Rhogar Tryskalopiia

Rhogar Tryskalopiia

"Our lives are made by the death of others."

Physical Description

General Physical Condition

Well-built but not overly so given the fact that he is usually in plate and has been a soldier for many years. He is not the most dexterous being alive while in his armor and he has no illnesses or afflictions to speak of that pertain to his physical body. He has issues drinking alcohol and eating spicy foods without causing internal problems that deal with the acid variety and tends to ignore them.

Body Features

Black scales cover his entire body, he possesses green-yellow eyes that become more yellow than green towards the iris, and a tail. Scars litter his body but the Hkari Plate obscures the vast majority of them from sight. He possesses a very large scar along the right side of his face from his eye down to his chin from a greataxe hit that nearly killed him.

Special abilities

Can breathe acid and prefers to do so when confronted by an enemy, irritated, or surprised. He has also developed the ability to regenerate his acid breathing ability. He has the ability to revivify during combat without material cost and generate pressure to damage his enemies.

Apparel & Accessories

He normally wears his Hkari Plate wherever he goes since it gives him a sense of comfort even though he knows that it is a deceptive comfort. The armor itself looks spiky and menacing to those who look at it. He possesses a Longsword and a wolf's head amulet that are perpetually on fire due to a 3rd level Continual Flame spell casted upon them by Stuldrik. He crafted a Krazaxian War Axe named Ruin that empowers his own acidic nature. He also wear a bearskin cloak.

Mental characteristics

Personal history

Born in 1181, the Dragonborn known as Rhogar came to be in the Daborakian settlement of Gordand to parents who he barely remembers. He does not recall much of his early years and most of his memories begin shortly after both of his parents died of natural causes. He spent his teenage years helping around the town and eventually enlisted with the military as a recruit. For several long and hard years of vigorous training, the Dragonborn would eventually become a soldier and was stationed at the town as a sentry before being led into more combat intensive assignments. During his tenure with the military of Gordand, Rhogar fought many times to maintain the peace and stability of the region from the likes of bandits, undead, or other petty criminals.   On a fateful day during one of Gordand's many festivals, the Dragonborn encountered a group of adventurers that were looking to add to their number and he seemed like an appropriate candidate. Rhogar would eventually accept this offer and join their number after being honorably discharged for the years of service he gave in defense of Gordand. His new companions were odd to him since their like were not normally found within the town where he had spent most of his life, a Tielfing Rogue, a Goliath Barbarian, and a Human Wizard. Over time, he grew closer to the group than he originally expected and they had many successful adventures in the process. The group was thriving together but unfortunately nothing lasts forever.   During one of their adventures, the group had been tasked with hunting down a group of bandits that had been harassing merchants and traders along the Dolten-Daborak border and had taken up camp in a nearby cave for the night. Rhogar was given the second watch of the night and was standing at the mouth of the cave entrance armored with his shield fastened to his left arm and his sword arm held at the ready in case of a sudden attack. After hearing movement behind him coming from the cave, the Dragonborn did not turn to see who approached and expected it to be the next person on watch but would prove to be a costly mistake. As they got within striking distance, he turned to see nothing but red as a Greataxe had slammed into the side of his face. Rhogar, briefly stunned by the sudden attack, shoved the person who hit him and discovered it to be a very familiar Goliath.   Being unable to comprehend the scenario in front of him, Rhogar responded with a look of outright confusion and dismay while the Goliath hefted his Greataxe and gave a rage filled snarl as he prepared to launch his next assault. No longer seeing a choice in the matter and being partially blinded from the previous attack, Rhogar drew his sword and defended himself to the best of his ability. As Fate would have it, the Dragonborn proved stronger and managed to incapacitate his former friend after a long and hard fought struggle. He dropped to one knee and looked down to see his own blood pouring out from the first hit he had suffered and the others that had followed. With enormous effort, he managed to make it back into the cave only to discover that the Human was dead and the Tiefling had vanished, though there seemed to be a blood trail leading away from the cave and into the night. Seeing nothing more to do inside the cave, he ventured back out to check on the Goliath that had almost killed him. To the Dragonborn's dismay, it would seem that his assailant had perished from the wounds caused by him.   The following morning was one of confusion and sadness as the Dragonborn stood in the camp once more before the two bodies of his former friends and wondered a single word 'why'. He would never get an answer to that question as he buried their remains nearby and gave them what honors he could. He began wondering what had happened to the Tiefling while the chaos was unfolding around them. That is another question that was never answered and he still wonders to this very day about her ultimate fate but those were questions for another time. Eventually, the Dragonborn picked himself up, with half of his head covered in bloody bandages, and headed back to Daborak in the hopes that he would escape this nightmare. Thus, he began his days of adventuring by himself and taking jobs where he could. Who knows what Fate may have in store for him now?

