allyourwut

Samantha of the Plains

Oct 11th, 2021 (edited)
192
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.11 KB | None | 0 0
  1. Samantha of the Plains
  2.  
  3. HP: 49
  4. AC: 18
  5. Speed: 35
  6. Prof. Bonus: +3
  7.  
  8. DARKVISION 60/120'
  9. LANGUAGES: Common, Leonin, Giant, Elven.
  10. TOOL PROFICIENCIES: Smith Tools.
  11.  
  12. STR: 16|+3 (+6 Save Proficiency)
  13. DEX: 12|+1
  14. CON: 16|+3 (+6 Save Proficiency)
  15. INT: 8|-1
  16. WIS: 13|+1
  17. CHA: 10|+0
  18.  
  19. Skills - Acrobatics +4, Animal Handling +4, Athletics +5, Insight +4, Perception +4, Survival +4
  20.  
  21. Weapons -
  22. Mastercraft Longsword: 1d20+7 to hit, 1d8+5(+1d6 Giant's Might) Slashing Damage.
  23. Claws: 1d20+6 to hit, 1d4+3(+1d6 Giant's Might) Piercing Damage.
  24.  
  25. Daunting Roar: As a bonus action, creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC=14, and you can only use this 1/Short Rest.
  26.  
  27. Armor -
  28. Chainmail (16)
  29. Shield (+2)
  30.  
  31.  
  32. FIGHTER CLASS FEATS
  33.  
  34. Lvl 1
  35. Dueling Fighting Style - +2 to damage with weapon used one-handed.
  36. Second Wind - 1d10+5 healing 1/short rest as bonus action.
  37.  
  38. Lvl 2
  39. Action Surge - 1/long rest gain additional Standard action.
  40.  
  41. Lvl 3
  42. Archetype: Rune Knight - Runes & Giant's Might. == INFO BELOW FIGHTER CLASS FEATS ==
  43.  
  44. Lvl 4
  45. Heavy Armor Master - While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.
  46.  
  47. Lvl 5
  48. Extra Attack - May attack 2 times in 1 Standard Action.
  49.  
  50.  
  51. RUNES (2) DC = 14
  52. FIRE RUNE:
  53. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
  54. In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a STRENGTH SAVE (DC14) OR RESTRAINED FOR 1 MINUTE. While restrained by the shackles, the target takes 2d6 fire damage at the start of its turns. The target can repeat the saving throw at the end of its turn, banishing the shackles on a success. You may sue this feature 1/Short rest.
  55.  
  56. STONE RUNE:
  57. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
  58. When a creature you can see ends its turn within 30 feet of you, you can use your REACTION to invoke the rune and force the creature to make a WISDOM SAVE (DC14) OR CHARMED FOR 1 MINUTE. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of of its turns, ending the effect on a success. You may sue this feature 1/Short rest.
  59.  
  60. GIANT'S MIGHT:
  61. As a bonus action, you gain the following benefits for 1 minute:
  62.  
  63. You become Large size if you aren't already as long as there's room to grow.
  64. You have advantage on Strength checks and saving throws.
  65. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
  66.  
  67. You can use this feature 3/Long Rest.
Add Comment
Please, Sign In to add comment