Reynir Moriton
Reynir Moriton
Human
Race
Origin
Fighter Cavalier 5
Class & Level
Lawful Good
Alignment
Tyr
Deity
Faction
Rank/Position
Loyalty
Company
Strength
16
+3
Dexterity
12
+1
constitution
16
+3
intelligence
11
+0
wisdom
13
+1
charisma
17
+3
Total Hit Dice
5
Hit Die
Hit Die
1dd10+3
+3
proficiency bonus
+6 | Strength |
+1 | Dexterity |
+6 | Constitution |
+0 | Intelligence |
+1 | Wisdom |
+3 | Charisma |
+1 | Acrobatics |
+7 | Animal Handling |
+0 | Arcana |
+3 | Athletics |
+1 | Deception |
+0 | History |
+1 | Insight |
+9 | Intimidation |
+0 | Investigation |
+3 | Martial |
+1 | Medicine |
+0 | Nature |
+3 | Perception |
+1 | Performance |
+1 | Persuasion |
+0 | Religion |
+1 | Sleight of Hands |
+1 | Stealth |
+1 | Survival |
MV
Prestige
Attunement Slots
18
Armor Class
Armor Class
49
Hit Points
Hit Points
+1
Initiative
Initiative
30
Speed
Speed
Halberd | 1d20+6 | 1d10+3 |
---|---|---|
Halberd butt | 1d20+6 | 1d4+3 |
Greatsword | 1d20+6 | 2d6+3 |
Languages - Common, Draconic
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Animal Handling, Perception, Martial, and Intimidation
Expertise: Animal Handling, intimidation
Proficiences
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Animal Handling, Perception, Martial, and Intimidation
Expertise: Animal Handling, intimidation
Proficiences
KekW
Spellcasting
Spellcasting
15 gold
Chainmail
Halberd
Great Sword
Light crossbow
20 bolts
Dungeoneers pack
- a backpack
- a crowbar
- a hammer
- 10 pitons
- 10 torches
- a tinderbox
- 10 days of rations
- a waterskin
- 50 feet of hempen rope
Equipment
- a crowbar
- a hammer
- 10 pitons
- 10 torches
- a tinderbox
- 10 days of rations
- a waterskin
- 50 feet of hempen rope
Equipment
Mad Man
Stat Array
Stat Array
Human: +1 all
Background: +1 to CHA, +2 cap to CON, Martial Proficiency
Fighter:
1st Level
2nd Level
3rd Level
5th Level
Feats:
1st Level
4th Level
5th Level
Class/Racial Features & Traits
Background: +1 to CHA, +2 cap to CON, Martial Proficiency
Fighter:
1st Level
Fighting style: Defense - +1 to AC
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.
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.
2nd Level
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.
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.
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.
3rd Level
Cavalier Bonus Proficiency: Animal Handling
Born to the saddle: Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Unwavering Mark: Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Born to the saddle: Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Unwavering Mark: Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
5th Level
Extra Attack: Beginning at 5th level, 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.
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.
Feats:
1st Level
Beastial Companion:
Gain Expertise in animal handling
You can train an animal companion. This companion must be a beast, must be large or smaller, and has to have a CR of 2 or less. Training an animal however requires time and will be up to your dm’s discretion how long it will take and what abilities the creature has. (Sabertooth Tiger)
+1 to Wisdom, to a max of 20
4th Level
Pole arm Master:
You can keep your enemies at bay with reach weapons. You gain the following benefits:
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.
You can keep your enemies at bay with reach weapons. You gain the following benefits:
5th Level
Group Coercion:
You gain expertise in Intimidation
You can attempt to draw the attention of enemies to you. As an action, all enemies within a 30ft cone out from you must make a CHA saving throw, the DC based on an intimidation check you make. Any enemy that fails this check can take no actions on its next turn except to approach you and attempt to attack. Attacks made in this way have advantage.
+1 to Charisma, up to 20 max
Class/Racial Features & Traits
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