Reinhardt
Thomas
Equipment
Shillelagh: Strength, Heavy Bludgeoning, 1D8+12, Versatile, Break, Topple, Graze, Reach, 2
Dagger: Dexterity, Light Piercing, 1D6, Quick, Melee, 1
Longsword: Strength, Heavy, Slashing, 1D8+16, Versatile, Reach 2
Versatile: You may wield this weapon in 1 hand or 2 hands. when weilding in 2 hands roll the damage dice twice and use that for the damage of this weapon when attacking.
Break: If you criticaly hit a creature, the next attack on that creature has a +5 to its rolls against that creatures Wound threshold.
Topple: A critical hit you knock the creature prone and in a direction of your choice upto 1.5 meters (not into the air).
Graze: On an attack miss that is not miss by greater then 5 still does a minor wound.
Quick: You may perform one addition attack action each turn without the penalty applied from multible attacks and this may only be used once per turn.
Magic items
Gauntlets of Might: Attunement Level 1. While wearing these gauntlets and attuned to these gauntlets, these gauntlets increase the users Strength, And you gain an attack action. Strength increase by +2. Attack kinetic burst: 4d12+strength, Force damage, Recharge (takes 10 actions to recharge), always deals double wound damage. Basic punch, 1d6+Strength, Heavy bludgeoning damage.
Armor
Gambeson: +1
Plate: +6, Strength +4, Resistance to Heavy Slashing and Piercing. Heavy, Loud
Misc
10 days of rations, basic clothing, a basic bag, Water skin, steelcap boots, gloves, scarf, hat, lantern, messkit, flask of oil, tinderbox.
Feats
Jack of All Trades: Humans are versatile problem solvers. They can use a bonus action to attempt any skill check they are not proficient in, you may add your proficienty bonus halved rounded up.
Chosen ones: As being the chosen people once per long rest you can reroll any roll you make.
Heavy
Tenacity: Increase your base hitpoints by +4 while wearing armor.
Super Tenacity: Increase your base hitpoints by +6 while wearing armor.
Armored defender: While wearing armor you may add your strength to your wound threshold.
Thick Skull: :You are immune to effects that would affect your mind, such as fear, intimidation, or magical effects that control your mind. You are still affected by illusions.
Swift Action: :You may use your bonus action to perform a move action or hide action.
Honed Senses:When blinded you are able to know where all creatures are within 6 meters of you, preventing you from receiving any penalties to your rolls due to sight. You may also have a +5 to all perception rolls.
Shield of Faith: Up to a number of time equal to your priest level per long rest you can use this feature. When you, or a creature within 18 meters of you would be hit and take damage, you may use this feature to create an invisible barrier infront of the attack lowering the amount of damage it inflicts by one damage threshold. This counts as a spell.
Master of history: You gain 2 levels of proficiency in history due to your vast knowledge of the the world.
Knowledge Combatant: When in combat, if a person would perform a melee attack action, you may attempt to use your knowledge on ancient fighting styles to dodge the attack, adding your history proficiency bonus to the dodge roll. You may only use this feature a number of times equal to your proficiency level in history.
Bonded Shield: you can forge a bond with a shield you wield, using it to perform incredible defensive feats. You must spend 1 hour practicing with a particular shield you want to bond with, which can be done during a short rest. You can't bond with more than one shield at the same time, and bonding with another one ends the bond with the previous one. The bonded shield gains a bonus +1 bonus to wound threshold.
Stalwart Defender: You have a solid defense, as such you have the ability to take a hit. You may increase your damage threshold, by your favorite stat.
Vitality of the strong: You have great vitality beyond normal. You may increase your hitpoint total by 2.
Valor touched: You have the touch of valor in you. Permanently increase your health by your favorite stat.
Unmovable Stance: As an action, you can enter a defensive position, in which only the most powerful forces can move you. You gain +10 on Strength, Dexterity and Constitution saving throws against effects that would move you in any way. This lasts until you fail a saving throw, and your movement during this position is halved.
Large creature: You are classed as a large creature, as such any roll that uses strength against a medium creature or smaller, gains a +5 to the roll.
Giant resistance: You gain resistance to poisons, and diseases, from non magical methods.
Stronger then the average man: When wielding a large weapon, remove all penalties and gain a +5 on attack rolls if its a strength base weapon. You also no longer are affected by penalties to movement speed from items, outside magical means.
Brute Force: You gain a +2 to attack rolls made with strength melee weapons.
Terrifying Howl: Do the roar. You unleash a terrifying howl. all creatures that can hear you must roll a save against your favorite stat+10+proficiency bonus. On a fail they become stun until the start of their next turn.
Mark of the Grinch: Increase your base strength by +2. Once per long rest you may use this feature to double your strength for 1 round.
Hit points:(Armor:28) (base:18)
Damage threshhold
| Minor/1 | Moderate/2 | Major/4 |
|---|---|---|
| 34+ | 68+ | 102+ |
Favoured stat:Str
Proficiency bonus:+2
Movement speed
| W,S | S,S | F,S |
|---|---|---|
| 7.5 | 3 | 0 |
Personal info
| Race | Human (Giant) |
|---|---|
| Lineage | Ashwillow |
| History | Soldier |
| Class | Advance (Fighter (1), Guardian (2), Scout(2), Berserker(1), Preist (1), Lore master (2)) Basic system(Guardian(Juggernaut)(3)) |
Proficenties
Longsword, Tactics, Endurance, Plate armor, Unarmed Attacks, history (x2)
Languages
Common, Liroth, Zekari
Age- 42
Height- 252cm

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