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Bok_Choi

Ernest Everard

Jan 8th, 2023
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  1. Class: Fighter (Cavalier)
  2. Race: Human (Variant)
  3. Name: Ernest Everard
  4. Sex: M
  5. Alignment: Lawful Neutral
  6. Age: 25
  7. Background: Knight of Solamnia
  8. Saving Throws: Str, Con
  9. Skill proficiencies: Animal Handling, Acrobatics, (Perception +7), Performance, [Athletics, Survival], Insight
  10. Tool proficiencies: All armor, shields
  11. Weapons: Simple weapons, martial weapons
  12. Proficiency Bonus: 3
  13.  
  14. 16, 14, 13, 12, 11, 11
  15.  
  16. Str: 18 (+4)
  17. Dex: 14 (+2)
  18. Con: 14 (+2)
  19. Wis: 12 (+1)
  20. Int: 11 (+0)
  21. Cha: 12 (+1)
  22.  
  23. Level 5
  24. AC: 17
  25. GP: 10
  26. HP: 84
  27.  
  28. Inventory: Chain mail, Pike, Lance, two handaxes, backpack, crowbar, hammer, piton (10), torch (10), tinderbox, rations (10), waterskin, hempen rope, an insignia of rank, a pendant with a crown symbol, a deck of cards, common clothes, pouch.
  29.  
  30. ~~Race: Variant Human (Con+1, Wis+1, Perception, feat)~~
  31.  
  32. ~~Background: Knight of Solamnia:~~
  33.  
  34. Athletics, Survival, two languages, Squire of Solamnia feat
  35.  
  36. ~~Fighter:~~
  37.  
  38. Fighting Style: Great Weapon Fighting
  39. 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.
  40.  
  41. Second Wind: 1d10+5
  42.  
  43. Action Surge
  44.  
  45. Extra Attack
  46.  
  47. ~~Cavalier~~
  48.  
  49. Bonus Proficiency: Performance
  50.  
  51. Born to the Saddle: You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
  52.  
  53. Unwavering Mark:
  54. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
  55. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.
  56. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level (2).
  57. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (4 times), and you regain all expended uses of it when you finish a long rest.
  58.  
  59. ~~Observation Haki~~
  60. You gain a +1 to AC.
  61. You gain a +1 to hit.
  62. You gain a bonus reaction.
  63. You gain a blindsight of 5ft.
  64. As a reaction, you can spend 2 haki points to impose disadvantage on an attack that hits you, or gain advantage on a Dex save that you failed.
  65.  
  66.  
  67. Feats:
  68. (From Variant Human:)
  69. Piercer:
  70. Str+1
  71. Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
  72. When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
  73.  
  74. (From Knight of Solamnia:)
  75. Squire of Solamnia:
  76. Mount Up. Mounting or dismounting costs you only 5 feet of movement.
  77. Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.
  78.  
  79. (Starting Feat:)
  80. Sentinel:
  81. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  82. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  83. When a creature 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.
  84.  
  85. (From Level 2 ASI:)
  86. Polearm Master:
  87. While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
  88.  
  89. (From Level 4 ASI:)
  90. Knight of the Crown:
  91. Str+1
  92. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus (3), and you regain all expended uses when you finish a long rest.
  93.  
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