D&D 5e: Exile Character 04

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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.

A picture that looks like Baskar, although his helmet isn't so intimidating and his chestplate doesn't have a glowing orb

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