Rhogar | Verum Character Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Rhogar

Dragonborn Race
Daborak - Soldier in Training Origin
Fighter 12 Class & Level
Lawful Neutral Alignment
Wode Deity
Hkari Faction
Member Rank/Position
25 Loyalty
Eligneari Company

Strength 18
+4
Dexterity 11
+0
constitution 16
+3
intelligence 10
+0
wisdom 12
+1
charisma 15
+2
Total Hit Dice 12
Hit Die
1d10+3
+4 proficiency bonus
+8 Strength
+0 Dexterity
+7 Constitution
+0 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+0 Arcana
+8 Athletics
+2 Deception
+0 History
+1 Insight
+6 Intimidation
+0 Investigation
+5 Martial
+1 Medicine
+0 Nature
+5 Perception
+2 Performance
+2 Persuasion
+0 Religion
+0 Sleight of Hands
+4 Stealth
+1 Survival
skills

 
66
MV
4
Prestige
3
Attunement Slots
23
Armor Class
141
Hit Points
+0
Initiative
30ft Walk/60ft Swim
Speed
WeaponAttackDamage
Longsword 1d20+8 1d8+5+2d6
Superiority 1d10
Acid Breath 4d6+1d6+4+2d6 Range: 15x90ft LineDC18 vs Dexterity for Half
Ruin 1d20+9 1d8+5+d6+2d6
Ocean's Echo 1d20+8 d12+4 Range: 100/400ft
Attacks
Proficiencies
Armor - All, Shields, Daborakian Kite Shield (Academy)
Weapons - Simple, Martial, Krazaxian War Axe (Academy), Steton Greatbow (Academy)
Tools - Smith Tools (Factionless/Hkari), Herbalist Kit (Student of War), Alchemist Supplies (Proficiency + Expertise from Academy)
Skills - Martial (Class), Perception (Class), Athletics (Daborak Origin), Intimidation (Soldier in Training Origin), Stealth (Wode Lipservice)


Proficiences
Quick Bar
Backlogged Crafting Days: 0
Backlogged Downtime Days: 0
Gold: 1,802gp
DM MV: 4
RP Event MV: 9 (3 from Fountain of Youth, 2 from Festival of Dreams)
Donation MV: 2

List of Bandoliers:
Matron of Fate Bandolier (Equipped): Potion of Supreme Healing, Potion of Supreme Healing, Potion of Superior Healing
Masterwork Bandolier (Equipped): Potion of Speed, Potion of Flying, Potion of Invulnerability, Potion of Heroism
Bandolier 1: Potion of Superior Healing, Potion of Superior Healing, Potion of Superior Healing
Bandolier 2:
Bandolier 3:
Bandolier 4:
Bandolier 5:

List of Potions:
Potion of Superior Healing x7
Potion of Supreme Healing x2
Potion of Invulnerability x2
Potion of Heroism x2
Oil of Slipperiness x1
Oil of Etherealness x1
Potion of Fire Resistance x1
Potion of Force Resistance x1
Potion of Speed x1
Potion of Invulnerability x1
Potion of Flying x1
Potion of Growth x4

Bank Supplies:


Trading Bar:

Tokens/Mats:
Crafting Tokens: 0
Sharpened Dream Marble - Flawless
Spectral Silk - Flawless
The Glass of Time - Flawless
Nomad's Feather - Flawless
The Spice - Flawless

Miscellaneous Items:
Bearskin Cloak
Carved Dire Wolf
Rabbit Plushie
Wedding Dress Mordred Plushie
Wode Holy Symbol (A Shattered Mirror)
Steel Hand Mirror
Hourglass
Platinum Wedding Ring
Red Crystal Chucks (Small, Medium, Large)
Wedding Dress Tel with Flowers Plushie

Magical Equipment:

