M'Barai
Human (Variant), Fighter 1
Sailor, Lawful Neutral
AC: 16 HP: 13 Speed: 30 ft.
Proficiency Bonus: +2
Hit Dice Total: 1d10
Strength - 18 (+4) Dexterity - 11 (+0)
Constitution - 16 (+3) Intelligence - 10 (+0)
Wisdom - 13 (+1) Charisma - 10 (+0)
Saving Throws:
Strength: +6 Dexterity: +0
Constitution: +5 Intelligence: +0
Wisdom: +1 Charisma: +0
Skills:
Athletics +6, Insight +3, History +2 Perception +3, Survival +3
Passive Perception 13
Proficiencies/Languages:
Common, Dwarvish
All armor, shields, simple weapons, martial weapons
Navigator's tools, vehicles (water)
Attacks:
Glaive: +6 to hit, 10 ft. range, 1d10+4 slashing damage
Glaive (end): +6 to hit, 10 ft. range, 1d4+4 bludgeoning damage
Handaxe: +6 to hit, 20/60 ft. range, 1d6+4 slashing damage
Longsword (one-handed): +6 to hit, 5 ft. range, 1d8+4 slashing damage
Longsword (two-handed): +6 to hit, 5 ft. range, 1d10+4 slashing damage
Club: +6 to hit, 5 ft. range, 1d4+4 bludgeoning damage
Coin: 10gp
Equipment:
Chain mail, glaive, longsword, 2 handaxes, backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, waterskin, 50 ft. hempen rope, belaying pin (club), 50 ft. silk rope, small box filled w/different-sized buttons, set of common clothes
Features/Traits:
Polearm Master (feat) - When you make the Attack action and attack w/only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack w/the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage. Also, while your are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have w/that weapon.
Fighting Style: Tunnel Fighter* - You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 ft. while w/in your reach.
Second Wind - 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 plus your fighter level (1). Once you use this feature, you must finish a short or long rest before you can use it again.
Feature: Ship's Passage - When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Personality Traits:
My friends know they can rely on me, no matter what. Also, I like a job well done, especially if I can convince someone else to do it.
Ideal:
Freedom The sea is freedom - freedom to go anywhere and do anything.
Bond:
I signed with a ship to escape my old life. I do miss home, but the lure of adventure is greater.
Flaw:
I have my own code of ethics that don't always mesh well with the law, or even with outlaws.
Appearance:
6'6", very dark skin, lanky, bald, shaven. He has several tattoos along his arms, chest, and legs, depicting an anchor, a colorful fish, and an angry cat, among others. There are two distinct facial tattoos, one a common symbol marking him as a skilled deckhand, and the other an esoteric tribal pattern. His ears are free from piercings, unusual for a sailor. His thin frame makes him seem frail, but any cursory inspection would reveal ropy muscles knotted atop one another. When not in armor he wears unremarkable, somewhat unkempt clothes.
Background:
M'Barai was born in a small, far-flung land to a family of noble scholars. Wealthy, with access to education in a peaceful kingdom, that should have been enough for the boy. M'Barai, however, was never much of a student, never much of a listener, and never much good at sitting still. The few books that did grab his attention told of wondrous adventures and heroes saving worlds. His father attempted to guide these youthful energies into martial disciplines, hoping long hours of combat practice and drills would drain his son's spirit, and that M'Barai would see his folly and focus on the family's pursuits. The now-soldier certainly did take to these lessons, becoming a fearsome fighter, but not losing the wanderlust and imagination like his father hoped. He finished his commission, now with the skill to back his drive. Years of disagreements came to a head one night, with M'Barai wishing to travel the world and his parents forbidding it. Ultimately, strong words were exchanged, vases were broken, and M'Barai was told to leave his house forever. He went back to his old barracks and spoke with his mentor and commanding officer Ge'Hitu, whom impressed upon his pupil that he should take the initiative in his life, and pointed out a foreign ship in the nearby docks. A week later, when the vessel was scheduled to leave, M'Barai attempted to sneak aboard, only to be caught by the curmudgeony dwarf captain, Halkar. They intended to leave him behind with the local authorities, only to have a breathless messenger hand a sealed letter to the captain. Inside was payment for M'Barai's passage (provided he worked while aboard), and a letter to the young man. His mother, hoping her child would one day return, wrote him to not think unkindly of his family, who truly did want the best for him, and that he would always have a home. Setting sail on board the Drunken Wench, M'Barai's thoughts and emotions were conflicted. Even the better part of a decade later, the adventurer still presents a silent bearing. Wondering which ship, if any, he will let take him home.
*This is from Unearthed Arcana: Light, Dark, and Underdark!