Bosun Rell Harker

Level 7 Human Fighter (Battle Master)

Available with DM subscription
STR
15 (+2)
DEX
14 (+2)
CON
13 (+1)
INT
12 (+1)
WIS
10
CHA
8 (-1)

Defense

Armor Class 18 (breastplate and shield)
Hit Points 53 (7d10+7 +1)
Speed 30 ft.

Proficiencies & Skills

Saving Throws Strength, Constitution
Skills Stealth +5, Athletics +5, Acrobatics +5, Intimidation +2, Sleight of hand +5

Features

Know Your Enemy

Fighter (Battle Master) Level 7

After studying a creature for at least 1 minute while both are in the same location, Rell can learn whether it is superior, inferior, or equal in Strength, Dexterity, Constitution, Armor Class, current hit points, or fighter level. He uses this to identify who breaks first in a boarding action.

Combat Superiority

Fighter (Battle Master) Level 3
4 superiority dice per short rest

Rell has four d8 superiority dice and knows the following maneuvers: Disarming Attack, Goading Attack, Maneuvering Attack, and Trip Attack. His style is tactical brutality: strip a weapon, drag a foe into danger, force attention onto himself, or set an ally up to board cleanly.

Human Traits

Species

Rell is a hard-bitten human mariner: adaptable, stubborn, and built for a life of hard choices at sea. He is counted among those who survive by learning quickly and holding fast under pressure.

Extra Attack

Fighter Level 5

When Rell takes the Attack action, he makes two attacks instead of one. He uses this to combine a cutlass strike with a grappling shove, or to keep pressure on a target while the crew moves in.

Student of War

Fighter (Battle Master) Level 3

Rell has proficiency with Calligrapher's Supplies or Navigator's Tools. He is proficient with navigator's tools, reflecting his hands-on command of routes, winds, tides, and ambush lanes.

Action Surge

Fighter Level 2
once per short rest

On his turn, Rell can take one additional action, except the Magic action. He uses this to open with a devastating volley, close distance, or board twice in the same exchange.

Weapon Mastery

Fighter Level 1

Rell has mastered the use of his chosen weapons: cutlass and hand crossbow. He uses battlefield pressure, reach, and timing to force enemies into bad positions.

Second Wind

Fighter Level 1
once per short rest

As a bonus action, Rell regains 1d10+7 hit points. At this level, it represents one hard breath, one barked order, and one more round of refusing to go down.

Bonus Proficiencies

Criminal Background

Rell is proficient with Sleight of Hand and Stealth, reflecting his years of smuggling, false-flag work, and quiet deck sabotage before the fighting starts.

Criminal Contact

Criminal Background

Rell has a reliable underworld contact who can supply rumors, contraband, forged papers, or a discreet docking place when his honest options run thin.

Fighting Style: Defense

Fighter Level 1

While wearing armor, Rell gains a +1 bonus to AC. He favors heavy protection and close quarters over finesse or spectacle.

Character Information

Bosun Rell Harker is the kind of man sailors point at when they want to explain why some captains live and others get dragged under. He is blunt, hard-eyed, and impatient with ceremony. Rell does not speak like a diplomat or a priest. He speaks like a boarding order. He measures loyalty by who holds the line, competence by who keeps the ship afloat, and morality by what actually happens when the smoke clears.

In the shard war of the Hundred Isles, that makes him both useful and dangerous. Rell has no patience for legal claims, lofty mandates, or the kind of noble talk that ends with other people buried at sea. He believes the wish at the heart of the archipelago should belong to whoever can protect it from the waves, the rivals, and the cowardice of men who want authority without having to seize it. He is not a dreamer; he is a commander who believes results are the only language the sea respects.

That belief has made him a feared lieutenant and a respected naval threat. His boarding crews know him as a captain who leads from the front, takes the first risk, and expects the same from everyone else. His veterans trust him because he does not waste lives without reason. His enemies fear him because once Rell decides the fight has begun, he commits to breaking the enemy’s deck, their formation, and their will in that order. Yet beneath the iron certainty is a man who has already been used by larger powers more than once. If the party can prove Aurex is the true predator, Rell can be turned. If not, he will keep coming, boarding after boarding, until the sea itself is red enough to satisfy his idea of victory.

