Shardul, Leonin Fighter
Male Leonin Fighter, Chaotic Good
Armor Class 14 (leather armor)
Hit Points 38
Speed 35 ft.
Darkvision 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
| +2 | +2 | — | +1 | +1 | — |
| 15 | 15 | 10 | 13 | 12 | 10 |
Saving Throws Str +5*, Dex +2, Con+3*, Int +1, Wis +1, Cha 0
Skills
- Acrobatics +4
- Animal Handling +2
- Arcana +1
- Athletics +6
- Deception -1
- History +1
- Insight +0
- Intimidation +1
- Investigation +1
- Medicine +0
- Nature +1
- Perception +0
- Performance -1
- Persuasion –
- Religion +1
- Sleight of Hand +2
- Stealth +2
- Survival +2
Damage Resistances none
Senses Passive Perception 14
Languages Common, Leonin
Proficiency Bonus +3
Great Weapon Master
When attacking Aiden can reroll a 1 or 2 on 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 Aiden to gain this benefit.
Aiden can choose to take a -5 penalty to the attack roll in order to add +10 to the attack’s damage.
Precision Attack.
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Riposte.
When a character misses you with a melee attack, you can use your reaction and expend one more superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Trip Attack.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large of smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. You can expend a superior die, adding the total to the damage, and force the enemy to make a Strength save, or be knocked prone.
Actions
Combat Strategy: Aiden prefers rush into combat using giant leaps (Boots of Striding and Springing) and using the downward force to help drive his greatsword or greataxe into the attack.
Bonus Actions:
Second Wind. Regain 1d10 +3 HPs (use once/rest).
Daunting Roar. A roar that frightens chosen targets in 10 feet who don’t Wisdom Save DC 14 (use once/rest).
Actions:
Action Surge. Take an extra action (use once/rest).
The Sword Without a Banner
Shardul once served as an officer in the forces of a powerful archmage during the Great Wizard War. He fought beneath impossible skies, watched magic destroy entire companies, and learned that ordinary soldiers often paid the price for their masters’ ambitions.
His loyalty shattered when his company was ordered to hold a fortress their archmage had already abandoned. Their sacrifice was meant only to delay the enemy. Shardul survived, but most of those under his command did not. When the war ended, he abandoned his master’s colors and became a wandering sword for hire.
Shardul still believes deeply in duty. He accepts coin from those whose cause he considers worthy but refuses to serve anyone who treats their followers as expendable.
During the war, Shardul repeatedly fought an enemy officer named Ser Garran Vale. Near the war’s end, a magical catastrophe left them stranded together. Forced to cooperate to survive, the two eventually recognized that neither was truly responsible for the war that had consumed their lives. They parted not as friends, but no longer as enemies.
Despite favoring deeds over words, Shardul is obsessed with poetry. He carries a battered book in which he writes verses about empty roads, fallen companions, and places he will never see again.
At night, the war returns in his dreams. He hears dead soldiers calling his name and relives the order that doomed his company. So Shardul keeps moving—a soldier without a liege, searching for something worthy of his loyalty and perhaps, someday, a place where he can finally lay down his sword.