Baldr

Physical description   Baldr is a strong half dwarf, very stocky and greatly resembles his dwarven heritage but is on the taller side, roughly 4'11. He has a short but thick red beard that he has been growing out (and is very proud of), blue eyes and a goofy smile. He usually dresses in a warm fur collared jerkin, with a long sleeved white shirt underneath that he often rolls up when he's working or fighting. He carries a large wooden shield and battle axe hanging from his hip.    History and agenda   He is from Frinthrall, and grew up in the Madgarian culture. His mother was a dwarf and father a human, with 4 other brothers who were equally beefy and well built. He also had a younger sister who he cares for deeply. His parents were neglectful, for more caring about his fathers forge business and coin than they were interested in their children, who's only true use was for helping in the business. They saw his younger sister as only a bother, so when a visiting mage saw magical potential in her, they were more than happy to sell her off despite the protest of Baldr and his siblings.    After that, Balder left the family, going off on his  own and establishing a local reputation as a gladiator of respectable skill, earning money in fight rings and local bounties on creatures. He wander around the Madgar and Ormur border for a number of years, until he received word from his lost sister. She had been taken in by the Mages of Cintras, but was now on the run after disobaying order and then escaping the citadel. He immediately came to her aid, and has now spent the last few months trying to keep her safe from roaming mage hunters.    Personal beliefs   He believes in personal strength of character, independence, and loyalty to family above all else.    Fighting Strategy   He is a brawler, prefering to get in close and battle it out with his opponents, whether it is a gladiator, and owl bear or a dragon. He gets in close and fights to the death, retreat is cowardly. That said, he admits that fighting without strategy is stupidity, and is willing to defer to those he trusts if they see something he may not.    Feats-  
  • Shield Master- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
  Abilities-   RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.   Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Reckless Attack- Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.   Danger Sense- At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
  • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Extra Movement- Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.   Extra Attack- Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Actions-   Battle Axe- +6 to hit, 1d8+3 slashing damage   Javelin- +5 to hit, 1d6+2 piercing damage, 30/120
STR- 16 (+3)   DEX- 14 (+2)   CON- 18 (+4)   INT- 10   WIS- 12 (+1)   CHA- 8 (-1)   Proficiency Bonus (PB)- +3
Children
Armor Class- 16 (unarmored defense)/ 18 (with shield)   Health Points- 55 (5d12)   Saving Throws- Strength +6, Constitution +7   Skills-   Intimidation (Str) +6   Athletics (Str) +6   Acrobatics (Dex) +5   Performance (Cha) +3