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Tygore Stonebull (RK)

Minotaur Race
Wendigo Soul of the Badlands Origin
Rune Knight 12 Class & Level
Lawful Neutral Alignment
Astaroth Deity
The Last Grove Faction
Rank/Position
Loyalty
Company

Strength 22
+6
Dexterity 11
+0
constitution 18
+4
intelligence 10
+0
wisdom 15
+2
charisma 11
+0
Total Hit Dice 12
Hit Die
1d10+4
+4 proficiency bonus
+12 Strength
+2 Dexterity
+10 Constitution
+8 Intelligence
+4 Wisdom
+8 Charisma
saving throws
+0 Acrobatics
+2 Animal Handling
+0 Arcana
+10 Athletics
+0 Deception
+0 History
+6 Insight
+4 Intimidation
+0 Investigation
+2 Martial
+2 Medicine
+0 Nature
+6 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+2 Survival
skills

 
66
MV
0
Prestige
2
Attunement Slots
18
Armor Class
124
Hit Points
+2
Initiative
30
Speed
WeaponAttackDamageTypeRangeQualities
Stonebull's Runespear (Halberd) 1d20+6+4 1d10+6 Slashing10ftHeavy, Reach, Two-Handed
Attacks
ProficiencySource
Weapons & Armor
Light ArmorFighter
Medium ArmorFighter
Heavy ArmorFighter
ShieldsFighter
Simple WeaponsFighter
Martial WeaponsFighter
Tools
Alchemist's SuppliesTrained (Academy)
Cook's UtensilsTrained (Academy)
Herbalism KitThe Last Grove
Smith's ToolsRune Knight
Saving Throws
StrengthFighter
ConstitutionFighter
Score Caps
+2 StrengthTrained (Academy)
+2 WisdomThe Last Grove
Skills
AthleticsFighter
InsightAstaroth
IntimidationMinotaur
PerceptionFighter
Languages
Common (Wastes)Badlands
DruidicThe Last Grove
Giant (Lesser)Minotaur

Proficiences
Runes Known: 4


Rune Save DC: 16


Runes
Fire Rune

  • 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.
  • 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 saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.


Frost Rune

  • While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
  • You can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.


Stone Rune

  • 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.
  • 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 saving throw. 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 each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.


Storm Rune

  • While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.
  • You can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Spellcasting
The Last Grove
Faction
Mad Man - 14/11/15/10/15/11
Stat Array
Race, Origin, Deity, Faction, Class
Minotaur
  • +2 STR
  • +1 CON


The Labyrinth
  • Minotaur have advantage on Wisdom (Survival) checks made to avoid getting lost and are immune to the Maze spell.


The Sin of Tyre
  • Minotaur can add their Strength modifier to Intelligence and Charisma saving throws.


Astaroth's Chosen
  • Minotaur automatically succeed on non-contested Strength checks with a DC of 20 or below to break their chains or the chains of others. They have advantage on all other Strength checks.


Menacing
  • You have proficiency in the Intimidation skill.


Hybrid Nature
  • You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.


Badlands
  • +10 Max HP


Wendigo Soul
  • Whenever an enemy you can see within 10ft rolls a 1 on a d20 roll, you are healed for 3 hit points as you feed on the misfortune of others.


Astaroth
  • Lip Service
    • Proficiency in Insight


The Last Grove
  • Nature's Blessing
    • +2 to Initiative rolls.

  • +2 WIScap
  • Proficiency with Herbalism Kit


Fighter
  • Proficiency with:
    • Light Armor
    • Medium Armor
    • Heavy Armor
    • Shields
    • Simple Weapons
    • Martial Weapons
    • Strength Saving Throws
    • Constitution Saving Throws
    • Athletics
    • Perception


Level 1
Fighter 1

Fighting Style: Great Weapon Fighting
  • 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.


Second Wind
  • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.


Level 2
Fighter 2

Action Surge
  • On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.


Level 3
Fighter 3

Martial Archetype: Rune Knight
Runes known: 2

Bonus Proficiencies:
  • Smith's Tools
  • Giant Language


Rune Carver
  • You learn two runes of your choice. Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.
    • Fire Rune
      • 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.
      • 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 saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

    • Stone Rune
      • 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.
      • 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 saving throw. 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 each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.


Giant's Might
  • As a bonus action, you magically gain the following benefits, which last for 1 minute:
    • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
    • You have advantage on Strength checks and Strength saving throws.
    • 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.

  • You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.


Level 4
Fighter 4

ASI:
  • +2 STR


Level 5
Fighter 5

Extra Attack
  • You can attack twice, instead of once, whenever you take the Attack action on your turn.


Level 6
Fighter 6

ASI:
  • +2 STR


Level 7
Fighter 7

Runes known: 3

Runic Shield
  • When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Storm Rune
  • While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.
  • You can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.


Level 8
Fighter 8

ASI:
  • +2 STR


Level 9
Fighter 9

Indomitable
  • You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.


Level 10
Fighter 10

Runes known: 4

Great Stature
  • When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
  • The extra damage you deal with your Giant's Might feature increases to 1d8.


Frost Rune
  • While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
  • You can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.


Level 11
Fighter 11

Extra Attack
  • You can attack three times whenever you take the Attack action on your turn.


Level 12
Fighter 12

ASI:
  • +2 CON


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

Goon.

Statblock Type

Verum Character Sheet

Link/Embed