Frouse Turen
Frouse Turen
Medium Human/Tethyrian Imperial Guard Inquisitor , Lawful Good
Proficiencies:
Tool: Dice Set; Land VehiclesWeapon: Martial; Simple
Armor: Heavy; Light; Medium; Shields
Description
I enjoy being strong and like braking things.
I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
Ideals
Nation. My city, nation, or people are all that matter. (any)
Bonds
I would still lay down my life for the people I served with.
Flaws
I obey the law, even if the law causes misery.
SPELLCASTING ABILITY: Charisma
SPELL SAVE DC: 14
SPELL ATTACK BONUS: +6
Level 1:
BlessCommand
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Divine Favor
Ensnaring Strike
Heroism
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Level 2:
AidBranding Smite
Find Steed
Lesser Restoration
Locate Object
Magic Weapon
Protection from Poison
Zone of Truth
Blade Master. You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:
-You gain a +1 bonus to attack rolls you make with the weapon.
-On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you’re not holding the weapon.
-When you make an opportunity attack with the weapon, you have advantage on the attack roll.
Channel Divinity. Your oath provides specific options (use once/rest).
Divine Health. Immune to disease.
Divine Smite. When you hit with melee weapon attack, you can expend 1 X-th level spell slot to deal extra (X+1)d8 radiant damage, up to 5d8. Additional d8 on fiend or undead.
Dueling Fighting Style. 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.
Inspiring Leader. You can spend 10 minutes inspiring your companions, shoring up their will to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you can can see or hear you and can understand you. Each creature gains temporary hit point equal to your level + your Charisma modifier. A creature can't gain temporary hit points in this way again until they finish a short or long rest.
Actions
Longsword: 1d20+7 to hit, 1d8+3 slashing damage
Javelin 1d20+6 to hit, 1d6+3 piercing damage
Equipment Belt Pouch (1 Clothes, common (1 Plate (1 Waterskin (1 Shield (1 Bedroll (1 Rations (1 day) (10 Rope, hempen (1 Tinderbox (1 Mess kit (1 Backpack (1 Torch (10 Dagger (1 bone dice (1 Rank Insignia (1)
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