Ruin (Attuned)
Ruin
+1 Krazaxian War Axe - Major Very Rare (5750gp) - Attunement: Black or Copper Dragonborn
This war axe has been modified with a raw emerald that shines with an acidic luster owing perhaps to the creator's nature it is mimicking meanwhile the scales of a black drake line both hilt and blade granting flexibility and a robust strength to ensure that the power of the dragons is felt in every blow. When one cuts this axe through the air, a black streak is left for moments after, as if the memory of the swing refuses to fade.
This axe deals 1d6 acid damage on hit.
Curse of Malice - when a target is hit with this weapon, you can curse it until the end of your next turn. The next time you hit the cursed target with your breath weapon, the creature has vulnerability to the acid damage dealt, and then the curse ends. You can use this ability twice. You regain any expended uses when you finish a short or long rest.
Mantle of Independence - when you take the Attack action on your turn and make an attack with this weapon, you can have your form take on the mantle of a black dragon. For the next minute, once per turn whenever you deal acid damage to a hostile creature, you regain 3 hit points. After using this ability, you cannot do so again until you finish a long rest.
Melt the World - the length of your breath weapon is increased by 10 feet.


Ocean's Echo
Ocean's Echo
Steton Greatbow - Major Uncommon - 800 GP
A magical bow long lost at sea. There was once a legend of a great pirate who plucked hair from the beard of a colossal storm giant without the giant noticing. He took that hair, and wound it into the bowstring, and tied to limbs made of yew wood that was struck by lightning. The bow itself seems weak, and that it should snap in two when used, yet it remarkably never breaks.
Whenever an arrow is fired from this bow, it creates the sound of thunder audible from up to 300ft away.
Sonic Discombobulation. As a bonus action, you can enhance your next attack with latent sonic energies. If a creature is hit by this attack and is concentrating on a spell, they roll their Constitution saving throw to maintain Concentration at disadvantage. This ability has two uses and refreshes at dawn.


The Sage's Scroll Series: Draconic Bag of Holding
The Sage's Scroll Series: Draconic Bag of Holding
Bag of Holding (Wondrous) - Very Rare (4,100gp, 41 days)
A bag of holding made from flexible glass: an oddity, for sure, with a rather purple colouration, and pitch black towards its center. A dragon tooth is tied around the opening of the bag, and dangles as it is opens or is moves. Added to it is a small dragon head with a draconic inscription on it: "Together we stand, together we fall. Protect, Defend. For the Light never bends to the darkness, the darkness bends to the light." The Dragon-Father granted a boon to the object, that it may guide its user ever towards light which will strike down the ignoble darkness that is ignorance.
This odd bag functions as a bag of holding, and allows the user to store items in an interdimensional space, with a capacity of 750 pounds and 96 cubic feet. The bag weighs 4 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
As an item interaction, you can speak its command word "The light never bends" and activate the latent magic residing within. The bag of holding lights up as though under the effects of the Light cantrip, but in a 30-foot radius of bright light, and 30-foot of dim light instead.
As an action, you can also speak its second command word: “ Darkness bends to the light”, and take out an ethereal monocle from the bag. Putting on the monocle grants the user a 1d4 bonus to Intelligence (Arcana), Intelligence (History), and Intelligence (Religion) checks for 1 hour. You can use this ability twice, with both uses replenishing at dawn.


Regalia of the Deep
Regalia of the Deep
+2 Plate-mail - Soulbound (Rhogar)
Code - Service to the Leviathan
This armor provides resistance to non magical physical damage from weapons.
This armor grants water breathing and a swim speed of 60ft.
Aura of Pressure - Whenever you would deal any kind of damage to an enemy within 15ft, they take an additional [2d6] bludgeoning damage from pressure. If the enemy is a creature used to high pressures or has some specific resistance, they do not suffer this damage.
Leviathan's Watch - As an action, once per long rest, you may cast revivify on an ally as per the spell. Except that it must be during an actual combat and this ignores the gentle repose spell.