Character Background

Bosun Rell Harker was born in a dockward district where rope, tar, and debt were the only family heirlooms that mattered. His mother mended sails for merchants who swore they could pay later. His father served on a cutter that never returned from a storm season. By the time Rell could carry buckets, he had already learned the first law of the harbor: if you wait for justice, you will drown waiting. He grew up with salt in his mouth and hard men around him, watching captains promise reward while deckhands did the bleeding.

He entered maritime service young, first as a runner, then a deckhand, then a boarding boy on ships that patrolled trade routes against smugglers and privateers. He was never the fastest sailor aloft, but he was always the one who kept moving when the boards cracked and the hooks came flying. Rell learned quickly that a fight at sea is not about glory. It is about balance, numbers, and whether the enemy’s morale cracks first. He survived by paying attention to those details. That habit turned him into a good bosun and a better survivor.

His rise was not clean. During one convoy war, he was ordered to move what was officially recorded as supplies and what every sailor on deck knew was contraband and false orders. The work was meant to be deniable, and deniable meant disposable. A rival cutter intercepted them, and in the confusion Rell made the choice that made his reputation: he boarded through smoke and rain, broke the enemy line, and brought the ship home. The crew lived. The paperwork did not. The officers praised his results and buried the truth under promotions, sealed manifests, and convenient silence. That was the beginning of the commander people now know as Bosun Rell Harker.

He is not a man who likes being lied to, but he has spent enough of his life inside lies to become excellent at operating within them. He knows what false flags look like because he has flown them. He knows how smugglers hide weapons in legitimate cargo because he has unloaded both. He knows how fear spreads below deck because he has seen captains use it to keep crews obedient. Every sentence he speaks sounds like an order because he spent years in situations where hesitation killed people. He is blunt not because he is simple, but because he believes clarity saves lives.

Still, there is a fault in him. Rell respects results so deeply that he can mistake survival for righteousness. If a plan works and the crew lives, he is tempted to call it good enough. That flaw makes him vulnerable to manipulator figures like Aurex, who understand that a pragmatic man can be driven into atrocity by feeding him plausible necessities. Rell wants decisive victory because he has seen indecision cost ships, cargo, and brothers-in-arms. He has not yet fully accepted that a victory can be decisive and still wrong.

His current crew is a mixture of veterans, deckhands, and saboteurs who followed him because he keeps them fed and does not treat them like pegs in a grand strategy. Many of them would die for him. Some would mutiny if they believed he had sold them to a bigger power. He knows this. He counts loyalty like a merchant counts rope length. That is why he is so dangerous in the campaign: he is not a theatrical villain, nor a cackling pirate lord. He is a capable sea commander who believes hard choices justify hard methods, until the moment he is forced to ask who made those choices for him.

If the heroes fight him, they face a commander who opens with cannon fire, closes with grapples, and uses the deck like a trap. If they negotiate, they face a man who respects proof more than pleas. And if they reveal Aurex as the real threat to his crew, they may find that Rell’s loyalty is not to the strongest flag, but to the people who have survived long enough to still stand on his deck.

Unresolved Plots

  • Aurex’s forged orders reached Rell’s cutter before the party did, and he has not yet learned who in his own chain of command was compromised.
  • A hidden cache of contraband weapons aboard the reinforced cutter could be evidence of a coming false-flag attack against a neutral port.
  • One veteran sailor knows where Rell buried the first crew roster, which may prove how many men died for his promotion.
  • The Iron Wake League is quietly debating whether Rell is a tool worth keeping or a liability too expensive to leave alive.
  • A rival commander has offered Rell a path to legitimacy if he turns on the League and hands over the names of his smugglers.

Secrets

  • Rell once let a wounded enemy crew live and then lied about the accounting so his superiors would not punish him for mercy.
  • He knows the difference between legitimate military cargo and contraband because he has spent years moving both.
  • He is afraid that if he stops sounding confident, the crew will realize how often he is guessing and how rarely anyone on the water truly knows what comes next.

