Dorgana is a first-level Armiger with different weapons for fighting in different situations. A guide for playing Dorgana is below.


Medium humanoid (hill dwarf), lawful neutral
Armiger 1; Definitely not a Noble

Armor Class 13 (leather armor)
Hit Points 13 (1d10 + CON modifier + level (hill dwarf))
Speed 25 ft.

14 (+2) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 8 (-1)

Saving Throws Str +4, Con +4; advantage vs poison
Resistances poison
Skills Athletics +4, History +2, Perception +4, Persuasion +1
Tools smith’s tools, dice set
Senses darkvision 60 ft., passive Perception 14
Languages Common, Dwarvish, Sylvan
Challenge 1/2

Martial Tradition Noble Duelist
Sphere DC 12
Fencing Sphere. - Talents (other) • Fatal Thrust • Feint
Guardian Sphere. - Packages (challenge); Talents (other) • Delayed Damage Pool, 3 points • Challenge
Equipment Sphere. - Talents (discipline) Duelist Training, Pikeman Training • Talents (other) none

Dwarven Combat Training. Dorgana, as a hill dwarf, has proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Quick Draw. (ACTION) - You can stow and draw items using the same action needed to use them.
Feint. (ACTION) - Using the Help action is called a feint for you, and you may use Help on yourself to gain advantage on your next attack roll. Can apply one (exploit) when you gain them. Note: BONUS when wielding your shortsword.
Challenge. (BONUS) - One target: CHA save. On failure, encouraged to fight only you for 1 minute. May apply (challenge) talents when you gain them.
Adrenaline. (FREE @ START) (HANDAXE ONLY) - Take a -2 penalty to AC, gain (adrenaline) effects until next turn. Note: Choose the Berserk (adrenaline) or the Executioner (adrenaline) talent at 1st, depending on whether you want extra bulk (berserk) or accuracy (executioner).
Batter. (SP. ATTACK) (HANDAXE ONLY) - Marks target. Apply one (exertion) when you gain them.
Tactic. (BONUS) (SPEAR ONLY) - Apply aggressive flanking (+2 bonus) within 20 ft. of you.
Shout. (FREE) (SPEAR ONLY) - Allies that hear you gain damage boost equal to your proficiency bonus on their first damage roll during the next 1 round.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) slashing (one-handed), 8 (1d10 + 2) slashing (two-handed)
Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing (one-handed), 7 (1d8 + 2) piercing (two-handed)
Spear. Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target. Hit: 6 (1d6 + 2) piercing
Handaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing
Handaxe. Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target. Hit: 6 (1d6 + 2) slashing
Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: 6 (1d6 + 2) piercing

Equipment. A longsword, a shortsword, a pike, a handaxe, leather armor, a shortbow and 20 arrows, a diplomat’s pack, a set of fine clothes, a signet ring, a scroll of pedigree, and a purse with 25gp.

Special Armiger Notes
Chosen to customize shortsword (Expert Feint (Fencing sphere)), spear (Warleader sphere), and handaxe (Berserking sphere).

How To Play

The Armiger’s specialty as a class is rapidly adapting on the fly to prepare for any situation that occurs. Dorgana was built to show you exactly how this can be accomplished as early as 1st level.

Dorgana has 5 weapons to fight with, but you’ll generally use 3 primary ones in combat: the shortsword, the handaxe, and the spear. Each one of these has specialties and unique attributes thanks to the armiger’s Weapon Customization feature, causing each customized weapon to gain talents for you while wielding them. As a result, each weapon has a distinct playstyle.

The shortsword is great for rapid strikes and quick feints. You can feint with any weapon, as the Fencing sphere is available to Dorgana by default, but the shortsword grants you the Expert Feint talent while you wield it, allowing you to feint using just a bonus action. This effectively allows you to grant yourself advantage on every attack you make if you focus on doing nothing but feinting and attacking.

The spear is effective when you want to play a more passive, supportive role on the battlefield, or if you have already taken some damage and need to retreat a bit. By granting you the Warleader sphere, the spear allows you to give your allies buffs that make them even more effective on the battlefield, primarily granting powerful flanking techniques and giving them bonuses to their damage rolls. Once you are back into the fight, you can continue wielding the spear to benefit from these buffs yourself.

The handaxe is effective when you want to play hyper-aggressively, or if your group does not have anyone at the moment to take the brunt of hits. The Berserker sphere allows you to both batter your foes and bolster your health further than your already Guardian-sphere-boosted health pool. If you choose the Berserk (adrenaline) talent, you will automatically negate 2 damage at 1st level whenever you take a hit; if you choose the Executioner (adrenaline) talent, you can effectively re-roll a missed attack to ensure your rampage doesn’t end without bloodshed.

Your other two weapons are useful in their own right - the shortbow makes great work for a silent weapon and is a good candidate for the Sniper or Barrage spheres down the line, and the Longsword is your highest-damage weapon on your person. Don’t forget, as your armiger level increases, the number of customized weapons you can have will increase to 5. So, given time, you’ll be able to customize all 5 of these weapons to suit your playstyle!

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