D&D 5e: Exile Character 05
Lt. Jacob Marlow
Personality traits: I can stare down a hell hound without flinching. I face problems head-on. A simple, direct solution is the best path to success.
Ideal: Greater Good. Our lot is to lay down our lives in defense of others. (Good) Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
Bonds: I fight for those who cannot fight for themselves. My honor is my life.
Flaw: I have never been able to turn a blind eye. I also have an issue with authority.
- Race: Human; Class-Level: Battle Master 5; Background: City Watch
- Alignment: Chaotic Good; Proficiency Bonus: +3
- Passive Perception: 14; Passive Investigation: 15; Passive Insight: 14
- Hit Dice: 5d8; Spent HD: None
- Strength: 16 (+3); Save: +6
- Dexterity: 9 (-1);
- Constitution: 16 (+3); Save: +6
- Intelligence: 14 (+2);
- Wisdom: 12 (+1);
- Charisma: 10 (+0);
- Speed: 30 ft
- Initiative: 0
- AC: 20 (full plate +1 Heirloom +1 Defend Fighting Style)
- HP: 49/49; TEMP: 0
- Ignore hazardous terrain.
- Glaive: +6 melee 1d10+3 (or +1 melee 1d10+13) 10ft reach
Bonus Attack +6 melee 1d4+3 (or +1 melee 1d4+13) 10ft reach
- Javelin: +6 melee or ranged 30/120 1d6+3 piercing
- Languages: Common, Celestial, Dragon, Giant
- Skills: Athletics, Insight, Intimidation, Investigation, Perception,
- Armor: light armor, medium armor, heavy armor, shields
- Weapons: all simple weapons
- Extra feat: Polearm Master
- Skill: Perception
- Languages: Common, Celestial
- Feat: Sentinel
Background: City Watch
- Skills: Intimidation, Investigation
- Feature: Watcher’s Eye
Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than the latter.
- Sentinel: When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action. When a creature within 5 ft. of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.
- Polearm Mastery: When you take the Attack action 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 that uses the same ability modifier as the primary attack and has a damage die of d4 (bludgeoning). While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reac
- Great Weapon Mastery: On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.
Class: Battle Master
- Skills: Athletics, Insight
- Trinket: a brass orb etched with strange runes
- Heirloom: Full Plate, the standard armor of the City Guard Officers.