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Gylen

Warforged Race
+1 Con/+1 to all saving throws/Prof. in Martial and Investigation Origin
Dragoon 3 Class & Level
True Neutral Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 15
+2
Dexterity 16
+3
constitution 14
+2
intelligence 14
+2
wisdom 11
+0
charisma 10
+0
Total Hit Dice 3
Hit Die
1d10+2
+2 proficiency bonus
+5 Strength
+6 Dexterity
+3 Constitution
+3 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+5 Acrobatics
+0 Animal Handling
+2 Arcana
+2 Athletics
+0 Deception
+2 History
+2 Insight
+0 Intimidation
+4 Investigation
+2 Martial
+0 Medicine
+2 Nature
+2 Perception
+0 Performance
+0 Persuasion
+2 Religion
+3 Sleight of Hands
+3 Stealth
+0 Survival
skills

 

MV

Prestige
1
Attunement Slots
19
Armor Class
28
Hit Points
+3
Initiative
30
Speed
WeaponAttackDamage
Halberd 1d20+4 1d10+2 slashing
Handaxe 1d20+4 1d6+2 slashing
Attacks
Languages: Common and Draconic
Armor: light, medium, shields
Weapons: simple and martial
Tools: Thieve's tools
Proficiences
Armor:
  • Scale mail

  • Weapons:
  • Halberd
  • 2x handaxes

  • Adventuring gear:
  • Explorer's pack
  • A blessed Dragoon's stone
  • Equipment
    The Mad Man
    Stat Array
    Racial Traits:
  • Constructed Resilience
  • You were created to have remarkable fortitude, represented by the following benefits:
  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don't need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.

  • Sentry's Rest
  • When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.

  • Integrated Protection
  • Your body has built-in defensive layers, which can be enhanced with armor:
  • You gain a +1 bonus to Armor Class.
  • You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
  • While you live, the armor incorporated into your body can't be removed against your will.

  • Specialized Design
  • - Insight
    - Thieve's tools

    Origin features:
  • +1 Constitution
  • +1 to all saving throws
  • Proficiency in Martial and Investigation

  • Class features:
  • Dragoon's Trance
  • Beginning at the 1st level, you are able to fall into a special
    trance as a bonus action. Your soul is filled with power from
    your Dragoon forebears. While under the effects of this
    trance, your jump height becomes a minimum of 30ft. and
    your jump distance becomes a minimum of 15ft.
    Your trance lasts for 1 minute. It ends early if you are
    knocked unconscious or you may end your trance as a bonus
    action. Some Dragoon abilities may cause your trance to end
    early. Once you have entered a trance a number of times
    shown for your dragoon level in the trances column for your
    dragoon table you must finish a long rest before you can
    enter a trance again.
  • Total current trances: 3

  • Jump
  • Also beginning at the 1st level, as an action you are able to
    perform a jump attack. Through the power of your Dragoon
    Trance you leap up to 30ft. into the air and land on a creature
    within 15ft. of your starting position. The creature makes a
    Dexterity saving throw against your Dive DC, taking your weapon damage and bonus damage on a failure and half as much on a success.
    You may not use Jump on a creature who is higher than 30ft.
    nor does not have at least 5ft. of space above their head. After
    finishing your Jump, select an empty space adjacent to the
    target creature to land on. If the creature's size is Huge or
    larger, you may choose to attempt to land on the creature
    instead by making a Dexterity saving throw of a difficulty
    decided by the DM. You do not take fall damage as a result of
    using the Jump feature.
  • Current bonus damage: +1d6
  • DC: 12 Dex save

  • Fighting Style: Defense
  • Lancet
  • beginning at 2nd level, while under the effects of
    Dragoon's Trance, as an action you may make a melee
    weapon attack that drains your target's vitality. You recover
    hit points equal to half the damage of your weapon attack
    rounded up. You can use this feature a number of times equal
    to your Strength modifier (a minimum of once). You regain
    any expended uses when you finish a short rest.

  • Dragoon Archetype: Dragon Heart
  • Breath of the Dragon
  • Beginning at the 3rd level, as a bonus action, you may expend
    a use of your Dragoon's Trance in order to cast the Dragon's
    Breath spell on yourself at the 2nd level. At 9th level you cast
    this spell at the 3rd level, and at the 17th level you cast this
    spell at the 4th level. Strength is your spellcasting ability for
    this spell.


    Starting feat: Medium Armor Master
    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

    Zanovran.

    Statblock Type

    Verum Character Sheet

    Link/Embed