Education

Combat Training as a Soldier in Daborak and later served in the military for several years.

Accomplishments & Achievements

Sonorous Sounds – joined party and uncovered the mystery behind the disappearances. Killed Gnolls and rescued a Siren in the process. Was a member of the party that found the harpy, Aello.   On Death’s Bed – cured a diseased person and fought some plants.   The Baleful Ballad of Brackmire: Boarded Up – aided the Matron of Fate’s representatives in the ordeal to have the haunted estate legalized as a religious institution.   The Baleful Ballad of Brackmire: Bandits and Boarding Parties – aided the Matron of Fate’s representatives in clearing out the haunted mansion and found out where the smugglers were operating from. Additionally, aided the Lizardfolk aboard the smuggler ship with the weapons that they paid for along with letting them go.   The Black Shrine of Terror – hired to capture a half-ogre and bring him back alive. Additionally, released a plague of undeath from the mines that will be corrected given the chance.   Settlement Plague – aided a Dolten town with the eradication of their undead problem.   The Dark Crypts of Chasu – returned to the plagued mine to rid it of its undead problem. Encountered a portal to the Shadowfell and an undead Beholder, both of which were destroyed. Acted in support of Dame Davis during the PvP instances vs Archer and Paz but did not kill them.   My Father’s Halls: Second Set (Prestige 1) – aided the Striders in defeating a pack of Bulettes.   Mortar Combat - aided the Dwarves of Krazax in defending the fortress of Ghul-Darum against Viaken invaders. Encountered a Viaken named Sven Irongrip who severely wounded Rhogar before being imprisoned. Eventually, Sven escaped captivity with the help of the other Viaken and managed to escape the ensuing battle as he jumped down a large hole in the ground created by one of their Ice Drakes. Sven ultimately survived the fall and the following cave-in before returning and promised that we would meet again.   Depths of Memory - went searching for answers regarding Jagen's death while assisting Bloodwave Bay by clearing out some ghost pirates that were causing disappearances. Found a temple of Wode named the Temple of the Shattered Mirror and encountered an aberration named Alttaqa that challenged us to a series of challenges: past, present, future. Encountered memories of the dead, present, and events yet to be in the future. Converted to worshiping Wode after witnessing who the god really is and the insightful memories that were shown to him. Also met the little aberration known as Anxious and took the creature home with him.   On the Wings of Hel - followed through with the vision given to him from his time in the Temple of the Shattered Mirror and engaged his nemesis Sven Irongrip in combat resulting in Sven's death at the hands of the Viaken Goddess Hel. The Krazaxian engineer responsible for making the explosive siege ammunition was captured by the Duergar, who made an alliance with the Viaken, and successfully destroyed all of the captured explosives along with rescuing the engineer. The company held back the Viaken assault force heading to Bloodwave Bay and took to the offensive by attacking a Root of Yggdrasil. During the assault, the company defeated a Valkyrie named the Tempest of Hel and destroyed the Root of Yggdrasil.   The Black Arena (Prestige 2) - assisted the Hkari in defeating a demon and reclaiming the arena.   Search for the Sycant Spires Gaiden (Prestige 2) - joined the Hkari attack on the undead elves and demons lurking in Majital.   The Crystalline Towers (Prestige 3, Sevenic) - Cleansed the corruption brought by a demon lord named Dar'tel to a series of towers dedicated to Viderick.   Fiends of the Fort - fought bandit forces occupying a fort in Daborak and destroyed them. Encountered a demon leading their forces and he subsequently died.   On The Road - wandered the roads of Daborak in search of bandit raiding parties. Encountered an ambush party that had been preying on merchants and they were destroyed. Additionally pursued a caravan traveling the road and learned that they were bandits transporting the materials into bandit territory. They were subsequently destroyed and we reclaimed what we could salvage from the fight.   Dousing the Flames - assisted in the defense of a Daborakian village named Warthford and saved it from bandit pillaging. Additionally, encountered a bandit outpost nearby and destroyed demon summoning ritualists that were using prisoners as blood sacrifices to demons. Learned that the bandits were taking prisoners and sending them into bandit territory and the bandits were destroying everything they can.   The Rite of Abaddon (Prestige 4) - Autocompleted, DM Pie

