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Gyoka

Half Minotaur Race
Generic Origin
Fighter/Barbaria 4 Class & Level
True Neutral Alignment
Lmao Deity
Lol Faction
Rank/Position
Loyalty
Company

Strength 20
+5
Dexterity 14
+2
constitution 18
+4
intelligence 12
+1
wisdom 14
+2
charisma 12
+1
Total Hit Dice 4
Hit Die
1d12+4
+2 proficiency bonus
+7 Strength
+4 Dexterity
+6 Constitution
+1 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+0 Insight
+0 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+0 Nature
+0 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 

MV

Prestige

Attunement Slots
16
Armor Class
49
Hit Points
+2
Initiative
35
Speed
Attacks
Strength, Dexterity, Constitution Saving Throws (Gestalt fuck u I want more than 2 saves cuz I have more than one class)
All Armor
All Weapons
Shields
Athletics, Survival (Class)
Martial (Background)
Perception (Race: Half Minotuar)
Stat Array: 12 16 14 16 14 12
Level 1 Stats: 18 14 18 12 14 12
Level 1 Feat: Sentinel
Level 4 ASI: +2 Strength
Proficiences
Lol
Faction
Fuck U
Stat Array
Origin:
+1 Constitution
+2 Strength Cap
Racial ASI: +1 Con, +2 Strength
Charge: Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action, if this attack hits, your target must make a Strength saving throw DC 8 + your Proficiency bonus + your Strength modifier or be knocked prone.
Gore: Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 +your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike
Natural Cunning: You gain advantage on checks and saves to avoid becoming lost or grappled, and you gain immunity to the Maze spell.
Sprinter: Whenever you would take the dash action you increase your movement speed by 10 feet for the round.
--
Watcher: Proficiency in Perception, advantage on Perception relying on sight.
Powerful Build: Count as 1 size larger for the sake of carry capacity and push/drag/lift.
---
Fighter:
Second Wind: Bonus action heal for 1d10+Fighter level
Action Surge: Take another action
Battlemaster:
Student of War: Cartographer's Tools.
Manuevers:
Commander's Strike: Forgo attack action, use bonus action to direct ally to attack. Uses their reaction, adds superiority dice to damage roll.
Trip Attack: Expend superiority dice to attempt to trip enemy on a hit. Adds SD to damage roll.
Distracting Strike: When hit with a melee weapon attack, expend SD to distract. Add SD to damage roll. Next allied attack against target has advantage.
---
Barbarian:
Rage: Get angi, gain resistance to physical damage.
Unarmored Defense: AC = 10+Dex mod+Con Mod
Danger Sense: Advantage on Dex saves against effects that are perceived.
Reckless Attack: When making first attack on turn, choose to gain advantage on all attacks, if so, all attacks against have advantage.
Zealot:
Divine Fury: While raging, first hit against a creature with a weapon deals an extra 1d6+half barbarian level in Radiant damage.
Warrior of the Gods: No components needed to revive.
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

piereallygoodiful.

Statblock Type

Verum Character Sheet

Link/Embed