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Lester (Lvl 12)

Variant Human Race
Daborakian Soldier in Training Origin
Battle Master Fighter 9
Steel Saint 3
Class & Level
Neutral Good Alignment
The Seven Deity
The Steel Saints Faction
Sergeant Rank/Position
Loyalty
Company

Strength 18
+4
Dexterity 13
+1
constitution 18
+4
intelligence 10
+0
wisdom 14
+2
charisma 11
+0
Total Hit Dice 12
Hit Die
1d10+4
+4 proficiency bonus
+8 Strength
+1 Dexterity
+8 Constitution
+0 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+2 Animal Handling
+0 Arcana
+8 Athletics
+0 Deception
+0 History
+6 Insight
+4 Intimidation
+0 Investigation
+6 Martial
+2 Medicine
+0 Nature
+6 Perception
+0 Performance
+0 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+6 Survival
skills

 
66
MV
2
Prestige
2
Attunement Slots
16
Armor Class
124
Hit Points
+1
Initiative
30
Speed
WeaponAttackDamageTypeRangeQualities
Heartscale Greatsword 1d20+4+4 2d6+4+1 Slashing5ftHeavy, Two-Handed
Heartscale Thunderer 1d20+4+4 1d4+4+1 Bludgeoning5ft
Longsword 1d20+4+4 ( 1d8+4 / 1d10+4 )Slashing5ftVersatile
Attacks
ProficiencySource
Saving Throws
StrengthFighter
ConstitutionFighter
Skills
AthleticsDaborak
InsightThe Seven
IntimidationSoldier In Training
MartialFighter
PerceptionFighter
SurvivalVariant Human
Weapons & Armor
Simple WeaponsFighter
Martial WeaponsFighter
Heartscale GreatswordSteel Saint
Light ArmorFighter
Medium ArmorFighter
Heavy ArmorFighter
ShieldsFighter
Tools
Land VehiclesSteel Saints
Playing CardsSteel Saint
Languages
Common (Grass)Daborak
Draconic (Fang)Variant Human

Proficiences
Superiority Dice: 5, d10


Maneuver DC = 16


Maneuvers
Commander's Strike
  • When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Disarming Strike
  • When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike
  • When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Feinting Attack
  • You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll.

Goading Strike
  • When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Maneuvering Attack
  • When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Tripping Strike
  • When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Spellcasting
QuantityItemWeight
Weapons
1Heartscale Greatsword6 lbs
1Longsword3 lbs
1Light Crossbow5 lbs
20Bolt(s)1.5 lbs
Armor
1Chain Mail55 lbs
1Shield6 lbs
Items
1Backpack5 lbs
1Bedroll7 lbs
1Common Clothes3 lbs
1Deck of Cards---
1Fadesteel Helm---
50ftHempen Rope10 lbs
1Mess Kit1 lb
1Tinderbox1 lb
10Torch(es)10 lbs
10Ration20 lbs
1Waterskin5 lbs
Total Carried Weight138.5 lbs240 lbs

Equipment
The Steel Saints
Faction
Mad Man - 15/11/15/10/14/11
Stat Array
Race, Origin, Deity, Faction, Class
Human (Variant)
  • +1 DEX
  • +1 CON

One More Language
  • Draconic (Fang) Language

One More Skill
  • Proficiency with Survival.

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.

Daborak
  • +1 STR
  • Proficiency with Athletics.

Soldier In Training
  • Proficiency with Intimidation.
  • +1 damage with Greatswords.

The Seven
  • Lip Service: Proficiency with Insight.

Steel Saint
  • +2 STRcap
  • Prof with Playing Card Set and Land Vehicles.
  • Thunderer
    • You can make a bonus action melee attack using your shield with proficiency. When you do, use your Strength modifier and do 1d4 + your Strength modifier bludgeoning damage. When you make this attack you lose the shield's AC until the start of your next turn. Should your shield have a flat bonus to AC, you can add that bonus to its attack roll and damage roll.

  • Ironcross
    • As a free action when you make your first attack on a turn, you can choose to use your greatsword as a defensive weapon. When you do, all attacks you make this turn are made with a -5 to hit, and you gain +3 AC until the start of your next turn, so long as you are wielding a greatsword.

  • Hired VINPC: Eve the Haunted
    • Under the Gaze of the Dead
      • Resistance to Necrotic Damage while on a mission.

Fighter
  • Proficiency with:
  • Light Armor
  • Medium Armor
  • Heavy Armor
  • Simple Weapons
  • Martial Weapons
  • Strength and Constitution saving throws
  • Perception
  • Martial


Level 1
Fighter 1

Fighting Style: Protection
  • When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Second Wind
  • You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
    Once you use this feature, you must finish a short or long rest before you can use it again.


Level 2
Fighter 2

Action Surge
  • You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.


Level 3
Fighter 3

Martial Archetype: Battle Master
Student of War
  • Proficiency with Cook's Utensils.


Maneuvers:
  • Commander's Strike
  • Distracting Strike
  • Maneuvering Attack


Level 4
Fighter 4

ASI
  • +1 STR
  • +1 CON


Level 5
Fighter 5

Extra Attack
  • You can attack twice, instead of once, whenever you take the Attack action on your turn.


Level 6
Fighter 6

Prestige Class: Steel Saint
Silver Surge
  • Whenever you would action surge, the following abilities can be activated once each, within 1 minute of your action surge. You can not use these abilities again until after you action surge again.
    • Silver Flash
      • As a bonus action, after you have action surged, you can teleport up to 300 ft. You must do so to places you can see and reasonably stand. You can use this in increments, such as between actions, teleporting each time, but no more than 300 ft total. (For Example you could teleport before and after each attack.) You can use this teleportation pool until the end of your turn.

    • Silver Slash/Shot
      • As an action, after you have action surged, you can attack a single creature with your weapon. You deal an additional amount of astral damage equal to your character level. If this attack should have advantage, you double this astral damage, if you should critical hit with this attack, the creature must make a DC 22 constitution saving throw or be stunned for 1 round. If you use a ranged weapon with this attack, the creature must be within its normal range.


Level 7
Fighter 7

Additional Maneuvers
  • Feinting Attack
  • Tripping Strike


Know Your Enemy
  • If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
    • Strength score
    • Dexterity score
    • Constitution score
    • Armor Class
    • Current hit points
    • Total class levels (if any)
    • Fighter class levels (if any)


Level 8
Fighter 8

Silver Essence
  • You receive a +1 to Strength, Dexterity and Constitution.
  • In addition whenever you would use your second wind ability, you heal for an additional d10.


Level 9
Fighter 9

Indomitable
  • You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.


Level 10
Fighter 10

Additional Maneuvers
  • Disarming Attack
  • Goading Attack


Improved Combat Superiority
  • Your superiority dice turn into d10s.


Level 11
Fighter 11

Extra Attack
  • You can attack three times whenever you take the Attack action on your turn.


Level 12
Fighter 12

Silver Storm
  • After you would action surge, you can use an action to envelope yourself in silver flames and smite all hostile creatures within 30ft. Each creature must succeed on a DC 25 Dexterity saving throw, taking 10d6 astral damage on a failure, or half as much on a success.

Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Goon.

Statblock Type

Verum Character Sheet

Link/Embed