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Cavalier Man (Lvl 12 - V Human)

Variant Human Race
STR Origin
Cavalier 9
Assault Captain 3
Class & Level
Lawful Neutral Alignment
Iass Deity
Factionless Faction
Rank/Position
Loyalty
Company

Strength 18
+4
Dexterity 10
+0
constitution 16
+3
intelligence 11
+0
wisdom 15
+2
charisma 11
+0
Total Hit Dice 12
Hit Die
1d10+3
+4 proficiency bonus
+8 Strength
+0 Dexterity
+7 Constitution
+0 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+6 Animal Handling
+0 Arcana
+8 Athletics
+0 Deception
+0 History
+6 Insight
+0 Intimidation
+0 Investigation
+6 Martial
+6 Medicine
+0 Nature
+6 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+6 Survival
skills

 
66
MV
0
Prestige
2
Attunement Slots
20
Armor Class
112
Hit Points
+0
Initiative
40
Speed
WeaponAttackDamageTypeQualities
Glaive/Pike 1d20+4+4 1d10+4+2 PiercingHeavy, Reach, Two-Handed
Lance 1d20+4+4 1d12+4+2 PiercingSpecial, Reach
Attacks
ProficiencySource
Saving Throws
StrengthFighter
ConstitutionFighter
Skills
Animal HandlingCavalier
AthleticsTest Origin (Strength)
InsightFighter
MartialFighter
MedicineVariant Human
PerceptionFactionless
SurvivalIass
Tools
Cook's UtensilsFactionless
Languages
CommonVariant Human
DraconicVariant Human

Proficiences
QuantityItemWeight
Weapons
1Lance6 lbs
1Long Spear5 lbs
Armor
1Plate Armor65 lbs
1Daborakian Kite Shield8 lbs
Total Carried Weight84 lbs270 lbs

Equipment
Factionless
Faction
Mad Man - 15/10/15/11/14/11
Stat Array
Race, Origin, Deity, Faction, Class
Variant Human
  • +1 Constitution
  • +1 Wisdom

One More Language
  • Draconic

One More Skill
  • Medicine proficiency.

One Feat: Mobile
  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Test Origin
  • +1 Strength
  • Proficiency with Athletics

Iass
  • Lip Service: Survival proficiency

Factionless
  • Proficiency with Perception and Cook's Utensils.

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


Level 1
Fighter 1

Fighting Style: Dueling
  • When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

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: Cavalier
Bonus Proficiency
  • Animal Handling proficiency


Born to the Saddle
  • 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
  • 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 (minimum of once), and you regain all expended uses of it when you finish a long rest.


Level 4
Fighter 4

Prestige Class: Assault Captain

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.


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.


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

ASI:
  • +2 Strength


Level 7
Fighter 7

Warding Maneuver
  • 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 (minimum of once), and you regain all expended uses of it when you finish a long rest.


Level 8
Fighter 8

Prestige Class: Assault Captain

Wild 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.


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

Hold the Line
  • Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.


Level 11
Fighter 11

Extra Attack (2)
  • You can attack three times, whenever you take the Attack action on your turn.


Level 12
Fighter 12

Prestige Class: Assault Captain

Death Line Charge
  • If you are wielding a shield when you successfully use Charge Through against a standing creature, instead of knocking them prone or pushing them away, you can instead choose to push them forward with you. If you do, the creature is forcefully pushed forward as you move as long as it's in a straight line, staying in front of you the whole way. At the end of your movement, the creature is pushed 5 feet away from you, plus an additional 5 feet for each size smaller they are than you, and then knocked prone.
  • If you move through multiple creature's spaces with the same straight movement, you can use Death Line Charge on each of them, up to your Strength modifier, pushing them together forward with each on directly behind the next. Should your target succeed the Athletics check, the charge ends, and the pushback effect is not applied to the target who succeeded the save, or all others targets being affected by Death Line Charge.


Overpierce
  • Once per turn when you successfully use Death Line Charge while wielding a weapon from the spear weapon group, you can roll your weapon's base damage dice and deal that much damage to the target and to hostile creatures in a 10-foot line behind them.


Pave the Way
  • If you are wielding a Krazaxian Tower Shield when you use Charge Through, the target cannot choose to avoid you. You may make the free attack from Wild Charge against these targets. Furthermore, you can use Charge Through against hostile creatures that are diagonally 5 feet in front of you as though you were moving through their space.

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