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Lorz Stahlgard

Lunasi (Full Phase) Race
Test (+1 Str, Athletics Prof) Origin
Assault Captain - Fighter (Cavalier) 8 Class & Level
Neutral Alignment
Ezokhine Deity
Factionless Faction
N/A Rank/Position
Loyalty
N/A Company

Strength 18
+4
Dexterity 14
+2
constitution 15
+2
intelligence 10
+0
wisdom 11
+0
charisma 12
+1
Total Hit Dice 8
Hit Die
1d10+2
+3 proficiency bonus
+7 Strength
+2 Dexterity
+5 Constitution
+0 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+5 Acrobatics
+4 Animal Handling
+0 Arcana
+7 Athletics
+1 Deception
+0 History
+0 Insight
+1 Intimidation
+0 Investigation
+3 Martial
+0 Medicine
+0 Nature
+3 Perception
+1 Performance
+1 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills

 
36
MV
2
Prestige
1
Attunement Slots
24
Armor Class
68
Hit Points
+2
Initiative
30
Speed
Lance 1d20+7 1d12+4
Long Spear 1d20+7 1d8+4
Longsword 1d20+7 1d8+4
Light Crossbow 1d20+5 1d8+2
Attacks
All Armor and Shields
Simple and Martial Weapons
Skills: Acrobatics, Survival, Athletics (Origin), Perception (Ezokhine Lip Service), Animal Handling (Cavalier), Martial (Factionless)
Tools: Cook's Utensils, Navigator’s tools
Proficiences

Equipped


Full Plate
Lance
Krazaxian Tower Shield
Bandolier (3x Greater Healing Potions)

Inventory


Chain mail
Longspear
Longsword
Daborakian Kite Shield
Shield
Light Crossbow - 20 bolts
Dungeoneer's Pack
Equipment
Factionless
Faction
Mad Man
Stat Array

Lunasi Features


  • ASI: +2 Str, +1 Cha
  • Languages: Common, Gnomish
  • Artistically Inclined: Gain a proficiency in any instrument, or Artisan tool (Navigator's Tools)
  • Selenology: Due to your race’s affliction, you have a strong connection to the moon which allows you to have a greater awareness of place and time. You always know what phase of the moon it is, the specific date due to the moon’s position, what the tide of various bodies of water is, and if you can see the moon, you gain advantage on checks for travelling.
  • Harden biology: You are resistance against poison and bleed damage. You have advantage on saving throws against poison.
  • Sentries Rest: When you take a long rest, you must spend at least six hours in an inactive, motionless state resembling that of a statue, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
  • Living Statue:
  • Full Moon
    Every foot of movement costs 1 extra foot under the effects of this phase
    Your AC is increased by 1
    You have resistance to all damage except psychic
    You have disadvantage on dex saves
    You no longer need food or water in this state.
    The creature is immune to disease, although a disease already in its system is suspended, not neutralized.

     


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    Fighter (Cavalier)


    Fighting Style: Defense
    While you are wearing armor, you gain a +1 bonus to AC.

    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.


    Cavalier Bonus Proficiency: Animal Handling
    Born to the Saddle
    Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

    Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

    Unwavering Mark
    Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

    While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.

    In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.

    Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

    Extra Attack (2 Total Attacks)
    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

    Warding Maneuver
    At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

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


    --------------------

    Assault Captain


    Assault Captain's Armory
    You gain exotic proficiency with the Long Spear, the Daborakian Kite Shield, and the Krazaxian Tower Shield. While wielding a Daborakian Kite Shield, you can wield a pike in one hand, and you can wield a lance in one hand without being mounted.

    Charge Through
    Other creature's spaces are not difficult terrain for you. If you move at least 15 feet in a straight line, you can attempt to move through a hostile creature's space with that movement if they're no more than one size larger than you. If you do, make a Strength (Athletics) check contested by their Strength (Athletics) check, stopping directly in front of the target if you fail. Alternatively, the target can choose to avoid you, negating the contested check and letting you pass. If the target is incapacitated, they cannot choose to avoid you, and you automatically succeed on the check. If you succeed, you continue to move forward, and you either knock the target prone or push it 5 feet in a direction of your choice that's out of your path.

    Wide Charge
    When using Charge Through, a target that chooses to move out of the way can be targeted with a free attack action. This can be done once per target, against a number of targets equal to your proficiency modifier per Charge Through

    Overrun
    Whenever you successfully use Charge Through and knock the target prone, you deal your weapon's base damage dice to them.

    Sortie (Prestige 1)
    You can use a bonus action to dash. If you use your bonus action to dash, you can use a bonus action to make one melee weapon attack with each weapon you're wielding. If you're wielding a shield, you can shove a creature with it as well, adding your shield's AC bonus to your Strength (Athletics) check.

    Dive Into the Fray (Prestige 2)
    If you use your action or bonus action to dash, your jump distances are doubled until the start of your next turn. If you make an attack with Sortie immediately after jumping at least 30 feet in length or height, you can make a Strength (Athletics) check and add the result as extra damage to the attack. You can use this feature a number of times per short or long rest, equal to your prestige.


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    Feat


    Level 6(?)
    Mounted Combatant
    While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

  • 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

    LotS.

    Statblock Type

    Verum Character Sheet

    Link/Embed