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Tirs Well

Genasi (Ice) Race
Urchin Origin
Fighter (Rune Knight) 7 Class & Level
Chaotic Neutral Alignment
Onarach Deity
None Faction
None Rank/Position
0 Loyalty
None Company

Strength 20
+5
Dexterity 13
+1
constitution 16
+3
intelligence 12
+1
wisdom 13
+1
charisma 13
+1
Total Hit Dice 7
Hit Die
1d10+3
+3 proficiency bonus
+8 Strength
+1 Dexterity
+6 Constitution
+1 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+1 Acrobatics
+4 Animal Handling
+1 Arcana
+11 Athletics
+1 Deception
+1 History
+4 Insight
+1 Intimidation
+1 Investigation
+1 Martial
+1 Medicine
+1 Nature
+1 Perception
+1 Performance
+1 Persuasion
+1 Religion
+4 Sleight of Hands
+4 Stealth
+1 Survival
skills

 
0
MV
0
Prestige
3
Attunement Slots
17
Armor Class
72
Hit Points
+1
Initiative
30ft Walk
Speed
WeaponAttackDamage
Punch 1d20+8 1d8+5
Giant Ice Maul 1d20+8 2d8+5
Attacks
Class: Animal Handling and Athletics
Origin: Sleight of Hand and Stealth, Disguise Kit and Thieves' Tools
Class: All armor, Shields, Simple weapons, Martial weapons, Smith's Tools
Proficiences
Chain Mail; Splint; Battleaxe and Lance; Two Handaxes; Dungeoneer's Pack; Giant Ice Maul; Shield
A small knife, a pet ???, a token to remember your past life by, a set of common clothes and a mask.
Miner's Pick, Ice Glass Shard
Potions: Healing Potion and 2 Acid Vials.
Gold: 64

Linus’ Cozy Wraps
A pair of innocent looking dirty hand wraps at first glance. When unraveling them they fall at an incredibly slow rate. Their comfort while worn is unmatched and makes one feel cozy. Like drinking hot cocoa on a snowy afternoon.

+2 Constitution

Patience: When rolling initiative you may choose to subtract your proficiency mod and dexterity mod from the roll. This is done after seeing your initial roll.

Diligence: When attacking another creature if the difference between your initiatives is greater than 10 you have advantage.

Observe: You have advantage on knowledge checks against creatures with an initiative that is within 5 of your own.

Waiting for an Opportunity: At the start of your turn you may choose to skip it ending it immediately. If you do so your next attack roll will be an automatic 20 on the dice.

Sloth’s Gift: You are immune to the slow spell and lethargy from haste.

Equipment
None
Faction
Rolled
Stat Array
Starting Stats: Str - 15, Dex - 13, Con - 14, Int - 12, Wis - 13, Cha - 13

Languages: Common, Primordial and Giant

Class Features

Fighting Style - Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Runes: Frost and Fire

Level 4 Feat - Tavern Brawler: +1 Strength, You are proficient with improvised weapons. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Level 6 Feat - Skill Expert: +1 Strength, Insight proficiency and Athletics expertise.

Racial Features

Clear Sight: You have normal range of sight during non-magical (unless casted by themselves) weather events that would normally limit visibility. (eg. Blizzards, dense fog)

Icy Breath: You know the Ray of Frost cantrip. When you reach 3rd level, you can cast Fog Cloud as a 1st level spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Wisdom is your spellcasting ability for these spells (This may be substituted with any spellcasting class feature a character has).

ASI Increase: +3 Strength

Additional Features

Urchin: Sleight of Hand and Stealth proficiency, Disguise Kit and Thieves' Tools proficiency.

City Secrets: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Sworn of Onarach: You have sworn yourself to Onarach and he has accepted your allegiance. Having carved the frost rune into your very body you will always have this rune inscribed and no longer need to re-inscribe it upon a long rest. When you invoke the rune your unarmed fighting style's grapple damage changes to cold.

Trial of the Frost Giants: You have grown even more accustomed to surviving in the freezing cold. When Frost Rune is active you gain advantage on Constitution Saving Throws and gives resistance to Cold damage.

Notes so I don't forget
Health: 2 - 10, 3 - 6 (av), 4 - 8, 5 - 8, 6 - 2, 7 - 7
take upgrade runes
Skill Expert Str + Athletics/+2 Con/+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

EpiGrass.

Statblock Type

Verum Character Sheet

Link/Embed