Battle has been your life for as long as you care to remember. As a youth, you were chosen for your martial prowess. There are few that would refuse the honor of being chosen as a Reclaimer. You studied the use of weapons and armor, learned advanced survival techniques, and trained your body relentlessly. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. It matters not, for now, you are a Reclaimer.
Reclaimers do not fear death, they expect death. Their goal is to reclaim the great dwarf holds that were lost, at any cost.
- Skill Proficiencies: Athletics, Intimidation, Survival, and one of the following: Religion, Perception, Investigation, or Medicine
- Languages: You only speak Dwarvish.
- Equipment: A Healer's Kit, a set of clothes, a Horn, a rope, a Shield, a vial of Antitoxin or a Bomb, a flask of alcohol or a waterskin filled with water, and a Light Hammer engraved with your name.
Your sense of duty is not the only reason you have been brought to the path of a Reclaimer. You have a personal grudge against the occupiers of this hold. Roll a d6 or choose from the options in the table below to determine your grudge:
| d6 | Grudge |
|---|---|
| 1 | Stolen artifact |
| 2 | Clan member was kidnapped |
| 3 | Forefather was slain |
| 4 | You were there when the hold fell |
| 5 | Hatred towards the race of the occupiers |
| 6 | None |
You have had decades of intensive training. Your body and skills have been pushed to their limits and you have survived.
Other Dwarves see your dedication to your duty and will follow your orders without hesitation, no matter their rank.
You also gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- Increase your Proficiency Bonus by 1.
- Your speed increases by 10 feet.
- You have advantage on saving throws made to avoid or resist traps.
- You have resistance to the damage dealt by traps.
- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
- You can not become Frightened.
- Whenever you take a short rest, you regain 1d4 health.
You also suffer the following downsides:
- Decrease your Charisma score by 1, to a minimum of 1.
- You have disadvantage on Persuasion.
- You can not grant mercy to your enemies.
Suggested Characteristics
The trials of Reclaimer training left their mark on you, shaping your ideals, creating strong bonds between you and your squad, and a burning hatred for all enemies of the Dwarves.
| d6 | Personality Trait |
|---|---|
| 1 | I’m haunted by memories of war. I can’t get the images of violence out of my mind. |
| 2 | I’ve lost too many friends, and I’m slow to make new ones. |
| 3 | I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. |
| 4 | I enjoy being strong and like breaking things. |
| 5 | I have a crude sense of humor. |
| 6 | I face problems head-on. A simple, direct solution is the best path to success. |
| d2 | Ideal |
|---|---|
| 1 | Responsibility. I do what my duty asks of me. (Lawful) |
| 2 | Nation. My city, nation, or people are all that matter. (Any) |
| d5 | Bond |
|---|---|
| 1 | I would still lay down my life for the people I served with. |
| 2 | Someone saved my life on the battlefield. To this day, I will never leave a friend behind. |
| 3 | My honor is my life. |
| 4 | I’ll never forget the crushing defeat my company suffered or the enemies who dealt it. |
| 5 | Those who fight beside me are those worth dying for. |
| d5 | Flaw |
|---|---|
| 1 | I have little respect for anyone who is not a proven warrior. |
| 2 | I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret. |
| 3 | My hatred of my enemies is blind and unreasoning. |
| 4 | I obey my orders, even if the order causes misery. |
| 5 | I’d rather eat my armor than admit when I’m wrong. |
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