+8 | Expertise Bonus | |
+4 | Proficiency Bonus | |
+2 | Jack of all Trades |
+6 | Strength | |
+1 | Dexterity | |
+8 | Constitution | |
-1 | Intelligence | |
-2 | Wisdom | |
+0 | Charisma |
+1 | Acrobatics | DEX | |
-2 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+6 | Athletics | STR | |
+0 | Deception | CHA | |
-1 | History | INT | |
-2 | Insight | WIS | |
+4 | Intimidation | CHA | |
-1 | Investigation | INT |
-2 | Medicine | WIS | |
-1 | Nature | INT | |
-2 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
-1 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Unarmed Strike | +6 | STR | 1d4+2 | bludgeoning | |
Shortsword | +8 | STR | 1d6+2 | piercing | |
Finesse, light |
You have advantage on saving throws against being frightened.
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.
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.
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.
You have five superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 15th level.
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.
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.
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.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
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.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
While you are wearing armour, you gain a +1 bonus to AC.
Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
Cyrus often carries a laid-back and nonchalant demeanor, approaching life's challenges with an air of indifference.
Despite his disinterest in many aspects of his life, Cyrus possesses a dry wit and a penchant for sarcastic or deadpan humor, often using it as a coping mechanism.
Cyrus prefers a relaxed and casual approach to both work and social interactions, making him seem approachable, even if he lacks enthusiasm.
With a practical and pragmatic mindset, Cyrus tends to focus on what works in the moment rather than dwelling on ideals or long-term plans.
While not easily ruffled, Cyrus remains easygoing even in stressful situations, adopting a calm demeanor when faced with challenges.
Cyrus values his independence and resents restrictions on his choices, both in his personal and professional life.
A strong believer in enjoying life, Cyrus sees acquiring wealth and indulging in pleasures like gambling and drinking as essential components of a fulfilling existence.
Despite his history of relationship conflicts, Cyrus prefers to avoid unnecessary confrontations and seeks to maintain a laid-back, carefree demeanor.
Cyrus is a pragmatic individual who prioritizes practicality over abstract ideals. He tends to assess situations based on immediate gains and losses.
With a disdain for the monotony of his guard duties, Cyrus leans towards ideals that allow him to break free from mundane routines, seeking excitement and novelty.
Cyrus holds a sentimental bond with his mother's cooking, finding comfort and nostalgia in her home-cooked meals that remind him of his upbringing.
Cyrus often displays an indifferent and apathetic attitude, making it challenging for him to find motivation or enthusiasm for his duties as a guard.
Cyrus has a weakness for gambling, which not only poses a risk to his financial stability but might also make him susceptible to bribes or questionable alliances.
Despite being a guard, Cyrus lacks genuine interest in protecting others, considering his role mundane and routine, which could compromise the effectiveness of his duties.
To cope with the monotony of his job, Cyrus turns to alcohol, creating a dependency that could affect his judgment and performance while on duty.
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