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JOHN

Terraformar Race
Downfall Origin
Figther - Samurai 10 Class & Level
Neutral Alignment
Deity
Unchained Faction
Rank/Position
Loyalty
Company

Strength 25
+7
Dexterity 14
+2
constitution 20
+5
intelligence 10
+0
wisdom 12
+1
charisma 10
+0
Total Hit Dice
Hit Die
1d+5
+4 proficiency bonus
+12 Strength
+2 Dexterity
+9 Constitution
+0 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+0 Arcana
+12 Athletics
+0 Deception
+0 History
+1 Insight
+4 Intimidation
+0 Investigation
+0 Martial
+1 Medicine
+4 Nature
+5 Perception
+0 Performance
+0 Persuasion
+0 Religion
+2 Sleight of Hands
+6 Stealth
+5 Survival
skills

 

MV

Prestige

Attunement Slots
22
Armor Class
144
Hit Points
+2
Initiative
30
Speed
Attacks
Common
Deep Speech
Sylvan
Proficiences
Belt of The Fire Giant
Goggles of Night

UNCHAINED ARMOR +3

Demon Centipede Armor
A writhing and contorting mass of centipedes taken back from various excursions into the Demonlands, these centipedes have been bred and modified to become a living suit of armor. The black carapaces with the maroon legs provide nightmare fuel for those who witness those who wear this armor as they writhe about the wearer, looking like a knight from hell.
AC: 15+Con+3
Retaliation: Whenever a creature makes an action within 5 ft of you, you may use a reaction to make a reaction and roll a weapon attack roll. If hit, the creature takes 1d6 piercing damage and 1d6 acid damage. Additionally, if your attack lands and the creature is large or smaller, the creature must make a strength saving throw, DC 8+prof+Con. If they fail, they are considered grappled for 1 minute, or until they succeed the saving throw at the end of their subsequent turns or you move more than 10 ft away from them. You can only have one person grappled at a time, and using this ability on another creature releases the one currently grappled
Venomous Fury: As a bonus action, take 10+2d6 acid damage. For the next minute, all attacks you make deal an additional 2d4 acid damage. Additionally, your movement speed is doubled and checks and saves for strength and dexterity are made at advantage. At the end of this ability, you gain one stack of exhaustion. You may use this ability up to 5 exhaustion, or until your health depletes to 0
The Centipede’s Cost: you cannot take this armor off normally. While the centipedes may recede, hidden just underneath your clothes, unless magic is used, you cannot remove these centipedes. While the centipedes are showing, you have advantage on intimidation checks, but disadvantage on all other charisma based checks
Disadvantage at Stealth rolls


Void Iron
Saves against magic have a +2 bonus. If you have the mage slayer feat, then whenever a spell caster loses concentration on a spell because of you, you gain temporary HP equal to 1d4+spell level of the conc spell
Additionally, you have a cast of counterspell at a spell level that equals half of your proficiency modifier plus three. The ability check used for this is your normal spell ability check, but otherwise would be using your strength modifier


Great SWORD +3

Weapon

Olympic Obsidian: A rare volcanic glass, darker than ink, with faint streaks of a multitude of colors, from a lapis lazuli blue to a glimmering gold. Found within the heart of Olympus Mons, a now dying volcano, this obsidian is sharper than other known metals, and with its natural regeneration, the shards of it left within the victims cause them even further internal damage. Your weapon’s critical threshold increases to 19-20. Additionally, if you attacked a creature with this weapon, until the start of your next turn, that creature takes 2d6 bleeding damage for every 10 ft they travel

Greatsword head: 2d8 Slashing (cannot use Short or Segmented handle)
Heavy, Two-hande

Horned Tyrannasaur Bone: Sturdier than most handle materials, this ivory material allows for the wielder to maximize their blow’s power. Your first weapon attack in your turn’s base damage is increased by 2. Additionally, once per turn, when rolling for the base damage of your Modular Weapon, you may reroll the damage die of your weapon after seeing the initial result. However, you must accept the reroll as the final roll

Trick: Your handle is broken into several segments that can come together and break apart when necessary, allowing users additional flexibility in how the weapon is used at the cost of potentially decreasing the accuracy.
Your weapon is considered a trick weapon
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + attacking stat
You gain three superiority dice, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest 1
Maneuver : TRIPPING Attack

Equipment
Unchained
Faction
FEATS

You have evolved to take on some of the characteristics of a Honey Badger. You gain the following benefits:
I Don't Give a Fuck: You gain Advantage against being frightened
Thick as Hell: You have resistance to bludgeoning, piercing, and slashing damage. If you already have resistance, choose one type of elemental damage to gain resistance to.
They Fear Me : You gain prof to Intimidation

When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 feet of you.

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you 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.


Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

aDiziliousRagnas.

Statblock Type

Verum Character Sheet

Link/Embed