William Dale

Human, Folk Hero, Fighter (Battlemaster)[6], Bard[2]

Strength Dexterity Constitution Intelligence Wisdom Charisma
18 [+4] 12 [+1] 17 [+3] 11 [+0] 13 [+1] 16 [+3]

Speed: 30ft
Size: Medium
Wounds: 70 (6xD10,2xD8)
Saving Throws: Strength, Constitution
Proficiency: +3
Experience: 42,380 [Level 8. Next (9) at 48,000]
AC: 18

Weapons: Simple, Martial
Armour: All and Shields.
Tools: Smiths tools, vehicles (land), Fiddle.
Skills: Animal Handling x 2, Survival, Intimidation, Perception, Persuasion x 2, Deception
Languages: Common, Orcish.

Feats and Abilities:

  • Rustic Hospitality:
    • Gets on well with the common folk.
  • Dueling:
    • +2 damage rolls on 1 handed weapons.
  • Bardic Inspiration:
    • Bonus Action: Give inspiration to 1 person, D6. Three uses per long rest.
  • Jack of all trades:
    • Add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
  • Song of Rest
    • If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
  • Second Wind:
    • Bonus Action: Regain health equal to D10 + Fighter Level.
  • Action Surge:
    • Once per short rest can get extra action.
  • Extra Attack:
    • Attack twice as an action.
  • Lucky
    • You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20.You choose which of the d20s is used. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.
    • You regain your expended luck points when you finish a long rest.

Battlemaster: Dice [4x D8]

  • Parry: Use reaction, minus dex modifier and D8 to Damage taken.
  • Trip Attack: When attack hits, D8 added to damage. If enemy fails strength saving throw enemy goes prone. [DC 14].
  • Menacing Attack: Add D8 to damage, If enemy fails wisdom test become frightened. [DC 14].


  • Flail:
    • +8 to hit; D8+Str+1; Bludgeoning
  • Mithril Half-Plate Armour:
    • 15 + Dex (Max 2), no penalty to stealth.
  • Half-Plate Armour:
    • 15 + Dex (Max 2)
  • Blackheart's Clothes: Black clothes made by the finest tailors with dragonskin. Silver epaulettes are marked with intricate carvings, and no-one seeing the wearer could doubt their authority or wealth.
    • +1 to Persuasion/Intimidation tests on Charisma. Counts as Leather armour +2 when no other armour is being worn.
  • Golden Horn of the Sphynx: Ornate golden horn, carved with symbols of Sphynx's and ancient fables.
    • When blown, receive the aid of a mysterious Sphynx. Once used it exp
  • Silver Shield (+2 AC, looks pretty)
  • Smith's tools
  • Backpack [Shovel, an iron pot, bedroll, mess kit, tinder box, 20x rations, water-skin)
  • Fine Quality Clothes
  • Coin Purse
  • 2 bottles of black ink
  • Deed to lands
  • Key to Castle
  • Ring with a leaf sigil
  • Moonstone Idol of Silver Dragon
  • 3 Bottles of the finest dwarven whiskey in the known world
  • 1 Smaller Bottles of the finest dwarven whiskey in the known world
  • Silver Sunburst Medallion (+1 to Saving Throws)
  • Silver clapperless bell.
  • Fine Dark Wooden Fiddle (+1)
  • Hand Crossbow
  • 2 x Lava Spider Web Sacks
  • 3 x Teeth of Tunnelworm
  • An old folded piece of parchment
  • 50ft Rope of Climbing
  • +2 Stealth Cloak

Platinum: 78
Gold: 1438
Electrum: 0
Silver: 3048
Copper: 387

Bardic Spellcasting

Cantrips Known: 2

  • Mending:
    • Can mend things.
  • Message:
    • VSM. 1 Action. 120ft.
    • Whisper a message.

Spells Known: 5

  • Longstrider:
    • VSM. Self. 1 Hour.
    • +10ft movement.
  • Speak with Animal:
    • VS. 10 Minutes.
    • Speak with animals.
  • Comprehend Languages:
    • VS. Self.
    • Understand languages. Touch also. 1 minute per page, no ciphers.
  • Healing Word:
    • V.
    • Bonus Action. Heals D4+Cha Mod.
  • Thunderwave:
    • VS. Self (15ft cube)
    • Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

While travelling between towns he stumbled upon a weapons convoy provided by King of Karse meant for marauding barbarians. With strong flailing and a fair amount of luck William Dale was able to overpower the convoy's guards and distribute the weapons to nearby villagers.

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