D&D 5e: Exile Character 04
Baskar Hammerhands
Baskar was born to a different family name but earned the name Hammerhands on the battlefield and abandoned his family name to try and hide from his shame after making a dire mistake. He was eventually caught for desertion and sentenced to exile - a punishment in part to cover up what happened.
- Race: Human; Class-Level: Armourer Artificer 5; Background: Soldier
- Alignment: Neutral; Proficiency Bonus: +3
- Passive Perception: 14; Passive Investigation: 11; Darkvision: --
- Hit Dice: 5d8; Spent HD: None
- Strength: 18 (+4); Athletics: +7
- Dexterity: 9 (-1); Stealth: +2
- Constitution: 16 (+3); Save: +6
- Intelligence: 14 (+2); Save: +5; Arcana: +5
- Wisdom: 12 (+1); Perception: +4
- Charisma: 10 (+0); Intimidation: +3
Combat
- Speed: 30 ft
- Initiative: -1
- AC: 20 (full plate +1 magic +1 dual wielder)
- HP: 43/43; TEMP: 0
- Spell Slots: 1st: 4/4, 2nd: 2/2
- Thunder Gauntlet: +7 melee 1d8+4 thunder plus target has disadvantage on attacks against others until start of my next turn
- Offhand Thunder Gauntlet: +7 melee 1d8 thunder plus target has disadvantage on attacks against others until start of my next turn
- Javelin: +7 melee or ranged 30/120 1d6+4 piercing
- Shortbow: +2 ranged 1d6-1 piercing; Range: 80/320
Spells Prepared
- Cantrips: Booming Blade, Mending
- 1st Level: Magic Missile, Thunderwave, Cure Wounds, Expeditious Retreat
- 2nd Level: Mirror Image, Shatter, Spider Climb, Darkvision
Proficiencies
- Languages: Common
- Tools: Dragonchess Set, Vehicles (land), Thieves' Tools, Tinker's Tools, Herbalism kit, Smith's Tools
- Skills: Athletics, Arcana, Intimidation, Perception, Stealth
- Armor: light armor, medium armor, heavy armor, shields
- Weapons: all simple weapons
Campaign Bonuses
- Extra feat: Dual Wielder
- Extra language or skill: Stealth
Race: Human
- Skill: Stealth
- Languages: Common
Background: Soldier
- Skills: Athletics, Intimidation; Tools: Vehicles (land); Dragonchess Set
- Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Feats
- Dual Wielder
Class: Armourer Artificer
- Skills: Arcana, Perception
- Spellcasting: Spell Save DC: 13, Spell Attack Modifier: +5, Spells Prepared per Day: 4
- Bonus Proficiencies: You gain profidency with martial weapons and heavy armor.
- Eyes of Night: You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
- Vigilant Blessing: The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
- Channel Divinity: (1/day)
- Turn Undead: range 30 ft, duration 1 minute
- Twilight Sanctuary: You can use your Channel Divinity to refresh your allies with soothing twilight. As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
- You grant it temporary hit points equal to ld6 plus your cleric level.
- You end one effect on it causing it to be charmed or frightened.
- ASI, 4th level: Feat: Fey Touched
- Destroy Undead: CR of 1/2 or lower.
Equipment
- clothes, traveler's
- Pastillovilla Family Half Plate
- holy symbol emblazened on chest
- Rapier
- Short bow
- quiver, arrows (40)
- backpack
- clothes, fine
- clothes, common
- mess kit
- waterskin
- TODO