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Heironymus Kawfic

Blue Dragonborn Race
Mercenary Origin
Fighter 11 Class & Level
Neutral Good Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 21
+5
Dexterity 12
+1
constitution 18
+4
intelligence 16
+3
wisdom 15
+2
charisma 17
+3
Total Hit Dice 11
Hit Die
1dd10+4
+4 proficiency bonus
+9 Strength
+1 Dexterity
+9 Constitution
+3 Intelligence
+2 Wisdom
+3 Charisma
saving throws
+3 Acrobatics
+7 Animal Handling
+3 Arcana
+9 Athletics
+3 Deception
+7 History
+6 Insight
+3 Intimidation
+7 Investigation
+6 Martial
+2 Medicine
+3 Nature
+6 Perception
+11 Performance
+11 Persuasion
+3 Religion
+3 Sleight of Hands
+3 Stealth
+6 Survival
skills

 

MV

Prestige
4
Attunement Slots
20
Armor Class
149
Hit Points
+1
Initiative
30ft
Speed
WeaponAttackDamage
Glaive 1d20+9 1d10+5
Warhammer 1d20+9 1d10+5
Handaxe 1d20+9 1d6+5
Javelin 1d20+9 1d6+5
Attacks
All Armor, Shields, Simple and Martial Weapons
Tool Prof: Weavers Tools, Carpenter's tools, Mason's Tools
Gaming Set Prof: Playing Cards
Proficiences
Ragna's Tattoo Kit
Aspect of Ragna
(Draconic Rarity)
Wondrous item , very rare (requires attunement)
---------------------------------
Produced by a special needle, this magic tattoo features designs that emphasize one color.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Damage Resistance. While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly.

Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
-------------------------------------
Core Keeper - Your heart condenses as its operating on a higher gravity scale giving you more pressure to all your parts increasing your vein density and structure. +1 AC and +1 to Con saves (39)
Spellcasting
Glaive, Warhammer, 2 Handaxes, 5 Javelins, Splintmail, Backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, Waterskin, 50 ft hemp rope, Bedroll, Whetstone, Shovel, Mess kit, 2 Blankets, Climbers Kit, 2 Healers Kit, 10 Sacks, Warhorse, Military Saddle, Bit and Bridal, Saddlebags, 5 Health potions, 9 days of Horse feed. Battle Crow Standard, Mother's Sewing Scissors, Old Battle Crow annals, Personal Journals, Potion of Frost Giants Strength,
Silver coffer worth 500gp,
Prime Material
Handy Magic spice pouch
Potion of fire breath, an oil of slipperiness
Slurnando Moustach
Paper Kindling
+1 Platemail
Weavers tools, Playing Cards, Soap, a Two-Person Tent, ???Mining Pick, Fishing Tackle, Two Buckets, Cook's Utensils, Carpenter's Tools, and Mason's tools.
Equipment
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance. You have resistance to the damage type associated with your Chromatic Ancestry.

Chromatic Warding. Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can't do so again until you finish a long rest.

Languages. You can speak, read, and write Common, Elvish, Goblin, Orc, Draconic, Hababa, Thieves Cant.

Fighting Style
PHB p72
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you 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
PHB p72
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
PHB p72
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.

Rallying Cry
When you choose this archetype at 3rd level, you learn to inspire your allies to fight past their injuries. Whenever you use your Second Wind feature, you and your allies within 60' instead regain HP equal to 1d10 + your fighter level + your Charisma modifier. Additionally, allies who can see and hear you, can use their reaction to move up to half their movement speed without provoking attacks of opportunity. You gain additional uses of Second Wind ability at 7th and 15th levels.

Royal Envoy
At 3rd level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

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

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, which are listed under "Maneuvers" below. 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) = 17

Owned Maneuvers:
Bait and Switch,
Maneuvering Attack,
Menacing Attack,
Commanding Presence,
Distracting Strike,
Tactical Assessment,
Ambush,
Disarming Attack
Trip Attack

Extra Attack
PHB p72
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.

Master Tactician
Starting at 7th level, you become a master of battle tactics and learn how to best direct allies and distract foes in combat. You may use the help action as a bonus action and you may do so from a range of 60 feet instead of 5 feet provided they can see and hear you. Additionally, you can make your voice boom 3x as normal.

Know Your Enemy
PHB p73
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)

Indomitable
PHB p72
Beginning at 9th level, 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.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Additional Maneuvers PHB p73
At 10th level, you learn two additional maneuvers of your choice.

Improved Combat Superiority (d10) PHB p73
At 10th level, your superiority dice turn into d10s.

Inspiring Surge
Starting at 10th level, when you use your Action Surge feature, you can choose a number of allies equal to your Charisma modifier (min of 1) within 60 feet of you. Those creatures can make one melee or ranged weapon attack with their Reaction, provided they can see or hear you.

Feats:
Polearm Master;
You can keep your enemies at bay with reach weapons. You gain the following benefits:
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.
Source: PHB, page 168

Sentinel;
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Source: PHB, page 169

Martial Adept;
More Maneuvers and dice
Source: PHB, page 168

Linguist;
You have studied languages and codes, gaining the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You learn three languages of your choice.
You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
Source: PHB, page 167

Slasher;
Increase your Strength or Dexterity by 1, to a maximum of 20.
Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Source: TCE, page 81

Skilled;
Gained 2 tools (Mason's and Carpenters) and Animal Handling.

Unknown Equinox Boon:
Gained Devils Sight and ?

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

Omni_(basement-DM).

Statblock Type

Verum Character Sheet

Link/Embed