Terth Bastire | Character Sheet (2018) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Terth Bastire

Warsage 5 Class & Level
Solider Background
Human Race
Lawful Neutral Alignment

Strength 8
-1
Dexterity 16
+3
constitution 14
+2
intelligence 16
+3
wisdom 12
+1
charisma 10
+0
Total Hit Dice
Hit Die 1d+2
3 proficiency bonus
0 Passive perception
-1 Strength
3 Dexterity
2 Constitution
6 Intelligence
4 Wisdom
0 Charisma
saving throws
0 Acrobatics
0 Animal Handling
0 Arcana
2 Athletics
0 Deception
0 History
4 Insight
0 Intimidation
9 Investigation
0 Medicine
0 Nature
7 Perception
0 Performance
3 Persuasion
0 Religion
0 Sleight of Hands
0 Stealth
0 Survival
skills

AC

Hit Points
0
Initiative
30ft
Speed

Proficiencies
Attacks

Spellcasting

Equipment

Personality Traits

Ideals

Bonds

Flaws
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Expertise
Choose two of your skill proficiencies.
Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 7th level, you can choose another two skill proficiencies to gain this benefit.

Tactics
Also at 1st level, your study of the art of war allows you to support your allies and outmaneuver your enemies. The limits of your ingenuity are represented by a number of strategy points equal to your warsage level.
You can spend these points to fuel various tactics. You start knowing three such tactics: Guiding Strike, Word of Warning and Redeployment. You learn more tactics as you gain levels in this class.
When you spend a strategy point, it is unavailable until you finish a short or long rest, at the end of which you reevaluate your situation and develop a plan going forward.
Some of your tactics require your target to make a saving throw to resist the tactic's effect.
The saving throw DC is calculated as follows:
Tactics save DC = 8 + your proficiency bonus + your Intelligence modifier
Guiding Strike
When you take the attack action on your turn, you can spend 1 strategy point to make the attack with advantage. If you hit, your target becomes marked until your next turn. The first attack to hit a marked target deals additional damage equal to your warsage level + your Intelligence modifier.
Word of Warning
As a bonus action, you can spend 1 strategy point to alert another creature that can see or hear you within 60 feet to impending danger. Attacks against that creature are made with disadvantage until the beginning of your next turn.
Redeployment
As a bonus action, you can spend 1 strategy point to allow a creature within 60 feet that can see or hear you to move up to half their speed as a reaction. This movement does not provoke attacks of opportunity.



Features & Traits

Created by

DMDiced.

Statblock Type

Character Sheet (2018)

Link/Embed