In the Mouth of the Shark
Returned from exile only to be exiled again by calamitous events.
Mighty (16), Agile (12), Tough (14), Smart (15), Willful (13), and Commanding (16)
Practiced chirurgeon, herbalist, and hunter. Knowledgeable in climbing, diagnosis, grappling, religions, surviving the wilds, tracking, and witchcraft.
Healthy (28 body), Armored (class 16 protection), and Resilient (bludgeoning, piercing, and slashing damage taken from non-magical weapons is reduced by 3 while wearing mail or other heavy protection)
Conversant in common tongues (Asharic) and two other cultures (Ferrieres and Waleskan).
Resistant to spells, traps, poisons, diseases, and similar threats that can be overcome through great strength or rugged constitution.
Supplies: a purple handkerchief embroidered with the name of a
powerful archmage, dungeoneer’s pack, herbalism kit, scroll case, winter blanket, 17 gold pieces, 50 silvers, and 50 copper pennies.
- When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
- You can push yourself beyond normal mortal limits for a brief instant. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
4d8 superiority dice
- Pushing Attack
“Once again there was the desert, and that only.”
- Stephen King, The Gunslinger
The largest deserts of the world (Sahara, Arabian Desert, Gobi Desert, Syrian Desert) are realms of desolation on the surface. The desert is a place of bones, where the innards are turned out, to desiccate into dust. Deserts are also home to a hidden people, the tieflings of the wastelands, a horned community of fire.