Spellcasting
Equipment Sheet
Equipment
Hkari
Faction
The Mad Man
Stat Array
Dragonborn
ASI - +2 Strength, +1 Charisma
Damage Resistance - You have resistance to the damage type associated with your draconic ancestry. (Acid)
Breath Weapon - You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. (Acid)
Feats
Whelming Ancestry - The essence of a true dragon’s breath flows through you, allowing your own breath weapon to be as ready as the ancient draconic entities'. You gain the following benefits: If your breath weapon is a cone, its range is increased to 30 feet. If your breath weapon is a line, its range is increased to 5 feet by 90 feet. You can use your Breath Weapon or Dragon's Fear as a bonus action. At the start of your turn, if the use of your Breath Weapon is expended, you can roll a d6. On a 5 or a 6, you regain the use of your Breath Weapon.
Dragon Soul - You have harnessed the ability to become even more in touch with the Dragonstorm, able to detect and reach out to those akin to you in soul and body. You gain the following benefits: Increase your Constitution score by 1, to a maximum of 20. As an action, you can open your awareness to detect other creatures of the Dragonstorm. Until the end of your next turn, you know the location of any creature with draconic blood that is within 60 feet of you that is not behind total cover. You know what type the creature is (e.g. humanoid, dragon), but not its identity (e.g. Kriseth the green dragonborn). You can use this feature a number of times equal to 1 + your Charisma modifier, and regain all expended uses when you finish a long rest. Soul Breath. You gain the ability to harness a part of your soul and the Dragonstorm in your breath weapon. Your Breath Weapon deals 1d6 + your proficiency bonus extra force damage. Your Breath Weapon DC is increased by 3.
Resilient Wisdom - Choose one ability score. You gain the following benefits: Increase the chosen ability score by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability. (+1 Wis)
Tough - Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. (+24 Max HP)
Fighter
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.
Defense Fighting Style - While wearing armor, +1 to AC.
Extra Attack (2) - Can attack three times instead of once when taking the attack action.
Indomitable - Beginning at 9th level, 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.
Battle Master
Superiority - 5d10 Superiority Dice, regained after long or short rest.
Maneuvers - Goading Attack, Riposte, Trip Attack, Disarming Attack, Commander's Strike, Menacing Attack, Maneuvering Attack --- Maneuver save DC = 8 + your proficiency bonus + your Strength (DC16)
Goading Attack - When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than 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.
Disarming Attack - When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
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.
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.
Maneuvering Attack - When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Student of War - At 3rd level, you gain proficiency with one type of artisan’s tools of your choice. (Herbalist Kit)
Know Your Enemy - Starting at 7th level, 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: Strength score, Dexterity score, Constitution score, Armor Class, Current hit points, Total class levels, if any, Fighter class levels, if any.
Hkari
Valkyrie Echelon - The armor grows lighter and accommodates a pair of metal wings tucked away to form a sort of metallic cloak. As a bonus action you may grow a pair of metallic wings that grant you a 30ft fly speed for 1 minute. You must complete a long rest before you can use this ability again. (Loyalty 1)
Whenever you use the Divine Smite class feature on an evil outsider, you deal an additional 1d8 radiant damage. If you do not have access to the Divine Smite class feature, you can use it once per day as a paladin of equal level with a first level spell slot. The extra damage does not count toward the dice maximum provided by the ability. (Loyalty 2)
Fadesteel Gorget - whenever you would be subject to a critical hit, you reduce the damage taken by 5.
Blazing Glory - In True Combat (combat against a threatening foe), when you roll a 20 on an attack roll, you gain a stack of Blazing Glory. For each stack of Blazing Glory that you have, you deal an additional 5 damage of the weapon or spell's original type against hostile creatures. Additionally, you score a critical hit on a 19 or a 20 when attacking an outsider, which is further increased by 1 if you have the Improved Critical or Superior Critical features as appropriate, and you gain a stack of Blazing Glory if you score a critical hit in this way. All stacks of Blazing Glory fade when True Combat ends.
Titles
Veteran - This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.

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

Defender.

Statblock Type

Verum Character Sheet

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