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5e Forsaken Gods: Knight-Errant Saul Ahriman
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==Attributes== ===Abilities=== *STR: 18 (+4) *DEX: 10 (+0) *CON: 16 (+3) *INT: 12 (+1) *WIS: 14 (+2) *CHA: 10 (+0) ===Skills and Proficiencies=== *Proficiencies: Light Armour, Medium Armour, Heavy Armour, Simple Weapons, Martial Weapons *Saving Throws: Strength, Constitution, Wisdom *Skills: Arcana, Athletics, History, Perception, Religion *Tool Proficiencies: Smiths' Tools *Languages: Common, Elven, Dwarven, Draconic, Giant ===Feats=== *Resilient (Wisdom) - Wisdom saving throw proficiency, +1 Wisdom (included) ===Combat Details=== *AC: 20 (plate, shield) *HP: 49 *Speed: 30β *Proficiency: +3 ===Attacks=== :''Shatterspike'' +8 melee (1d8+7 slashing) :Javelin +7 melee or 30/120 thrown (1d6+6 piercing) :Dagger +7 melee or 20/60 thrown (1d4+6 piercing) ===Saving Throws=== *Strength +7 *Dexterity +0 *Constitution +6 *Intelligence +1 *Wisdom +5 *Charisma +0 ===Skills=== :Arcana +4 :Athletics +7 :History +4 :Perception +5 :Religion +4 ===Traits and Features=== :Researcher (When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.) :Fighting Style: Dueling (+2 damage with one-handed melee weapons) :Second Wind (1d10+5) :Action Surge :Rune Carver: Stone Rune (While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet; 1/rest, invoke rune as Reaction when a creature ends its turn within 30' which must make a Wisdom save DC 14 or be Charmed by me for 1 minute and have Speed 0 and be Incapacitated, repeating save at end of each its turns) :Rune Carver: Fire Rune (While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool; 1/rest, invoke rune on hit to deal +2d6 fire and target must make a Strength save DC 14 or be Restrained for 1 minute, taking 2d6 fire at start each its turns, repeating save at end of each its turns) :Giant's Might 3/LR (Bonus action: for 1 minute, become Large; get Advantage on Str checks and saves; and deal +1d6 damage with weapon attack 1/your turn) :Extra Attack
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