Failures & Embarrassments

Killed a former friend in single combat though it was the friend that started the confrontation by almost killing him with the scar he now bears, his constant reminder.   Sole survivor of the rest of his former party and does not know why he was spared but it haunts him as a perceived failure.   Personally feels responsible for the current state and condition of the harpy, Aello, due to seeing the outcomes of the events he pushed into motion by telling her the truth. The Everlasting Scar encountered in the Temple of the Shattered Mirror made him realize that he should figure out a way to correct Aello's condition after suffering the same injury that she had inflicted on herself.   He dislikes feeling weak and actively tries to hide his injuries or perceived flaws whenever possible.   He regrets not understanding his feelings and marrying Mordred.

Mental Trauma

Believes that he is cursed or haunted since he is plagued by dreams of his former friends, constantly reliving their memories and tragedies.   Due to a face wound suffered at the hands of a former friend, he is in a state of constant dull pain and does not know if that is the mental or physical pain that ails him.   The combination of these two things gave him a death wish for perceived failures that he feels responsible for but he is not suicidal.   He suffered an illusionary image of the harpy Aello that tore out his vocal cords during his ventures into the temple of Wode. While there is no physical damage, the experience remains painful for him.   His love for Mordred was rejected and she asked him to move on. With a broken heart, he no longer feels as though he has the capacity to love another and beats himself over it regularly. He also feels as though he repaid her kindness by making her cry and it tears at him. Her visage haunts him still in his nightmares and he believes that he does not deserve happiness.

Intellectual Characteristics

Logical, Philosophical, Pragmatist, Inquisitive

Morality & Philosophy

He values order and thus the laws that enforce it.   He believes in strength and discipline when it comes to most things, especially conflict.   He is utterly loyal since he views betrayal and treachery to be anathema to his existence.   He has developed a firm belief in Fate as a consequence of his continued survival while others die around him. This belief has shifted a bit and he is now aligned with Wode as a result of the visions and memories he encountered during his time in the Temple of the Shattered Mirror.   He began adopting orphans in an attempt to make their lives better by not suffering as he had and will do just about anything to protect his family.

Personality Characteristics

Motivation

In his case, his only real motivation was to keep pushing forward with his life and eventually die to something but that changed to align more with the Hkari tenants over the short time he has been with them. He has evolved into someone that is more interested in upholding balance and thereby the natural order rather than most things. It also helps that his friends are Druids or are helping them. He is truly dedicated to his friends and avenges the fallen. This motivation has shifted towards becoming more of a father figure for the kids he adopted and even his unborn child. It was further reinforced when he married Tel and seeks to make a happy family.

Savvies & Ineptitudes

Extremely bad at hiding things and people usually can read him like a book. He is also inept at stealth tactics and decided that the direct approach is more efficient use of his time and effort. He is generally bad at social events and tends to actively avoid them.

Likes & Dislikes

Likes: fighting (to a certain extent), learning things, training, loyalty, strength, general order, Druids, and other reptiles like himself.   Dislikes: betrayal, cowards, excessive greed, Gods, groups of people, and those that upset the natural order.

