind.
- Fighting StyleLevel 1
You adopt the Defense Fighting Style. While wearing armor, you gain a +1 bonus to Armor Class.
- Weapon MasteryLevel 1
You can use the Weapon Mastery property of two kinds of Simple or Martial weapons. Whenever you finish a Long Rest, you can change one of those choices.
- Tactical MindLevel 2
When you fail an ability check using a skill or tool with which you have proficiency, you can expend a use of Second Wind to add 1d10 to the roll, potentially turning it into a success.
- Fighter SubclassLevel 3
You gain a Fighter subclass, the Champion subclass, and gain its features at the Fighter levels specified by that subclass.
- Ability Score ImprovementLevel 4
You gain a feat for which you qualify. You select Alert.
- Ability Score ImprovementLevel 6
You gain a feat for which you qualify. You select Mage Slayer.
- Additional Fighting StyleLevel 7
You gain an additional Fighting Style feat. You select Protection.
- Ability Score ImprovementLevel 8
You gain a feat for which you qualify. You select Sentinel.
- IndomitableLevel 9
You can reroll a failed saving throw. If you do so, you must use the new roll, and you cannot use this feature again until you finish a Long Rest. You can use it twice between Long Rests starting at Fighter level 13.
- Improved CriticalLevel 3
You score a Critical Hit on a roll of 19 or 20 on the d20 for an attack roll.
- Heroic WarriorLevel 3
You gain Advantage on Initiative rolls, and if you roll Initiative and have no uses of Second Wind remaining, you regain one use.
- Remarkable AthleteLevel 7
You have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made to escape the Grappled condition. In addition, you can jump farther than normal, with the distance determined by your Strength score rather than your Speed.
- TraitDwarfDarkvision, you can see in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light.
- TraitDwarfDwarven Resilience, you have Resistance to Poison damage and Advantage on saving throws you make to avoid or end the Poisoned condition.
- TraitDwarfDwarven Toughness, your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.
- Military RankSoldier
You have a military rank from your former service. Soldiers loyal to your former organization recognize your authority and influence, and you can invoke your rank to exert influence over other soldiers and requisition simple equipment or temporary shelter when appropriate.
Gear
13 itemsWeapons
- LongswordA versatile one-handed martial weapon used with the Sap mastery property.
- ShortbowA martial weapon used with the Vex mastery property.
Armor
- Chain MailHeavy armor made of interlocking metal rings. It sets base AC to 16 and imposes disadvantage on Dexterity (Stealth) checks.
- ShieldA sturdy shield bearing the faded device of Barek's former unit. Grants a +2 bonus to AC.
Tools
- Gaming SetA set of marked bone tiles used for the game Three Stones.
- Smith's HammerA small hammer suitable for pitons, nails, and camp repairs.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Soldier's PackA simple military kit containing practical field necessities.
- Insignia of RankA military insignia bearing the emblem of Barek's former company.
- Bone DiceA trophy taken from a defeated enemy officer, kept as a reminder rather than a boast.
- Common ClothesA set of common clothes worn beneath armor.
- Belt PouchA pouch containing starting coin.
Purse
- 14×Gold PiecesStarting currency.
Appearance
Barek is a compact, broad-shouldered shield dwarf with weathered bronze skin, a square black beard threaded with iron-gray, and carefully braided side locks secured with plain copper rings. His eyes are dark and steady. He speaks in a low, measured voice with a faint northern cadence, but when danger rises his breath becomes audibly deliberate, each inhale drawn through his nose before he gives an order. He smells of pine tar, oiled leather, and strong mint lozenges, a combination he considers perfectly ordinary. His armor is practical and well maintained, marked with small tally cuts recording people he has brought home alive.
Mannerisms
Barek checks the fit of his shield strap whenever he enters an unfamiliar room. Before answering a difficult question, he takes one slow breath through his nose. When rattled, he begins counting softly in Dwarvish, usually stopping at four and pretending he was not counting.
Personality
Barek is patient, observant, and quietly warm with frightened people. He prefers clear plans, practical jokes, and promises that can be written down. He rarely raises his voice. Instead, he becomes more precise, which his companions have learned is a sign that he is genuinely angry.
Ideals
No victory is honorable if it requires treating ordinary people as expendable supplies.
Bonds
The names of the refugees and soldiers abandoned during the border war are written in a small ledger beneath my breastplate. I will find every surviving family and make certain they know who tried to save them.
Flaws
I confuse obedience with safety when I am tired, and I become coldly controlling when people ignore a plan. I also keep promises long after they have become impossible, because admitting that a person cannot be saved feels too much like abandoning them.
Quirks
Background
Barek Vasken was raised in a mining hold where every adult knew the sound of stone settling. He learned early that panic had a rhythm, a quickening breath, a hand searching for a weapon, a voice that rose too high. During a tunnel collapse, Barek kept a dozen trapped miners calm by making them count their breaths with him. The rescue took two days. His reward was a place in the hold militia, where his patience proved more valuable than his strength. He spent decades escorting caravans, guarding frontier roads, and serving as a sergeant during a border war that officially ended before anyone in the villages believed it had. Barek became known for returning with fewer names missing from his muster rolls than any other officer. He left the army after refusing an order that would have abandoned civilian refugees to preserve a supply train. Now he travels as a professional protector, carrying his old unit's battered standard folded inside his pack. He is searching for the surviving families of the soldiers who followed him that night, convinced that an honorable discharge cannot settle a debt owed to the dead.
“He learned early that panic had a rhythm, a quickening breath, a hand searching for a weapon, a voice that rose too high.”
- Background
- Soldier
Connections
Species
Dwarf
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