D&D 5E: Fall of the Feywild - Shadlee

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Shadlee

Sheet

  • Barbarian 5
  • XP: 6500
  • Alignment: CG
  • PC
  • Titles/Holdings: none
  • Background: Village Guard
  • Age: 29

Attributes

  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 8 (-1)
  • WIS 12 (+0)
  • CHA 10 (+0)

Attribute Bumps: +1 Con, +2 Str, +1 con (L4)

Proficiency Bonus: +3

Skills and Feats

Proficiencies

  • Athletics +6
  • Insight +4
  • Intimidation +3
  • Perception +4
  • Survival +4
  • Dice set +3

Languages:

  • Dwarven Trade Tongue
  • Human

Feats

  • Alert
    • +5 to initiative
    • Cannot be surprised while conscious
    • Other creatures don't gain advantage on attack rolls as a result of being unseen
  • Tavern Brawler
    • Increase your Strength or Constitution score by 1, to a maximum of 20.
    • You are proficient with improvised weapons.
    • Your unarmed strikes use a d4 for damage.
    • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. A grapple check is a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check.

Combat

  • AC 15
  • HP 55
  • Hit Dice 5d12
  • Movement Rate 30
  • Initiative Modifier +7
  • Attacks
    • Primary Melee Attack:
    • Secondary Melee Attack: Unarmed +6/1d4+3
    • Primary Ranged Attack:

Racial Features

Darkvision: 60 ft

Alert: as Feat

Relentless Endurance: 1/long rest, drop to 1 HP when an attack would ordinarily drop you to 0 HP

Savage Attacks: When making a critical hit, roll one of the weapon's damage dice and add to the crit result

Blood Mark: 1/short rest, cast Hunter's Mark

Blood Curse: 1/short rest, spend reaction to deliver same amount of damage to the

Background Features

Proficiencies: Insight, Perception, Dice Set

Language: Human

Class Features

Rage: 5 minutes/long rest, 1 minute increments. Ends early if knocked unconscious or haven't attacked or taken damage since your last turn. When not wearing heavy armor,

  • Advantage on all strength checks and strength saves
  • Scaling (+2) bonus to Strength-based melee attack damage
  • Resistance to bludgeoning/slashing/piercing damage
  • Cannot cast spells or Concentrate

Unarmored Defense: If not wearing armor, add Con bonus to AC

Reckless Attack: May choose, on a per-turn basis, to take Advantage on all melee attack rolls in a turn, but all attacks against you have advantage until next turn

Danger Sense: advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated.

Ancestral Protectors: While you're raging, the first creature you hit with an attack on your turn becomes the target of spiritual warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

Extra Attack: you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement:you can attack twice, instead of once, whenever you take the Attack action on your turn.

Saves:

  • STR +6
  • DEX +2
  • CON +6
  • INT -1
  • WIS +1
  • CHA +0


Equipment

Weapons

Armor

Heirloom Item

Other Equipment