Draka Scarseeker Character in Aietherhall | World Anvil
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Draka Scarseeker

Draka Scarseeker

Hailing from a tribe of half-orcs from Crag basin. Draka and her brother broke off from their tribe to spread their tribes blood.

Social

Family Ties

Older sister to Korvus Scarseeker

Religious Views

Tempus

Draka Scarseeker

Greenskin Half-Orc Race
Origin
Fighter/Cleric 3/7 Class & Level
LG Alignment
Tempus Deity
Scarseeker Faction
Chief Rank/Position
Loyalty
The Scarseekers Company

Strength 21
+5
Dexterity 11
+0
constitution 14
+2
intelligence 11
+0
wisdom 18
+4
charisma 10
+0
Total Hit Dice 3/6
Hit Die
1d10/8+2
+4 proficiency bonus
+5 Strength
+0 Dexterity
+2 Constitution
+0 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+4 Animal Handling
+0 Arcana
+3 Athletics
+0 Deception
+0 History
+8 Insight
+4 Intimidation
+0 Investigation
+8 Martial
+8 Medicine
+0 Nature
+8 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+4 Survival
skills

 

MV

Prestige
1
Attunement Slots
18
Armor Class
77
Hit Points
+0
Initiative
30
Speed
Longsword 1d20+10 1d8+6
Longsword (2h) 1d20+10 1d10+6
Hand Axe Throw 1d20+10 1d6+6
Attacks
Armor: Light, Med, and Heavy armor, Shields
Weapons: Simple and Marital Weapons
tools: none
Saving throws: Str/Con
Proficiences
Wisdom
spell save 16 (8 + prof + wis)
attack bonus 8 (prof + wis)
Spellcasting
Chainmail, (16 AC) disadvantage on stealth
Shield (+2 AC) (holy symbol),
+1 longsword,
simple clothes,
two hand axes,
Explorer's Pack
Equipment
Scarseeker
Faction
Mad Man
Stat Array
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
    Action Surge (1/L Rest)
    Martial Archetype(Battlemaster)
    Combat Superiority
    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.
  • 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.
  • Rally
  • On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
    Superiority dice: d8 (4/S or L Rest)
    Maneuver Saving Throw 17 (8 + prof + str)
    Student of War - Smith's Tools

    Spellcasting
    Divine Domain (War)
    Channel Divinity(2/L Rest)
    Divine Domain Feature - War Priest
  • When you use the Attack action, you can make one weapon attack as a bonus action. (4/L Rest)
  • Guided Strike
  • spend Channel Divinity, five +10 to a roll you make
  • Destroy Undead (CR 1/2)
    War God's Blessing
  • when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. (4/Lrest)

  • Feats (1,5,10,15,20)
    Heavy Armor Master
  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.
  • Warcaster
  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
  • Lucky
  • You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
  • You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.
  • You regain your expended luck points when you finish a long rest.
  • Class/Racial Features & Traits
    Alignment
    NG
    Age
    27
    Date of Birth
    4th of Brussendar
    Children
    Gender
    Female
    Eyes
    Amber/yellow
    Hair
    Black
    Skin Tone/Pigmentation
    Green
    Height
    5'10"

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