Tazdar's Page


Backstory here.


Description here.


Medium humanoid (hobgoblin), lawful neutral
Armor Class 18 Plate
Hit Points 49 (5d10 + 15)
Speed 30 ft.
16 (+3) 10 (+0) 16 (+3) 16 (+3) 8 (-1) 8 (-1)

Saving Throws STR +6, CON +6
Skills Athletics +6, Insight +2, Intimidation +2, Survival +2
Senses Darkvision 60 ft., Passive Perception 9, Passive Investigation 13, Passive Insight 11
Languages Almebezbik, Giant, Goblin

Saving Face Once per short rest, if Tazdar misses with an attack or fails an ability check or saving throw, he can gain a bonus equal to the number of allies you can see within 30 ft. (max +5).

Great Weapon Fighting Tazdar can reroll a 1 or 2 on damage dice with melee weapons wielded with two hands.

Action Surge Tazdar can take one additional action on his turn. This can be used 1 time per short rest.

Rune Magic. Tazdar learns how to inscribe 2 runes of your choice on weapons, armor, or shields, where they remain until he finishes a long rest. An object can bear only one of his runes.

  • Ise (Frost Rune): Tazdar has advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
  • Skye (Cloud Rune): Tazdar has advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

Heavy Armor Master. While Tazdar is wearing heavy armor, bludgeoning, piercing, and slashing damage that he takes from nonmagical weapons is reduced by 3.

Great Weapon Master. On Tazdar's turn, when he scores a critical hit with a melee weapon or reduces a creature to 0 HP with one, he can make one melee weapon attack as a bonus action. Before he makes a melee attack with a heavy weapon that he is proficient with, he can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.

Military Rank Tazdar has a military rank from his career as a soldier. Soldiers loyal to his former military organization still recognize his authority and influence, and they defer to him if they are of a lower rank. He can invoke his rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. He can also usually gain access to friendly military encampments and fortresses where his rank is recognized.


Multiattack. Tazdar can take two melee or ranged weapon attacks as an action.

Moon-Touched Greatsword. Melee Weapon Attack: +6 to hit, one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Maul. Melee Weapon Attack: +6 to hit, one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Second Wind. Once per short rest, Tazdar can use a bonus action to regain 1d10 + 5 HP.

Ise (Once per short rest). Tazdar can invoke this rune as a bonus action to increase his Strength score by 2, to a new value of 18, for 10 minutes.

Giant's Might (2/day). Tazdar can imbue himself with the might of giants. As a bonus action, he magically gains the following benefits, which last for 1 minute:

  • He becomes Large size, along with anything he is wearing. If he lacks the room to become Large, his size doesn’t change.
  • He has advantage on Strength checks and Strength saving throws.
  • His weapon attacks deal an extra 1d6 damage.


Skye (Once per short rest). When Tazdar or a creature he can see within 30 feet of him is hit by an attack roll, he can use his reaction to invoke this rune and cause that attack to target a different creature within 30 feet of him (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack’s range.