Virtues & Personality perks

Patient, Cautious, Loyal, Decisive, Pragmatist, Truthful, and Selfless

Vices & Personality flaws

Vengeful, Independent, Pessimistic, and Stubborn

Personality Quirks

When nervous or distracted, he occasionally scratches at the right side of his helmet reflexively in response to the pain from the scar.   He has a habit of vomiting acid on people that surprise or irritate him too much.   He is generally depressed from the experiences he has endured and often laments them.

Social

Contacts & Relations

Kain - Friend, Dead
Sobok - Friend, Dead (Killed by his own hand.)
Vanessa - Friend, Presumed Dead
Jagen - Friend, Presumed Dead
Calisto - Friend
Mordred - Former Friend
  Family:
Tel - Wife
Nyrissa - Daughter   Adopted Kids:
Bob (Human Male)
Hurame & Karuzi (Half-Orc Twin Girls)
Nivaroe & Bliss (Aasimar/Tiefling Sibling Girls)
Cyrus (Human Male)
Roura (Aarakocra Female)
Aeros (Blue Dragonborn Male)
Feileacan (Darkwing Sprite Female)

Religious Views

Dislikes the Gods but began openly worshiping the Matron of Fate recently, more of a believer in the concept of Fate rather than the God. Due to the experiences and visions he saw in the Temple of the Shattered Mirror, Rhogar became a worshiper of Wode.

Social Aptitude

A Loner for most of his life, social life is mostly beyond him. He would rather spend time reading a book or training rather than engage in pointless conversations. He has displayed an affinity for pessimism with a brutal sense of realism attached to it. If he gives his word, he will honor it to the best of his ability. If a friend dies, then he will avenge them by any means necessary and bring those lost back from death if possible. He has shifted his priorities to his kids following recent events and promises that were made in the hopes of providing them with a better future.

Hobbies & Pets

Rhogar is a black scaled dragonborn fighter that seeks to find his place in the world and to have a family to call his own.

View Character Profile
Alignment
Lawful Neutral
Honorary & Occupational Titles
Veteran - This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.
Age
23
Date of Birth
Band 19, 1181
Birthplace
Gordand, Daborak
Children
Current Residence
The Black Roost
Gender
Male
Eyes
Green-Yellow
Hair
N/A
Skin Tone/Pigmentation
Black
Height
6'10"
Weight
250lbs
Quotes & Catchphrases
"Our lives are made by the death of others."   "I know of no higher fortitude than stubbornness in the face of overwhelming odds."   "Success is measured in blood, yours or your enemies."   "When all is darkness and every way out is lined with blood and lit by the fires of battle, there is still hope."
Known Languages
Common (Grass), Draconic (Noble), Wicked (Hkari)

Inventory

Dungeoneer's Pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hempen rope) - 59lbs   Hkari Plate - 65lbs   Handaxes (2) - 4lbs   Longsword (Continual Flamed) - 3lbs   Shield - 6lbs   Bolt of Silk (100gp)   Herbalist Kit - 3lbs   Potion of Healing x5 (2d4+2) - 2.5lbs   Cask of Fine Wine (50gp)   Bearskin Cloak   Crafting Token x3   Potion of Climbing - .5lbs   Potion of Bottled Breath - .5lbs   Hooded Lantern   Ceramic Miniature of a Wolf   Carved Dire Wolf   Uncut Emerald (Acid, Arcane, Nature) - Superior   Greater Healing Potion x2 (4d4+4) - 1lbs   Corrosion Sac ( Acid, Poison) - Poor   Wolf's Head Amulet (Continual Flamed) - 1lbs   Superior Healing Potion x2 (8d4+8) - 1lbs   Moss-Covered Rune (Moderate)   Small Dragon Head ("Together we stand, together we fall. Protect, Defend. For the light never bends to the darkness, the darkness bends to the light.")   Gold Plated Potion Bandolier with Matron of Fate iconography. (x1 Potion of Healing + x1 Greater Healing Potion + x1 Superior Healing Potion)   Bandolier Potion Belt (x1 Potion of Healing + x1 Greater Healing Potions + x1 Superior Healing Potion)   Backpack containing healer's kit, hempen rope 50 ft, Horn etched with the Hkari symbol, Lock (DC15), and a portable ram.   Total Weight: 146.5lbs   Total Gold: 1000g

