Baradin
Baradin
Sheet
AC 19 · HP 121 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
25 featuresAction
- Attack
When On his turn, when taking the Attack action
Baradin makes three weapon attacks when he takes the Attack action.
- Action SurgeLevel 2
When On his turn, once per short or long rest
Baradin takes one additional action on his turn.
Bonus action
- Second WindLevel 1
When As a bonus action
Baradin expends a use of Second Wind to regain 1d10 + 13 hit points.
- TraitDwarfStonecunning, as a Bonus Action, Baradin can activate Tremorsense with a range of 60 feet for 10 minutes while on or touching a stone surface. He can use this feature a number of times equal to his Proficiency Bonus per Long Rest.
Reaction
- IndomitableLevel 9
When When failing a saving throw, twice per long rest
Baradin rerolls a failed saving throw and must use the new roll.
Always on
- Tactical ShiftLevel 5
When When using Second Wind
Baradin moves up to half his Speed without provoking opportunity attacks when he uses Second Wind.
- Studied AttacksLevel 13
When After missing with an attack roll, once per turn
After missing with an attack, Baradin can make another attack against the same target with advantage once per turn.
- Fighting Style: DefenseLevel 1
Choose a Fighting Style feat. Baradin has Defense, gaining a +1 bonus to Armor Class while wearing armor.
- Weapon MasteryLevel 1
Baradin has mastery with three weapons, allowing him to use the mastery properties of his chosen weapons. His mastered weapons are longsword, handaxe, and light crossbow.
- Tactical MindLevel 2
When Baradin fails an ability check, he can expend a use of Second Wind and roll 1d10, adding the number rolled to the check, potentially turning failure into success.
- Extra AttackLevel 5
Baradin can make two attacks instead of one whenever he takes the Attack action on his turn.
- Remarkable AthleteLevel 7
Baradin has advantage on initiative rolls. In addition, when making a Strength, Dexterity, or Constitution check that does not already include his proficiency bonus, he can add his proficiency bonus to the check.
- Additional Fighting Style: Two-Weapon FightingLevel 10
Baradin gains a second Fighting Style feat. He has chosen Two-Weapon Fighting, allowing him to add his ability modifier to the extra attack granted by the Light weapon property.
- Extra Attack (2)Level 11
Baradin can make three attacks instead of one whenever he takes the Attack action on his turn.
- Improved CriticalLevel 3
Baradin's weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
- Champion SubclassLevel 3
Baradin has chosen the Champion subclass at 3rd level.
- Champion: Additional Skill ProficiencyLevel 3
Baradin gains proficiency in Acrobatics. If he already had this proficiency, he would instead gain proficiency in another skill of his choice.
- Champion: Remarkable AthleteLevel 7
Baradin has advantage on initiative rolls, already represented by Remarkable Athlete.
- Champion: Additional Fighting StyleLevel 10
Baradin gains the Two-Weapon Fighting Style as his additional Fighting Style, already represented above.
- Fighter Feat ProgressionLevel 4
Baradin has received Fighter feat choices at levels 4, 6, 8, and 12. His supplied ability scores are treated as final and are not modified further.
- TraitDwarfDarkvision, Baradin 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, Baradin has resistance to Poison damage and advantage on saving throws to avoid or end the Poisoned condition.
- TraitDwarfDwarven Toughness, Baradin's hit point maximum increases by 1 for every level he has.
- TraitDwarfDwarven heritage grants Baradin familiarity with stonework, underground warfare, and the traditions of disciplined clan defense.
- Military RankSoldier
Baradin retains the respect and practical authority of his former military rank. Soldiers, veterans, and others familiar with military service recognize his discipline and may provide basic assistance, information, shelter, or access to military facilities when doing so does not place them in immediate danger.
Gear
12 itemsWeapons
- LongswordA versatile one-handed martial blade used with his shield.
- Light crossbowA compact ranged weapon carried for scouting and opening volleys.
- 2×HandaxesA pair of practical military knives and throwing axes.
Armor
- Chain mailInterlocking metal rings worn over padded clothing, providing heavy protection.
- ShieldA sturdy metal-bound shield bearing the faded emblem of Baradin's regiment.
Tools
- Gaming setA gaming set used by soldiers to pass long watches.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Explorer's packA military pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Military saddle and riding horseA reliable mount and basic riding equipment retained from his years of service.
- Common clothesA plain uniform bearing the colors of his former regiment.
- Regimental insigniaA token from a fallen fellow soldier, kept as a reminder of duty.
Purse
- 14×Gold piecesA purse containing his remaining starting funds.
Appearance
Baradin is a broad-shouldered, weathered dwarf with iron-gray hair braided close to his scalp and a square beard threaded with copper rings. His left eyebrow bears a pale scar, and his dark eyes are sharp, restless, and constantly measuring exits, cover, and the nearest threat. He wears well-maintained chain mail beneath a battered red military cloak, carries a shield marked with the faded emblem of his old regiment, and keeps his sword polished to a near-mirror sheen.
Mannerisms
Baradin checks the straps of his shield whenever he enters a new room, speaks in clipped military phrases, and automatically positions himself where he can see every door. When thinking, he taps two fingers against his shield in the rhythm of an old marching cadence.
Personality
Baradin is disciplined, observant, dryly humorous, and intensely reliable. He rarely wastes words, but he notices everything, from a loose buckle to a companion's trembling hand. He is not warm in the traditional sense, yet he expresses loyalty through preparation, protection, and silently taking the most dangerous position in the room.
Ideals
Duty. A soldier's worth is measured by who survives because he stood his ground. Orders matter, but protecting the people beneath those orders matters more.
Bonds
The surviving members of his old regiment are his family. He will cross any battlefield to rescue one of them, and he carries Dorrik's regiment token beneath his armor.
Flaws
Baradin mistakes hesitation for cowardice and often pushes himself or others past reasonable limits. He is suspicious of officers who speak eloquently about sacrifice but have never stood in the front line. When emotionally cornered, he becomes cold, insulting, and brutally literal.
Quirks
Background
Baradin was born beneath the mountain fortress of Kharak-Vuld, where every child learned that stone remembered pressure, fire, and blood. He joined the fortress guard as soon as he was old enough to carry a shield, not because he loved glory, but because he understood the value of a dependable wall. His quick hands and disciplined mind soon made him an exceptional scout and tactical officer. He learned to read battlefield movement like a map, to spot a hidden ambush from a misplaced boot print, and to keep fighting long after less stubborn warriors had fallen. His regiment was eventually ordered to hold a collapsing tunnel against an enemy force three times its size. Baradin coordinated the retreat, saved dozens of soldiers, and personally remained behind to destroy the passage. The victory cost him most of his company, including his younger brother, Dorrik. Baradin has never accepted the official account that called the loss a necessary sacrifice. He now travels as a professional soldier and adventurer, seeking the officers, monsters, and forgotten powers responsible for the conflict. He fights with careful precision rather than brute strength, turning every opening into a decisive strike while carrying the memory of the fallen as heavily as any shield.
“His quick hands and disciplined mind soon made him an exceptional scout and tactical officer.”
- Background
- Soldier
Connections
Species
Dwarf
Media
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