DnD5 Eberron Angel's Breath/ZarkothBrighthelm

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To campaign: DnD5 Eberron Angel's Breath

BASICS

NAME

Eberron.Zarkoth.jpg
Zarkoth Brighthelm

RACE

Human (Variant)

CLASS & LEVEL

Fighter (Battlemaster) 3rd

DESCRIPTION

Age: 24
Height: 5'11"
Weight: 192lbs
Skin: Tanned
Hair: Black
Eyes: Brown

PERSONALITY TRAITS

Traits:

XXX
XXX

Bond:

XXX

Flaw:

XXX

Ideal:

XXX

ATTRIBUTES

Strength XX Mod: XX; Saving Throw: XX
Dexterity XX Mod: XX; Saving Throw: XX
Constitution XX Mod: XX; Saving Throw: XX
Intelligence XX Mod: XX; Saving Throw: XX
Wisdom XX Mod: XX; Saving Throw: XX
Charisma XX Mod: XX; Saving Throw: XX

Saving Throw Proficiencies

XXX
XXX

SECONDARY STATS

Hit Points: 25 (3d10 Hit Dice)
Armor Class: 19 (Chainmail Armor +shield +1 magic)
Proficiency Bonus: +2
Deity:
Alignment: NG
Initiative: +0

ACTIONS

Longsword. Melee Weapon Attack +5, one target 5ft range, Damage 1d8+5 slashing, Qualities: Heavy, versital (d10)
Heavy Crossbow. Weapon Ranged Attack +2, one target range 100/400, Damage 1d10 piercing, Qualities: Heavy, loading, range, two-handed.

HUMAN ABILITIES

Size: Medium
Movement: 30 feet
Languages: Common, Undercommon
Other: bonus Skill proficiency. Bonus Feat profiency. Bonus attributes +1 to STR and INT

FIGHTER CLASS ABILITIES

Skills: Athletics, History
Fighting Style: Dueling (+2 damage when weilding one weapon in one hand)
Second Wind: 1d10+3, once per rest
Action Surge: once per rest

Martial Archetype - Battlemaster

Combat Superiority

  • Maneuvers. You learn three maneuvers of your choice.
  • Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
  • 'Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength modifier (DC 13)

Maneuvers

  • Brace. When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
  • Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
  • Tactical Assessment. When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

BACKGROUND FEATURE

Investigator (Variant City Guard from "Sword Coast Adventure's Guide")
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.

WEAPONS, ARMOR AND TOOL PROFICIENCIES

Weapons: XXX
Armor: XXX
Shields: XXX
Tools: XXX

SPELLCASTING

Spells per level/Long Rest

0 level Cantrips: XX
1st Level: XX
2nd Level: XX

Spells prepared

0 level Cantrips: XXX
1st Level: XXX

SKILLS

Acrobatics (DEX) XX
Animal Handling (WIS) XX
Arcana (INT) XX
Athletics (STR) XX
Deception (CHA) XX
History (INT) XX
Insight (WIS) XX
Intimidation (CHA) XX
Investigation (INT) XX
Medicine (WIS) XX
Nature (INT) XX
Perception (WIS) XX
Performance (CHA) XX
Persuasion (CHA) XX
Religion (INT) XX
Sleight-of-Hands (DEX) XX
Stealth (DEX) XX
Survival (WIS) XX

Proficient Skills:

XXX
XXX

FEATS

XXX

XXXX

EQUIPMENT

Encumbrance: XXX lbs / XXX lbs Total Weight Carried: XXX lbs

ITEM QTY WEIGHT
XXX XX XXXlbs

HISTORY

Zarkoth Brighthelm is a young Human warrior (age 24) who was born in Sharn and servired in the last year of the Last War. When he returned to Sharn he got a job in the City Watch but his supervisor noticed his keen mind and attention to detail. He promoted him to the Investigations Unit. At first Zarkoth was very excited by this but his first partern was a Warforged. Zarkoth did not like Warforged back then. In fact he had faced a number of them in the War and had lots a lot of friends to enemy units made up by them. He thought they were just killing machines.

But one of their first cases that Watch and he were assigned involved a criminal syndicate that was smuggling artifacts of Khyber (the Dragon Below) into the city for the cult. The two were almost killed when they sumbled onto a faction of the cults lair and had to work together to survive, eash saving the other multiple times. Ever since then Zarkoth treats Watch as he would a brother and respects the Warforce's obervation and investigation skills.

Watch has helped Zarkoth get over his prejudice against Warforged and he sees they are not turn sentient beings and individuals who should be juddged individually and not and simple killing constructs from the War. Everyone was hurt by the War maybe the Warforged most of all.