Rhogar

Dragonborn Race
Daborak - Soldier in Training Origin
Fighter 12 Class & Level
Lawful Neutral Alignment
Wode Deity
Hkari Faction
Member Rank/Position
25 Loyalty
Eligneari Company

Strength 18
+4
Dexterity 11
+0
constitution 16
+3
intelligence 10
+0
wisdom 12
+1
charisma 15
+2
Total Hit Dice 12
Hit Die
1d10+3
+4 proficiency bonus
+8 Strength
+0 Dexterity
+7 Constitution
+0 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+0 Arcana
+8 Athletics
+2 Deception
+0 History
+1 Insight
+6 Intimidation
+0 Investigation
+5 Martial
+1 Medicine
+0 Nature
+5 Perception
+2 Performance
+2 Persuasion
+0 Religion
+0 Sleight of Hands
+4 Stealth
+1 Survival
skills

 
66
MV
4
Prestige
3
Attunement Slots
23
Armor Class
141
Hit Points
+0
Initiative
30ft Walk/60ft Swim
Speed
WeaponAttackDamage
Longsword 1d20+8 1d8+5+2d6
Superiority 1d10
Acid Breath 4d6+1d6+4+2d6 Range: 15x90ft LineDC18 vs Dexterity for Half
Ruin 1d20+9 1d8+5+d6+2d6
Ocean's Echo 1d20+8 d12+4 Range: 100/400ft
Attacks
Proficiencies
Armor - All, Shields, Daborakian Kite Shield (Academy)
Weapons - Simple, Martial, Krazaxian War Axe (Academy), Steton Greatbow (Academy)
Tools - Smith Tools (Factionless/Hkari), Herbalist Kit (Student of War), Alchemist Supplies (Proficiency + Expertise from Academy)
Skills - Martial (Class), Perception (Class), Athletics (Daborak Origin), Intimidation (Soldier in Training Origin), Stealth (Wode Lipservice)


Proficiences
Quick Bar
Backlogged Crafting Days: 0
Backlogged Downtime Days: 0
Gold: 1,802gp
DM MV: 4
RP Event MV: 9 (3 from Fountain of Youth, 2 from Festival of Dreams)
Donation MV: 2

List of Bandoliers:
Matron of Fate Bandolier (Equipped): Potion of Supreme Healing, Potion of Supreme Healing, Potion of Superior Healing
Masterwork Bandolier (Equipped): Potion of Speed, Potion of Flying, Potion of Invulnerability, Potion of Heroism
Bandolier 1: Potion of Superior Healing, Potion of Superior Healing, Potion of Superior Healing
Bandolier 2:
Bandolier 3:
Bandolier 4:
Bandolier 5:

List of Potions:
Potion of Superior Healing x7
Potion of Supreme Healing x2
Potion of Invulnerability x2
Potion of Heroism x2
Oil of Slipperiness x1
Oil of Etherealness x1
Potion of Fire Resistance x1
Potion of Force Resistance x1
Potion of Speed x1
Potion of Invulnerability x1
Potion of Flying x1
Potion of Growth x4

Bank Supplies:


Trading Bar:

Tokens/Mats:
Crafting Tokens: 0
Sharpened Dream Marble - Flawless
Spectral Silk - Flawless
The Glass of Time - Flawless
Nomad's Feather - Flawless
The Spice - Flawless

Miscellaneous Items:
Bearskin Cloak
Carved Dire Wolf
Rabbit Plushie
Wedding Dress Mordred Plushie
Wode Holy Symbol (A Shattered Mirror)
Steel Hand Mirror
Hourglass
Platinum Wedding Ring
Red Crystal Chucks (Small, Medium, Large)
Wedding Dress Tel with Flowers Plushie

Magical Equipment:

