Additional Proficiencies. Dice Set, Mason’s Tools, Vehicles (Land)
Dwarven Resilience. Taklinn has advantage on saving throws against poison (not included), and resistance against poison damage (included).
Dwarven Toughness. Taklinn’s hit point maximum increases by 9 (included).
Mercenary Life. Taklinn is able to identify mercenary companies by their emblems, and knows a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. Taklinn can find the taverns and festhalls where mercenaries abide in any area where he speak the language.
Reckless. At the start of his turn, Taklinn can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.
Stonecunning. Whenever Taklinn makes an Intelligence (History) check related to the origin of stonework, he is considered proficient in the History skill and adds +4, instead of his normal proficiency bonus.
Unarmored Defense. While not wearing any armor, Taklinn’s Armor Class is 15 (included). He can use a shield and still gain this benefit (included).
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage / 8 (1d10 + 3) Versatile
Light Hammer. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage
Description
Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. As a hill dwarf, Taklinn has keen senses, deep intuition, and remarkable resilience.
An unpredictable berserker hailing from uncivilized lands, Taklinn is a sell-sword who fought battles for coin. He’s well acquainted with risking life and limb for a chance at a share of treasure. People of his ilk come together in mercenary companies and seek conflict wherever they can find it, in Taklinn’s case, he found a place among The Bloodaxes (details below). His experience makes Taklinn familiar with the ins and outs of mercenary life, and he has harrowing stories of events on the battlefield.
Characteristics
Personality Traits. “I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.” & “I enjoy being strong and like breaking things.
Ideal. (Might) “In life as in war, the stronger force wins.”
Bond. “I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.”
Flaw. “I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.”
Equipment: A Bloodaxes uniform (traveler’s clothes in quality), an insignia of his rank (Sargent), a dice set, a warhammer, a shield, 4 light hmmers and a pouch containing the remainder of his latest wages (10 gp).
The Bloodaxes. Founded in Sundabar nearly two centuries ago, the Bloodaxes were originally a group of dwarves outcast from their clans for crimes against the teachings of Moradin Soulforger. They began hiring out as mercenaries to whoever in the North would pay them. Since then the mercenary company has broadened its membership to other races, but every member is an exile, criminal, or misfit of some sort looking for a fresh start and a new family among the boldBloodaxes.
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/132012-quick-customized-npcs