Anar Broadanvil's page

110 posts. Alias of Qstor.

Full Name





Warden 4





Strength 15
Dexterity 10
Constitution 14
Intelligence 8
Wisdom 14
Charisma 16

About Anar Broadanvil

Anar Broadanvil

Age 62 Height 4'5", Weight 185 lbs.
Hair dirty Brown Eyes Blue

Rugged dwarf with brown beard and blue blues with an axe and a large pack on his back


Race Dearf of the Lonely Mountain
Class Warden 4
Background Magician (Folk Healer)
Gender Male
Shadow 0

Initiative +0 Senses Perception +2

AC 13 (corslet of mail)

HP 1/35 = 25 +8 Con, +2 dwarf
Strength +2, Dexterity +2, Constitution +2
Intelligence -1, Wisdom +2, Charisma +5
Armor corslet of mail
Speed 25 ft
Melee Greataxe +4 (1d12+2) Slashing, heavy, two handed
Melee Dagger +4 (1d4+2) Piercing
Ranged Dagger +2 (1d4+2) Piercing, Range 20/60
Ranged Handaxe +2 (1d6+2) Slashing, Light, thrown (range 20/60

Str 14, Dex 10, Con 14, Int 8, Wis 14, Cha 15
Proficiency +2

Dwarf of the Lonely Mountain - axe, hand axe, great axe, light hammer, and warhammer, lute, mason's tools and smiths tools
Warden – Light armor and Shields
Warden – Simple weapons, broadswords, long swords,
short swords
Warden – Traditions, Survival, & Lore
Magician (Folk Healer) - Medicine, Performance
Warden (Herald)

+3 Lore (4 proficiency -1 Int)
+6 Medicine (4 proficiency +2 Wis)
+4 Performance (2 proficiency +2 Cha)
+3 Survival (2 proficiency +2 Wis)
+4 Traditions (2 proficiency -1 Int)

Languages speak, read, and write both Dalish, and Dwarven (secret language)

Ravens of the Mountain


Warden’s Gift
You can inspire others through stirring words, through
music or by your presence alone. To do so, use a bonus
action on your turn. Choose one creature other than
yourself that is within 60 feet of you and who can hear
you. That creature gains one Gift die, a d6.
Once within the next 10 minutes, the creature can roll the
Gift die and add the number rolled to one ability check,
attack roll or saving throw it attempts. The creature can
wait until after it rolls the d20 before deciding to use
the Gift die, but must decide before the Loremaster says
whether the roll succeeds or fails. Once the Gift die is
rolled, it is lost. A creature may have only one Gift die at
a time.
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain any
expended uses after a long rest.
Your Gift die increases in size when you reach certain
levels in this class. The die becomes a d8 at 5th level, a
d10 at 10th level and a d12 at 15th level.
Ever Watchful
Wardens make a point of keeping up with the latest news
both local and from afar, as well as making an effort to
know the wise and the powerful. If you can freely travel
about an area talking with locals and passing travellers
for a few hours, you can make a DC 12 Intelligence
(Investigation) ability check with advantage.
Success indicates that you hear all the latest useful
rumours, including news of trouble. Failure means you
hear all the latest rumours and news, but cannot discern
the true from the false. On a success, you can also glean
the names, whereabouts and general appearances of all
local influential individuals, households and factions, as
well as what livery, colours and heraldry they typically
bear, if any.

Jack of All Trades,

Wardens tend to know a little bit about everything.
Starting at 2nd level, you can add half your proficiency
bonus, rounded down, to any ability check you make that
doesn’t already include your proficiency bonus.

Tales (d6)
Beginning at 2nd level, you can help revitalise your
wounded allies during a short rest. If you tell tales during
a short rest, then you and any nearby friendly creatures
listening to your tales gain an additional 1d6 hit points
per Hit Die spent.

Set of traveling gear for fall/winter – 8 lb.
Greataxe - 7 lbs
Leather corslet - 13 lbs
Belt Handaxe - 2 lbs
Back Lute - 2 lbs

Backpack – 5 lb.
- short sword - 2 lbs
- shield - 6 lbs
- Bedroll – 7 lb.
- water skin 5 lbs
- whetstone
- mess kit
- 50' hempen rope 10 lbs
- flask of oil 1 lb
- tinder box 1 lb
- 5 torches 5 lbs
- hooden lantern
- dagger – 1 lb.
- mason's tools 8 lbs
- 30 sp.

Load: 81 lbs

Carrying Capacity: Str x15 = 210 lb.

Dwarf traits
Your Player-hero has certain traits deriving from your
Dwarven ancestry.
Ability Score Increase
– Your Constitution score increases
by 2.
Adventuring Age – 50 to 100
. Dwarves generally start
their life on the road in their fifties, and do not usually
consider retiring before their nineties. Around that time,
they feel they can no longer stay away from their family,
or want to dedicate themselves solely to the perfection
of their crafts. But Dwarves can remain active until they
are more than two hundred years old, and may return to
adventuring if a great need arises, like the opportunity
to avenge an old insult or injury, or to recover a treasure
or reclaim a long-lost dwarf-hold. A healthy Dwarf who
avoids a violent death can reach 250 years of age.
– Dwarves generally stand between 4 to 5 feet tall
and can weigh upwards of 160 lbs. Your size is Medium.
– Your base walking speed is 25 feet. Your speed is
not reduced by wearing heavy armour.
Night Vision (Dwarf)
- Accustomed to life underground,
you have superior vision in dim conditions. You can see in
Dim light within 60 feet of you as if it were bright light, but
you cannot see in the dark.
Dwarven Resilience
– You have advantage on saving
throws against poison, and you have resistance against
poison damage.
Dwarven Combat Training
– You have proficiency with
axe, hand axe, great axe, light hammer, and warhammer.

You belong to the line of Durin’s folk once native to Erebor,
though you may have spent much of your life on the
road, or come from the Blue Mountains in the West. Long
accustomed to hardship, you’ve learned much in your
time, but you’ve come home at last.
Additional Ability Score Increase
– Your Wisdom score
increases by 1.
Dwarven Toughness
– Your hit point maximum increases
by 1, and it increases by 1 every time you gain a level.
Road Wisdom
– You may choose one additional tool
proficiency of your choice

Anar a healer and tale keeper of his clan who set out southward from the mountains at the call of King Bard