Fears

  • Being remembered as a useful butcher instead of a commander.
  • Watching his veterans die because he trusted the wrong chart or the wrong patron.
  • Losing control of his ship in front of the crew and becoming the kind of weak leader he despises.

Aspirations

  • To prove that the sea rewards competence, not courtroom title.
  • To earn a victory decisive enough that no one can dismiss him as a raider’s errand man.
  • To build a crew that survives because they trust his orders, not because they fear his temper.

QUEST -- The Cutter That Should Have Been Lost

Rell’s reinforced cutter, the Iron Wake’s Talon, was built from salvage taken after a disastrous convoy attack years ago. He tells his crew the ship was earned, not stolen, but he knows the vessel’s original owner died under false flags and forged orders. This quest forces him to decide whether the cutter is a symbol of hard-won survival or a monument to lies that made him useful to crueler powers. If the heroes uncover the truth, he must choose between burying the past and admitting the vessel began with an atrocity he helped cover up. The quest matters because the ship is his pride, his command center, and the one thing keeping his veterans loyal when the politics of the shard war turn ugly.

Current Stage

Trace the ship’s keel-mark, repair logs, and old registry seals through smugglers, dockmasters, and war-survivors who remember the convoy disaster.

Choice

Expose the cutter’s origin publicly

If Rell exposes the truth, some of his crew see honesty as strength while others see betrayal. His legend takes a hit, but his command becomes more grounded. Rivals can no longer use the secret to blackmail him, though they may use the scandal to challenge his authority.
Alternative

Suppress the truth and keep the legend intact

If Rell buries the story, his crew remains outwardly stable, but the hidden guilt keeps him brittle. The lie becomes another plank in the ship: functional, but one storm away from snapping. An enemy who learns the secret later can exploit it at the worst possible time.
Mechanical Rewards
  • If redeemed or persuaded, Rell can shift from hostile lieutenant to unstable ally, granting the party a veteran boarding force and a reinforced cutter for one major sea operation.
  • On completing his personal arc, Rell gains a permanent increase to either Strength or Constitution by 1, representing a hard-fought change in how he carries his authority.
  • If he abandons pure aggression, he may trade one maneuver for Commander’s Signal: once per short rest, allies who can see or hear him can move up to half speed without provoking opportunity attacks, but this is a custom narrative reward and should be treated as a DM-granted boon.
  • If he falls fully to corruption, his crew becomes more disciplined and dangerous, but their loyalty becomes contingent on repeated victories; this can be tracked as a campaign morale complication.
Narrative Rewards
  • Access to the Iron Wake veteran network and hidden docks used by smugglers and defectors.
  • A route into the rival naval chain of command, including names of officers who hate Aurex more than they fear mutiny.
  • Possible ownership, salvage rights, or partial command of the reinforced cutter if the party turns his defeat into a negotiated surrender.
  • A private audience with crew members who know the false-flag operations tied to the shard war.

Major Decision

Context

The party corners Rell after a successful boarding defense, and he must decide whether to fight to the last or withdraw to save the surviving veterans on his cutter.

Choice Made

Order a fighting retreat instead of a suicidal stand.

Impact

This preserves his crew, but it also marks him as a commander who can bend when the math turns against him. He becomes more dangerous in the long campaign because he survives to strike again, yet it opens the door to negotiation later.

Major Decision

Context

Rell learns that Aurex has been feeding false charts and sabotage routes to all sides, including his own officers.

Choice Made

Believe the evidence and break with Aurex, or reject it and cling to the war plan that has defined his rank.

Impact

If he accepts the truth, he may become a temporary ally against the greater threat. If he rejects it, he becomes a devoted mid-tier enemy who values personal victory over the lives of his veterans.

Major Decision

Context

After a costly battle, the party offers Rell a way to keep his crew safe without surrendering the wish race entirely.

Choice Made

Accept a negotiated ceasefire and protect the crew, or refuse and continue the campaign as a ruthless rival.

Impact

Acceptance changes the naval balance and can grant the party ship support. Refusal hardens his role as a relentless lieutenant whose pride now depends on proving the sea rewards force alone.

