+8 | Strength |
+0 | Dexterity |
+6 | Constitution |
+0 | Intelligence |
+0 | Wisdom |
+1 | Charisma |
+0 | Acrobatics |
+0 | Animal Handling |
+0 | Arcana |
+8 | Athletics |
+1 | Deception |
+0 | History |
+3 | Insight |
+4 | Intimidation |
+0 | Investigation |
+3 | Martial |
+0 | Medicine |
+0 | Nature |
+3 | Perception |
+1 | Performance |
+1 | Persuasion |
+0 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+0 | Survival |
Mundane Longsword | 1d20+8 | 1d8+10 |
---|
Trait | Description |
---|---|
Specialist | 17 / 12 / 12 / 11 / 10 / 10 |
Revenant | |
Ability Scores: | +4 Con |
Languages | Common, Wicked (Infernal), Nechrid, Elven |
Breathing Corpse | A revenant is undead and is affected by negative spells and positive spells that affect undead, however, they can be healed as a living creature for half the normal amount. A revenant still needs to breath, this is for its mind not its body, as it will lose its grip on its body and be destroyed if it does not keep breathing. (They suffocate like everyone else.) A revenant does not need to eat or drink anymore however. |
On the Edge | The revenant's soul is just on the edge of passing and just within its bodies reach. On a death saving throw, if a Revenant rolls a 15 – 20, they are healed by 1 hitpoint and may act normally. If they roll a 1 on a death saving throw, they are automatically destroyed. |
Battle will sustain thee What is dead, may never die | Whenever the Revenant gets a KILLING BLOW on an enemy, they gain 1 soul point. As time passes the Revenant loses soul points. If a revenant does not have enough soul points equal to that which is lost, they must make a death saving throw to continue living. They must make this save for each soul point they dont have. If they fail three of these before the next time they gain the KILLING BLOW, they are destroyed. If they roll a 1 during these, they are instantly destroyed. Revenants are immune to death effects and necrotic damage, but they may never be revived or resurrected again. |
Origin | |
Daborak Soldier in Training | Skill Proficiency - AthleticsBonus +1 to STR Skill Proficiency - Intimidation+1 dmg roll with Longswords |
Faction | |
Shackled Legion (Former) | (Finished Sentence) Murder – Benefit: You gain proficiency in a weapon of your choice. If you would already have proficiency with that weapon, you gain a +2 to damage rolls with that weapon. (Longsword) |
Artisan Tools of Choice, Musical Instrument of Choice. (Smith's Tool, Violin) | |
Steel Saint (Former) | Attribute Cap Increase (Strength +2; This boosts the maximum of an ability score but not the score itself.) Tool Proficiencies – Gaming Set, Vehicle (Land) |
Iitanas Imperium (Current) | Attribute Cap Increase (Dexterity +2 and Intelligence +2; This boosts the maximum of an ability score but not the score itself.) Tool Proficiencies – Painter's Supplies, An Artisan Tool of your choice. Mason Tools Citizen Badge – The badge marks the wielder as a full citizen of the new empire, even if they are not elven. Due to the elven forges locked away within the Fingers of Gath, the effectiveness of the forges for the Iitanas Imperium decreases the time it takes to craft by 50%, this time is rounded up. Only members of the Iitanas Imperium can benefit from this upgrade, and it does not affect consumable crafting. |
Deity | |
Crowley | Lip Service |
Proficiency in Insight | |
Crowley's Favor | You gain advantage on death saving throws. |
Banked Days | 0 Days |
Loyalty | 3 Loyalty, +3 Max HP, +15 gp per day |
Tree Sap of Alendra | +1 str. due to 1st Cathedral of Sin mission |
Prestige | Arena - 1st Prestige 1st Cathedral of Sin Mission - 2nd Prestige |
Soul/Bale points | Bale Enhancement for Revenant. Baleful Surge Whenever this Revenant would score a killing blow on an opponent, they recieve a +1 to damage rolls with melee weapons. This is cumulative up to +3. This effect fades when combat ends. |
Academy | Languages (Elven) 16/16 Tinker Tools proficiency 8/8 |
Feat | Description |
---|---|
Charger 4th level ASI | When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). |
Tavern Brawler 6th level ASI | Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: Increase your Strength by 1.
|
Magic Initiate 8th level ASI | Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. True Strike, Minor illusion and Hex In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. |
Ability | Description |
---|---|
Fighter | |
Armor | light armor, medium armor, heavy armor, shields |
Weapons | simple weapons, martial weapons |
Tools | none |
Saving Throws | Strength, Constitution |
Skills | Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Martial, Perception, and Survival. |
Starting Equipment | (a) chain mail or (b) leather, longbow, and 20 arrows (a) a martial weapon and a shield or (b) two martial weapons (2 Longswords) (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneer's pack or (b) an explorer's pack |
Fighting Style | Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. |
Second Wind | You have a limited well of stamina that you can draw on to protect yourself from harm. 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. |
Action Surge | Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. |
Battle Master | |
Student of War | At 3rd level, you gain proficiency with one type of artisan's tools of your choice. (Carpenter's tools) |
Maneuvers: | Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. |
Superiority Dice | Five Superiority Dice. (D8s) Regain All dice on short or long rest. |
Saving Throw DC | 8+Proficiency Bonus+Str Mod = 16 DC |
Extra Attack | Extra Attack when you use the Attack Action |
Know Your Enemy | If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
|
Name | Weight (lbs) |
---|---|
Brewer's Supplies | 9 |
Bandolier
| 4 |
Carpenter's Tools | 6 |
Cartographer's Tools | 6 |
Deck of Cards | |
Mason's Tools | 8 |
Painter's Supplies | 5 |
Smith's Tools | 8 |
Tinker’s tools | 10 |
Violin | 1 |
2 Handaxes | 4 |
1 Shield | 6 |
Steel Saint Full Plate | 65 |
2 Longswords (Necare and Backup Longsword) | 6 |
0 Minor Uncommon Reagent | |
0 Potions of healing (2d4+2) | |
4 Potions of Growth | 8 |
1 Silver longsword (Bard's College Edition) 1 Silver longswords (Grasping Hand Edition) 1 Silver longswords (Collector Edition) 1 Silver longsword (Great Coven Edition) 1 Silver longswords (Iitanas Imperium Edition) 1 Silver longswords (Steel Saint Edition) 1 Silver longswords (Steton Striders Edition) 1 Silver longswords (World Wanderer Edition) | 24 |
10 Javelins | 20 |
Warhammer | 2 |
1 Set of Doltenian Fine Clothes | 6 |
0 Ppotions of greather healing | 0 |
20 Ft. of Chains | 20 |
Oil of Slipperiness | 2 |
Explorer's Pack
| 59 |
Name | Weight (lbs) |
---|---|
Splint Barding | 120 |
Chariot | 100 |
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.