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Durgan Qar - AI-generated fantasy Character

Durgan Qar

Dwarf · Fighter · Level 1 · Guild Artisan

Durgan Qar

Durgan is patient, exacting, and more observant than his blunt manner suggests.
AC19
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 19 · HP 12 · 30 ft.
AlignmentLawful NeutralGenderMaleAge62 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • AthleticsSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • PerceptionWIS
  • PersuasionCHA
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Smith's tools,
Mason's tools,
Leatherworker's tools

Languages

Common,
Dwarvish

Features

11 features

Bonus action

  • Second WindLevel 1

    As a Bonus Action, Durgan can regain Hit Points equal to 1d10 plus his Fighter level. He can use this feature twice, regaining one expended use after a Short Rest and all expended uses after a Long Rest.

  • StonecunningDwarfAs a Bonus Action, you can gain Tremorsense with a range of 60 feet for 10 minutes while on or touching a stone surface. You can use this a number of times equal to your Proficiency Bonus, regaining all expended uses after a Long Rest.

Always on

  • Fighting Style: DefenseLevel 1

    You gain a Fighting Style feat. Durgan has chosen Defense, which grants a +1 bonus to Armor Class while wearing armor.

  • Weapon MasteryLevel 1

    Durgan can use the mastery properties of three Simple or Martial weapons of his choice. He has chosen the warhammer, maul, and handaxe. Warhammer uses Sap, maul uses Topple, and handaxe uses Vex.

  • Creature TypeDwarfHumanoid
  • SizeDwarfMedium
  • SpeedDwarf30 feet
  • DarkvisionDwarfYou have Darkvision with a range of 120 feet.
  • Dwarven ResilienceDwarfYou have Resistance to Poison damage and Advantage on saving throws made to avoid or end the Poisoned condition.
  • Dwarven ToughnessDwarfYour Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.
  • CrafterGuild Artisan

    Crafter. Durgan has proficiency with smith's tools, mason's tools, and leatherworker's tools. He can craft nonmagical items using appropriate tools and receives a 20 percent discount when purchasing nonmagical items.

Gear

11 items

Weapons

  • Oversized Warhammer
    A martial one-handed weapon with an oversized forged head. Mechanically, it functions as a warhammer and deals 1d8 bludgeoning damage, or 1d10 when used with two hands.

Armor

  • Chain Mail
    Heavy interlocking metal armor worn over padded clothing. Armor Class 16.
  • Large Shield
    A broad shield reinforced with an iron rim and shaped to protect Durgan's compact frame. Grants +2 AC.

Tools

  • Smith's Tools
    Tools for shaping, repairing, and testing metal weapons and armor.
  • Mason's Tools
    Tools for cutting and shaping stone.
  • Leatherworker's Tools
    Tools for working leather grips, straps, and protective fittings.

Gear

  • Heavy Gauntlets
    Thick steel hand protection used in the forge and in close combat. These are part of Durgan's clothing and do not provide separate armor benefits.
  • Dungeoneer's Pack
    A pack containing basic adventuring supplies.
  • Traveler's Clothes
    Practical clothing suitable for travel and guild work.
  • Letter of Introduction
    A sealed letter identifying Durgan as a member in good standing of his former guild, though its claims are now disputed.

Purse

  • 23×
    Gold Pieces
    Coins remaining after purchasing his armor, shield, warhammer, tools, and travel supplies.

Appearance

Durgan is a compact, broad-shouldered male dwarf with ash-blond hair and a thick ash-blond beard braided with plain iron rings. The sides of his head are shaved close, while the longer hair on top and at the back is tied into a short working knot. He wears well-maintained chain mail beneath a heavy smith's apron, broad steel gauntlets, and a large, slightly rectangular shield scarred by furnace heat. His warhammer has an unusually oversized head, built more like a compact forging maul than a soldier's weapon. He walks with a deliberate, heel-first gait and keeps his shield arm slightly raised even when speaking, as if every room might contain a falling beam.

Mannerisms

Durgan studies hinges, buckles, weapon grips, and doorframes while other people are talking. Before making a decision, he taps the thick end of his warhammer once against his shield. His voice is quiet and level, but his compliments sound like quality inspections.

Personality

Durgan is patient, exacting, and more observant than his blunt manner suggests. He dislikes grand speeches, ornamental weapons, and people who confuse confidence with competence. He is unexpectedly gentle with damaged tools, apprentices, and animals that have been worked too hard. In danger, he becomes calmer, narrowing every problem to weight, leverage, timing, and the strongest point at which to strike.

Ideals

Reliability. Anything worth making should survive the moment it is needed. A promise, a weapon, and a friendship are all forms of craftsmanship.

Bonds

He carries his mother's blacksmith's tongs, the last tool she gave him, and will risk almost anything to return them to the guild forge where she worked.

Flaws

Once Durgan decides that a person or object is defective, he becomes reluctant to reconsider, even when new evidence is placed directly in front of him.

Quirks

Keeps a small iron wedge in every pocket and uses them to test loose stones, doors, and furniture.
Names no weapon until it has survived a real fight.
Collects failed metal fasteners and sorts them by the kind of mistake that caused them.
Refuses to sit with his back to a furnace, open doorway, or unbraced wall.

Background

Durgan Qar forged his first blade from a broken wagon hinge, not because anyone needed a blade, but because he wanted to learn why the metal had failed. His mother, a respected guild armorer, taught him that a good smith listens to flaws before striking them. Durgan became known for making ugly but dependable weapons, pieces with thick tangs, reinforced joints, and handles wrapped for hands that had already known too many winters. He never chased beauty, though his work often acquired it accidentally through balance and restraint. His place in the guild ended after he refused to sign off on a shipment of ceremonial arms whose steel had been secretly weakened to meet a noble client's deadline. The guild buried the dispute, the noble blamed Durgan for delaying the contract, and his own master advised him to leave before the matter became a blood feud. Durgan now travels as both guard and independent smith, carrying the oversized warhammer he forged from the rejected batch. He seeks contracts that let him test his craft against real danger, and evidence that the guild's corruption was not an isolated compromise but part of a larger scheme.

“His mother, a respected guild armorer, taught him that a good smith listens to flaws before striking them.”
From their backstory
Background
Guild Artisan

Connections

Species

Dwarf

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