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Ultimga

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Jun 11th, 2017
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  1. Racial Traits--
  2. Low light vision 60ft
  3. relentless endurance( if dropped to 0 can come back to life at 1(once a day)
  4. Savage attacks(i can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.)
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  6.  
  7.  
  8. Class Features--
  9. second wind as bonus action i can heal 1d10+fighter level per long rest
  10. Rage- take half damage while in fury
  11. Unarmored defense- 10+dex+con
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  13.  
  14.  
  15. Feats--
  16. Great Weapon Master-
  17. • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  18. • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
  19. DieHard-
  20. You gain a +1 bonus to death saving throws.
  21. As long as you have not failed any death saving throws, you do not suffer the negative conditions of being at 0 hit points and may continue to take actions and move normally.
  22. Mobile-
  23. • when you use dash action dificult terain dont faze me.
  24. When i hit a creature i don't provoke attack of opportunity even if i miss. only effects that creature
  25. Skilled-
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  28.  
  29. Birthsign--
  30. you gain advantage on Intelligence ability checks made to recall information about one subject of your choice at the DM's discretion.
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  34. Background Features--
  35. You have an excellent memory for maps and geography,and you can always recall the general layout of terrain, settlements, and other features around you. In addition,
  36. you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth
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  38.  
  39. Fighting style--
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  41. Battle Master
  42. Maneuvers
  43. Parry.
  44. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier
  45. Menacing Attack.
  46. When you hit a creature with a
  47. weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
  48. Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
  49.  
  50. Great Weapon Fighting
  51. 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.
  52. Action Surge
  53. you can push yourself beyond your
  54. normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. 1 time per long or short rest
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