Ruin (Attuned)
Ruin
+1 Krazaxian War Axe - Major Very Rare (5750gp) - Attunement: Black or Copper Dragonborn
This war axe has been modified with a raw emerald that shines with an acidic luster owing perhaps to the creator's nature it is mimicking meanwhile the scales of a black drake line both hilt and blade granting flexibility and a robust strength to ensure that the power of the dragons is felt in every blow. When one cuts this axe through the air, a black streak is left for moments after, as if the memory of the swing refuses to fade.
This axe deals 1d6 acid damage on hit.
Curse of Malice - when a target is hit with this weapon, you can curse it until the end of your next turn. The next time you hit the cursed target with your breath weapon, the creature has vulnerability to the acid damage dealt, and then the curse ends. You can use this ability twice. You regain any expended uses when you finish a short or long rest.
Mantle of Independence - when you take the Attack action on your turn and make an attack with this weapon, you can have your form take on the mantle of a black dragon. For the next minute, once per turn whenever you deal acid damage to a hostile creature, you regain 3 hit points. After using this ability, you cannot do so again until you finish a long rest.
Melt the World - the length of your breath weapon is increased by 10 feet.


Ocean's Echo
Ocean's Echo
Steton Greatbow - Major Uncommon - 800 GP
A magical bow long lost at sea. There was once a legend of a great pirate who plucked hair from the beard of a colossal storm giant without the giant noticing. He took that hair, and wound it into the bowstring, and tied to limbs made of yew wood that was struck by lightning. The bow itself seems weak, and that it should snap in two when used, yet it remarkably never breaks.
Whenever an arrow is fired from this bow, it creates the sound of thunder audible from up to 300ft away.
Sonic Discombobulation. As a bonus action, you can enhance your next attack with latent sonic energies. If a creature is hit by this attack and is concentrating on a spell, they roll their Constitution saving throw to maintain Concentration at disadvantage. This ability has two uses and refreshes at dawn.


The Sage's Scroll Series: Draconic Bag of Holding
The Sage's Scroll Series: Draconic Bag of Holding
Bag of Holding (Wondrous) - Very Rare (4,100gp, 41 days)
A bag of holding made from flexible glass: an oddity, for sure, with a rather purple colouration, and pitch black towards its center. A dragon tooth is tied around the opening of the bag, and dangles as it is opens or is moves. Added to it is a small dragon head with a draconic inscription on it: "Together we stand, together we fall. Protect, Defend. For the Light never bends to the darkness, the darkness bends to the light." The Dragon-Father granted a boon to the object, that it may guide its user ever towards light which will strike down the ignoble darkness that is ignorance.
This odd bag functions as a bag of holding, and allows the user to store items in an interdimensional space, with a capacity of 750 pounds and 96 cubic feet. The bag weighs 4 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
As an item interaction, you can speak its command word "The light never bends" and activate the latent magic residing within. The bag of holding lights up as though under the effects of the Light cantrip, but in a 30-foot radius of bright light, and 30-foot of dim light instead.
As an action, you can also speak its second command word: “ Darkness bends to the light”, and take out an ethereal monocle from the bag. Putting on the monocle grants the user a 1d4 bonus to Intelligence (Arcana), Intelligence (History), and Intelligence (Religion) checks for 1 hour. You can use this ability twice, with both uses replenishing at dawn.


Regalia of the Deep
Regalia of the Deep
+2 Plate-mail - Soulbound (Rhogar)
Code - Service to the Leviathan
This armor provides resistance to non magical physical damage from weapons.
This armor grants water breathing and a swim speed of 60ft.
Aura of Pressure - Whenever you would deal any kind of damage to an enemy within 15ft, they take an additional [2d6] bludgeoning damage from pressure. If the enemy is a creature used to high pressures or has some specific resistance, they do not suffer this damage.
Leviathan's Watch - As an action, once per long rest, you may cast revivify on an ally as per the spell. Except that it must be during an actual combat and this ignores the gentle repose spell.

