BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Tedmund Colby

Guard captain/investigator.
Current Location
Species
Ethnicity
Children

Remove these ads. Join the Worldbuilders Guild

Tedmund Colby

Medium Human Investigator , Lawful Good

Armor Class 18 (Plate)
Hit Points 52 8d8+16
Speed 30ft

STR
16 +3
DEX
11 0
CON
14 +2
INT
15 +2
WIS
15 +2
CHA
13 +1

Saving Throws Con +4, Wis +5
Skills Insight +7, Investigation +7, Perception +5, Athletics +5
Senses Passive Perception 15
Languages Alasy
Challenge 3




Brave. The knight has advantage on saving throws against being frightened.   Ear for Deceit. When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.   Eye for Detail. Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.


Actions

Multiattack. The knight makes two melee attacks.   Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.   Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions

Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.


 

Comments

Please Login in order to comment!