Medium humanoid (Dwarf), neutral good

Armor Class 14
Hit Points 31
Speed 25 ft.

STR 12 (+1) DEX 17 (+3) CON 15 (+2) INT 12 (+1) WIS 9 (-1) CHA 12 (+1)

Saving Throws Dexterity +5, Intelligence +3
Senses passive Perception 13
Skills Athletics +3, Nature +3, Perception +3, Sleight of Hand +5, Stealth +5, Survival +1
Armor Proficiencies Light armor
Weapon Proficiencies Simple weapons, hand crossbows, longswords, rapiers, shortswords, battleaxes, handaxes, throwing hammers, warhammers.
Tool Proficiencies Thieves’ tools +4
Languages (Literate) Low Atlantean, Dwarvish, Thieves’ Cant

Darkvision. Gardain can see in dim light within 60 feet of him as if it were bright light, and in darkness as if it were dim light. He can’t discern color in darkness, only shades of gray.

Dwarven Resilience. Gardain has advantage on saving throws against poison, and has resistance against poison damage.

Lone Wolf’s Strike. If no creatures other than Gardain are adjacent to a creature, he can use his action to perform a Lonely Strike. He gains advantage on the attack, and if he hits, the target falls prone if it is Large or smaller. Gardain can use Lone Wolf’s Strike once, and then he must rest to regain it.

Expertise. Gardain gains double proficiency bonus with Perception checks and using thieves’ tools.

Sneak Attack. Once per turn, Gardain can deal an extra Id6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon. He doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and he doesn’t have disadvantage on the attack roll.

Cunning Action. Gardain can take a bonus action on each of his turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Fast Hands. Gardain can use the bonus action granted by his Cunning Action to make a Dexterity (Sleight of Hand) check, use his thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work. Gardain climbs faster than normal; climbing no longer costs him extra movement. In addition, when he makes a running jump, the distance he covers increases by a number of feet equal to his Dexterity modifier.

Unarmed. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.
Dwarf-forged shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+4 piercing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., thrown 20/60, one target. Hit: 1d4+3 piercing damage.
Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., thrown 20/60, one target. Hit: 1d6+3 slashing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, ammunition 80/320, one target. Hit: 1d6+3 piercing damage.



Equipment: Leather armor, dwarf-forged shortsword, handaxes (2), daggers (4), shortbow, quiver of 20 arrows, thieves’ tools, backpack, 10 feel of string, bell, 5 candles, crowbar, hooded lantern, 2 flasks of oil, 5 days rations, tinderbox, waterskin, 50’ hempen rope, pouch, riding horse, bit and bridle, riding saddle, saddle bags.

Wealth: 10 gp


  • Personality Traits: I carouse to forget the past.
  • Ideals: Loyalty. With no people of my own, I instead give my friendship to the companions chance has brought my way.
  • Bonds: Even though I am cast out, my brother secretly keeps in touch with me.
  • Flaw: Anger smolders in me like a volcano, and I never know what might set me off.


Tales from the Fallen Gate Maded Maded