Spellcasting
Equipment Sheet
Equipment
Hkari
Faction
The Mad Man
Stat Array
Dragonborn
ASI - +2 Strength, +1 Charisma
Damage Resistance - You have resistance to the damage type associated with your draconic ancestry. (Acid)
Breath Weapon - You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. (Acid)
Feats
Whelming Ancestry - The essence of a true dragon’s breath flows through you, allowing your own breath weapon to be as ready as the ancient draconic entities'. You gain the following benefits: If your breath weapon is a cone, its range is increased to 30 feet. If your breath weapon is a line, its range is increased to 5 feet by 90 feet. You can use your Breath Weapon or Dragon's Fear as a bonus action. At the start of your turn, if the use of your Breath Weapon is expended, you can roll a d6. On a 5 or a 6, you regain the use of your Breath Weapon.
Dragon Soul - You have harnessed the ability to become even more in touch with the Dragonstorm, able to detect and reach out to those akin to you in soul and body. You gain the following benefits: Increase your Constitution score by 1, to a maximum of 20. As an action, you can open your awareness to detect other creatures of the Dragonstorm. Until the end of your next turn, you know the location of any creature with draconic blood that is within 60 feet of you that is not behind total cover. You know what type the creature is (e.g. humanoid, dragon), but not its identity (e.g. Kriseth the green dragonborn). You can use this feature a number of times equal to 1 + your Charisma modifier, and regain all expended uses when you finish a long rest. Soul Breath. You gain the ability to harness a part of your soul and the Dragonstorm in your breath weapon. Your Breath Weapon deals 1d6 + your proficiency bonus extra force damage. Your Breath Weapon DC is increased by 3.
Resilient Wisdom - Choose one ability score. You gain the following benefits: Increase the chosen ability score by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability. (+1 Wis)
Tough - Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. (+24 Max HP)
Fighter
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.
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.
Defense Fighting Style - While wearing armor, +1 to AC.
Extra Attack (2) - Can attack three times instead of once when taking the attack action.
Indomitable - Beginning at 9th level, 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.
Battle Master
Superiority - 5d10 Superiority Dice, regained after long or short rest.
Maneuvers - Goading Attack, Riposte, Trip Attack, Disarming Attack, Commander's Strike, Menacing Attack, Maneuvering Attack --- Maneuver save DC = 8 + your proficiency bonus + your Strength (DC16)
Goading Attack - 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.
Riposte - When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add 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.
Disarming Attack - 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.
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.
Menacing Attack - When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Maneuvering Attack - When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Student of War - At 3rd level, you gain proficiency with one type of artisan’s tools of your choice. (Herbalist Kit)
Know Your Enemy - Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: Strength score, Dexterity score, Constitution score, Armor Class, Current hit points, Total class levels, if any, Fighter class levels, if any.
Hkari
Valkyrie Echelon - The armor grows lighter and accommodates a pair of metal wings tucked away to form a sort of metallic cloak. As a bonus action you may grow a pair of metallic wings that grant you a 30ft fly speed for 1 minute. You must complete a long rest before you can use this ability again. (Loyalty 1)
Whenever you use the Divine Smite class feature on an evil outsider, you deal an additional 1d8 radiant damage. If you do not have access to the Divine Smite class feature, you can use it once per day as a paladin of equal level with a first level spell slot. The extra damage does not count toward the dice maximum provided by the ability. (Loyalty 2)
Fadesteel Gorget - whenever you would be subject to a critical hit, you reduce the damage taken by 5.
Blazing Glory - In True Combat (combat against a threatening foe), when you roll a 20 on an attack roll, you gain a stack of Blazing Glory. For each stack of Blazing Glory that you have, you deal an additional 5 damage of the weapon or spell's original type against hostile creatures. Additionally, you score a critical hit on a 19 or a 20 when attacking an outsider, which is further increased by 1 if you have the Improved Critical or Superior Critical features as appropriate, and you gain a stack of Blazing Glory if you score a critical hit in this way. All stacks of Blazing Glory fade when True Combat ends.
Titles
Veteran - This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.

Class/Racial Features & Traits

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