Dustin Clay

Children

Dustin Clay

Earth genasi Race
Daborak/ Soldier in training Origin
Fighter/Moon warrior 3 Class & Level
NN Alignment
Babylon Deity
Steel saints Faction
Private 2nd class Rank/Position
1 Loyalty
Company

Strength 17
+3
Dexterity 14
+2
constitution 17
+3
intelligence 10
+0
wisdom 11
+0
charisma 11
+0
Total Hit Dice 3
Hit Die
1d10+3
+2 proficiency bonus
+5 Strength
+2 Dexterity
+5 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+0 Arcana
+5 Athletics
+0 Deception
+0 History
+0 Insight
+2 Intimidation
+0 Investigation
+2 Martial
+0 Medicine
+0 Nature
+2 Perception
+0 Performance
+2 Persuasion
+0 Religion
+2 Sleight of Hands
+3 Stealth
+0 Survival
skills

 
3
MV

Prestige

Attunement Slots
16
Armor Class
32
Hit Points
+2
Initiative
30/30Burrow
Speed
Attacks
Armor: All armor, shields
Weapons: Simple weapons, martial weapons.

Skills: athletics(daborak), intimidate(SiT), Martial, perception, persuasion(Babylon)

Tools:cards, Land vehicles.
Proficiences
269gp
4ct
Food token: 1
Cerulean Cystalx2

Saints mail +1 (worn)
Chain mail
Fadesteel helm
backpack,
a bedroll,
a mess kit,
a tinderbox,
9 torches,
10 days of rations,
a waterskin
50 feet of hempen rope
Silver ribbon (worn on arm)
deck of cards,
common clothes
a belt pouch
125gp Vintage Sweet N' Savage (Rum)
125gp Vintage Trumpeting Thunder (Whiskey)
Portable ram
thieves tools

Weapons-
Falchion d12 s
Vengeful tooth d10p
Great sword 2d6s
Maul 2d6b
light crossbow: 19 bolts


Consumables-

Bandolier1:holy water *3

Bandolier2: acid*1, Anti toxen *1
Equipment
Steel saints
Faction
Madman
Stat Array
Daborak soldier in training.
+1 str, athletics, intimidate, +1 damage to falchion.
============
Earth Genasi
+2 con +1 str, 30 burrow
Earth Walk – You can move across difficult terrain without it affecting you as long as it is from a ground based source.

Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

+2 acid damage.
Common/Terran
===========
Steel saints
+2 str cap
Card prof, land vehicle prof.
Vengeful tooth prof.
==============
Fighter
Martial/Perception
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
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.

Moonlight Sonata
Starting at 3rd level when you choose this archetype, while you wield a falchion, you can move up to 10 feet each time you deal damage to an enemy with this weapon. This movement does not count against your speed. Whenever you move at least 20 feet in a round, your next attack with a falchion deals an additional +2 damage. To gain this bonus, the movement must all be made where you have not yet moved this round. You gain this additional damage only once per round.

Class/Racial Features & Traits

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