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Jay 'The Axe' Baiju

Variant human Race
Daborak/Soldier-in-training Origin
Fighter/Cleric 6/1 Class & Level
Chaotic Neutral Alignment
Cassius Deity
Factionless Faction
Factionless Rank/Position
0 Loyalty
TBD Company

Strength 20
+5
Dexterity 11
+0
constitution 16
+3
intelligence 10
+0
wisdom 14
+2
charisma 11
+0
Total Hit Dice 4
Hit Die
1d10+3
+3 proficiency bonus
+8 Strength
+0 Dexterity
+6 Constitution
+0 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+2 Animal Handling
+0 Arcana
+6 Athletics
+0 Deception
+0 History
+2 Insight
+0 Intimidation
+0 Investigation
+4 Martial
+2 Medicine
+0 Nature
+2 Perception
+0 Performance
+0 Persuasion
+0 Religion
+2 Sleight of Hands
+0 Stealth
+2 Survival
skills

 

MV
0
Prestige
1
Attunement Slots
17
Armor Class
66
Hit Points
+0
Initiative
30
Speed
Butcher's Axe 1d20+8 2d8+6
Maul 1d20+8 2d6+5
Handaxe 1d20+8 1d6+5
Steton Greatbow 1d20+8 1d12+5
Attacks
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Brewer's Supplies, Alchemist’s supplies
Saving Throws: Strength, Constitution
Skills: Athletics, Intimidation, Perception, Sleight of hand, Insight, Martial, Medicine
Languages: Common, Elven
Proficiences
Cantrips - Guidance, Light, Spare the dying
1st Level - Divine Favor, Shield of Faith, Bless, Healing Word, Detect Magic
Spellcasting
1x Greataxe
1x Maul
1x Chainmail
1x Splintmail
2x Handaxes
1x Butcher's Axe
1x Steton Greatbow
50x Steton arrows

2x Bandolier
4x Healing Potion
1x Growth Potion
10x Oil flask (for lantern)
1x Bullseye lantern
1x Backpack
1x Bedroll
1x Mess Kit
1x Tinder box
10x Torches
10x Days of Rations
1x Waterskin
1x 50ft of hempen rope
Equipment
Factionless
Faction
The Mad Man
Stat Array
Daborak
+1 to Strength

Skill Proficiency – Athletics


Soldier-in-training
Skill Prof – Intimidation

Your were trained in keeping your balance and footing in combat. You gain proficiency with a martial weapon of your choice. If you already possess all martial weapon proficiencies, you may instead choose one weapon or unarmed strikes and gain a +1 to damage rolls with them. (Butcher's Axe)


Factionless
Starting as Factionless at 1st level grants 1 Tool and 1 Skill proficiency of your choice. You cannot choose a class critical tool, such as thieves' tools for rogues unless, you are of that class. If a character later becomes Factionless, this bonus is not granted.


Fighter
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

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.

Action Surge
Starting at 2nd level, 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.


Battle Master
Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)(13 DC)

(Precision Attack, Trip Attack, Riposte)

Student of War
At 3rd level, you gain proficiency with one type of artisan's tools of your choice. (Alchemist's Supplies)


Cleric
Spellcasting
As a conduit for divine power, you can cast cleric spells.

Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Spell Slots
The Cleric table shows how many spell slots you have to cast your spells of lst level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.

Divine Domain
At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. (War)

Domain Spells
Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

 


War Cleric
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons and heavy armor.

War Priest
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.


Variant Human
Skills.- You gain proficiency in one skill of your choice. (Sleight of hand)

Feat.- You gain one feat of your choice. (Great Weapon Master)

Languages- You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.(Elven)


Feats and ASI
Great Weapon Master
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Lucky
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

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

Thwi0134.

Statblock Type

Verum Character Sheet

Link/Embed