Warden Rogard Hammerfell

Hrungnir's page

360 posts. Alias of Grumbaki.


Race

Wounds (0) HP (75) AC (20) Saves (6/-1/6/2/1/0) lvl1 (3/4) lvl2 (0/2)

Languages

Common, Dwarven, Umbral, Sylvan

Strength 16
Dexterity 8
Constitution 16
Intelligence 14
Wisdom 12
Charisma 10

About Hrungnir

Hammer
* To Hit: +6
* Damage: 1d8+5
* Booming Blade: +1d8 Sonic (1 Hit)
* Kaunen Rune: +1d6 Fire (all hits)
* Max Damage: 1d8+1d8+1d6+5

Fire Bolt
* To Hit: +5
* Damage: 2d10

Race: Northerner Dwarf
* Speed; Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
* Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
* Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).
* Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
* Tool Proficiency You gain proficiency with smith’s tools
* Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Background: Sage
So dedicated is Hrungnir to finding a way to earn the love of his fey goddess, that he has dedicated himself to researching a way to fulfill her conditions. This has, through persistence and dedication rather than raw skill, made him into an efficient researcher.
* When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Warcaster
* You have advantage one Constitution saves that you make to maintain concentration on a spell when you take damage.
* You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
* When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, instead of making an opportunity attack. The spell must have a casting time of only 1 action and must target only that creature.

Rune Knowledge
* You are wise in the lore of two runes of your choice.
You always have access to their rune bonuses. In addition, every day you can invoke one rune power for each rune you’ve learned, provided you meet any other requirements such as a minimum level.
* Otalan
- Rune Bonus: You gain proiciency on Charisma (Persuasion) checks.
- Rune Power (7th level): when traced on a relective surface (for example, on a mirror, a polished shield, or even on still water), otalan lets you scry on an object that you’ve possessed for at least one week, or on any member of your immediate family within three generations of you, per the scrying spell. Tracing the rune takes 10 minutes and the efect lasts while you concentrate, for up to 10 minutes.
* Kaunen
- Rune Bonus: You gain darkvision (30 feet). If you already have darkvision, you gain proiciency on Wisdom (Perception) checks.
- Rune Power (4th level): When 1 minute is spent tracing kaunen on the ground, it burns like a campire for up to 8 hours. he ire is 2 feet in diameter and the lames are magical, causing 2d6 fire damage per round to any creature in the fire. Neither the rune nor the fire can be moved once created, but the fire can spread normally to inlammable materials.
- Rune Power (5th level): Tracing kaunen onto a weapon causes that weapon to shed bright light in a 10-foot radius plus dim light for another 10 feet, and the weapon does an extra 1d6 fire damage on a hit. Tracing the rune takes 1 action and the efect lasts while you concentrate, for up to 1 hou

Skills
* Athletics (+6)
* Arcana, History, Smithing, Investigation (+5)
* Perception (+4)
* Persuasion (+3)

Equipment
* Plate Armor, Warhammer (bonded), Explorer’s Pack, A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 42gp

Eldritch Knight (7)
* Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon
* 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 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
* Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn
* Weapon Bond: At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
* Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
* War Magic: Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Cantrips
* Fire Bolt, Booming Blade

Spells Known
* Absorb Elements (lvl1), Shield (lvl1), Magic Missile (lvl1), Protection from good/evil (lvl1), Magic Weapon (lvl2)

Spell slots
4x lvl1
2x lvl2

Native of Stannasgard:

Stannasgard is the most open and cosmopolitan of the dwarven reaver kingdoms, a major trading enclave and a gateway to the Nieder Straits. For many merchants, it’s the farthest into Northern territory they care to venture. Mines are the backbone of Stannasgard’s prosperity, since the land is rich in veins of iron and adamant. Working from these superlative raw materials, the dwarves of Stannasgard have forged a reputation as master artisans, especially in the crafting of shields and armor.
Stannasgard is the friendliest of the three great dwarf halls of the North. Just across the Straits from the ruins of Thorn, it is home to great temples of Wotan, Thor, Volund, and many shrines to Grajava the Shield Maiden. Its priesthood is immense, and much of its wealth is derived from crafting holy items infused with the power of the
gods. Many consider the shields and armor of Stannasgard among the finest forged anywhere, and lordlings from
the south often ask its paladins and defenders for aid. The dwarves of Stannasgard rarely ride to war, but when they do, their cause has never failed. Most recently, thousands of them traveled to the Wolfmark, ready to strike down the vampires and darakhul in Krakovar and Morgau.
Pilgrims come here from as far away as Zobeck and
the Seven Cities, dragging sanctified anvils as a sign of devotion, to ask for a blessing at the nearby Shrine of a Thousand Anvils dedicated to Volund the Smith. On the summit of a crag-ridden mountain, this cavernous temple is littered with tools, weapons, and armor brought by supplicants.
Stannasgard was also a major shipbuilding center,
with fine keels, prows, and sails all made here for sale
to anyone along the Straits, until this past year brought
all work to a halt. A red dragon thought slain long ago, Visandred the Horse-Eater, dropped from the sky without warning, burning every stick of wood along the docks
and shipyards he could find and then rending and tearing down whatever he could not burn. After making a meal of several dockworkers and the horses he prefers, Visandred flew away and hasn’t been seen since. The destruction he left in his wake might take years to repair. What’s worse, the majority of ships burned to the waterline were already bought and paid for by a wide assortment of foreign sovereigns, leaving Stannasgard’s coffers, as well as its reputation, in a precarious state.
Nonetheless, what money can be spared keeps the forges of Stannasgard ringing with the sound of smiths’ hammers both day and night, due to the recent spread (some might say “invasion”) of the trollkin into the territory. New longhouses and farmsteads spread down the coast as these troubling new arrivals come in longships from the southern shores of Jotunheim.
STANNASGARD
Symbol: Anvil of Volund and Longship of Njord
RuleR: Beragorn Shipkeeper (LN male dwarf fighter 18)
impoRtant peRSonageS:
Many-Bearded Ingifast Hollyshield (NG male cleric 11 [Baldur]), Blaðnir the Silver Leaf (NG female paladin 10 [Volund])
population: 71,400 (42,000 dwarves, 17,000 humans, 7,500 trollkin, 2,900 gnomes)
Capital: Stannasgard, population 23,000 (19,000 dwarves, 3,000 humans, 500 trollkin)
gReat godS: Volund (patron), Baldur (Lada), Thor, Tyr (Horus), Wotan
tRade goodS: Gems, gold, iron, adamant, rare minerals, ambergris, fish, blubber, armor, shields, dwarven relics