Transformative Moment

Trigger

Rell sees one of his veteran sailors die because a false-flag order sent them into an unwinnable trap.

Transformation

He realizes that results are not the same as truth, and that obedience can be weaponized by people who never board their own ships.

Mechanical Changes

Charisma

Increase by 1 if he survives and re-centers himself on protecting his crew.

He becomes less purely abrasive and more capable of commanding trust instead of only fear.
Insight checks

+2 on checks made to read battlefield intent or detect a double-cross involving naval tactics.

He becomes more cautious and learned from betrayal.

Transformative Moment

Trigger

The party proves Aurex is willing to sacrifice entire crews to keep the shard race moving.

Transformation

Rell’s loyalty shifts from victory at any cost to crew survival first, which can either redeem him or make him more personally ruthless against Aurex.

Mechanical Changes

Superiority Dice

Rell may replace one combat maneuver with Commander's Warning as a custom maneuver if redeemed: once per short rest, one ally who can hear him gains advantage on a saving throw against being frightened or charmed.

His leadership becomes protective rather than merely aggressive.
Saving throws against Frightened

Advantage if he witnesses Aurex’s cruelty firsthand and resolves to oppose it.

He stops fearing the larger war more than his own conscience.

Transformative Moment

Trigger

Rell is forced to choose between keeping the crew’s false confidence or admitting the war is bigger than any one captain.

Transformation

He learns to lead with clarity instead of swagger, even if that clarity costs him authority in the short term.

Mechanical Changes

Intimidation

Replace a portion of fear-based authority with tactical command; gain a situational bonus to Persuasion when addressing sailors, marines, or dockworkers who value competence.

His words stop sounding like threats alone and start sounding like orders people actually want to follow.
Hit point maximum

+7 if the transformation is represented through training, discipline, and hard-earned resilience.

He becomes harder to break both physically and psychologically.

Ally:
First Mate Sella Dane

Relationship loyal crew officer and conscience of the cutter
Influence 7/10
Loyalty 8/10

Shared History

Sella served with Rell before he had a ship worth naming. She survived the same convoy wars, the same storm trenches, and the same ugly nights when false flags were cheaper than formal letters. She is one of the few people who can interrupt him mid-order and make him listen. Their history is not warm, but it is deep: she watched him earn every scar, and he watched her keep sailors alive when the officers above them treated men like rope and cannon fodder. Sella respects his courage and hates his impatience. Rell trusts her judgment more than he admits, because she has seen the moments when his anger is useful and the moments when it is simply dangerous. If the crew ever turns on him, she will either be the last voice holding them together or the first to demand he stop pretending results excuse everything.

Potential Breaking Points

  • If Rell sacrifices crew lives for a strategic gain, Sella may mutiny.
  • If Aurex offers her a way to save the veterans, she may side with the lesser evil.

Enemy:
Aurex the Comet-Crowned

Threat Level 9/10
Conflict Type Manipulation, war-by-proxy, and shard control

Personal Stakes

Aurex treats Rell’s crew as ammunition in a celestial board game. Rell hates being used, and he hates even more that Aurex’s plans keep proving effective. If Aurex wins, Rell becomes a disposable tool in an empire that values obedience over sailors.

Possible Resolutions

  • Expose Aurex’s lies to the crew and break the chain of command.
  • Force Aurex into open conflict on the deck or at the shard chamber.
  • Temporarily ally with the party to stop a threat Aurex created, then decide whether to continue the war.

Faction: The Iron Wake League

Standing 3/10
Influence Rell is a respected naval lieutenant within the League’s practical wing. His cutter carries veterans, smugglers, and deckhands who believe the sea belongs to whoever can hold it. He has enough authority to issue boarding orders and enough reputation to make junior captains obey, but not enough political backing to ignore the League’s larger ambitions.

Obligations

  • Win sea lanes through visible victories.
  • Protect League veterans and salvage rights.
  • Deliver shard intelligence quickly and without hesitation.

Benefits

  • Can requisition boarding crews and rough repairs.
  • Can use black-market false papers and contraband weapons.
  • Can call on surviving veterans for one major ship operation.

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