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Leo's (Rune Knight) Fighter


Leofric

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Human Fighter 2 | HP: 20/20 | AC: 18 | Speed: 30 ft | Initiative: +2| Passive Perception: 9
 

ABILITIES & SKILLS

Proficiency Bonus: +2

STR DEX CON INT WIS CHA

16

(+3)

14

(+2)

14

(+2)

10

(+0)

8

(-1)

12

(+1)

Save +5 Save +2 Save +4 Save +0 Save -1 Save +1
  • Athletics +5
  • Acrobatics +2
  • Sleight of Hand +2
  • Stealth +2

 

  • Arcana +0
  • History +2
  • Investigation +0
  • Nature +0
  • Religion +0
     
  • Animal Handling -1
  • Insight -1
  • Medicine -1
  • Perception +1
  • Survival +1

 

  • Deception +1
  • Intimidation +3
  • Performance +1
  • Persuasion +1


 

PROFICIENCIES & ABILITIES

PROFICIENCIES LANGUAGES CLASS ABILITIES RACIAL TRAITS

Light Armor 

Medium Armor 

Heavy Armor 

Shields 

Simple Weapons 

Martial Weapons

Common 

Giant

Elvish 

Fight StyleDueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Second WindOnce per short rest, you can use a bonus action to regain 1d10 + 2 HP.

Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Polearm MasterYou gain the following benefits:

When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Polearm Master - Bonus Attack: 1 Bonus Action
Polearm Master - Opportunity Attack: 1 Reaction

 

 

 

 

ATTACKS

WEAPON TO HIT DAMAGE PROPERTIES / (RANGE)
Spear +5 1d6+5 Piercing Simple, thrown, versatile (range 20/60)
Polearm Master Bonus Attack +5 1d4+5 Bludgeoning  
Dueling   2  
Net +4   MartialSpecialThrownRange (5/15)
       
       

 

Class Features


Action Surge: 1/1 

Second Wind: 1/1

 

MONEY


Copper: 0 Silver: Electrum:Gold: 10 Platinum: 0

(15 Coins * .02 lbs. = 0.3 lbs. Total Weight)

 

EQUIPMENT READIED


Equipped Items: (61 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

ARMOR (61 lbs.) WEAPONS (3 lbs.) READIED ITEMS (3 lbs.)
Chain Mail - 55 lbs.
Shield - 6 lbs.

Spear - 3 lbs.

 

Net - 3 lbs.

Fishing Tackle - 4 lbs.

 

EQUIPMENT STORED


Stored Items: (50 lbs.)

Stored items can be retrieved with an action.

IN BACKPACK (25 lbs.) STRAPPED TO BACKPACK (25 lbs.)

Backpack - 5 lbs.

10x Rations - 20 lbs.

 

10x Torches - 10 lbs.

50' Hempen Rope - 10 lbs.

Waterskin - 5 lbs.

 

CHARACTER OVERVIEW


Appearance
Age: 40 Height: 6' 2" Weight: 220 lbs.
Hair: Black Eyes: Blue Complexion: Tan

 

BACKGROUND

Fisher


Personality Traits: I work hard; nature offers no handouts.

 

Ideals: Hard Work. No wave can move a soul hard at work. (Any)

 

Bonds: I must repay my village’s debt.

 

Flaws: I have lived a hard life and find it difficult to empathize with others.

 

Background Feature: Harvest the Water 

You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.

 

Backstory
  • Sigtryggr is from Greenest. His family lived a hard life as farmers and fishers. His parents like all parents wanted better for their child.
  • Growing up he heard legends of far off sea caverns that were inscribed with strange Giant writings, that could grant magical powers to the ones who could interpret them. They spent their fishing seasons searching for the sea caverns, until they finally gave up.
  • Sigtryggr continued the hunt, almost in vein. He sacrificed everything to find the caves. He left one fishing season when he was 25, and never returned to Greenest. His family thought him dead. But the truth was he finally found the caves, but no matter how hard he studied he could not master the runes. Ashamed to return to Greenest, he stayed in exile.
  • After 15 years, he gave up. Depressed, angered, and saddened he decided to travel home. He agreed to join a caravan heading in the direction of Greenest to make some extra coin along the way. Both excited and timid for his return to his homeland, he quietly awaits his arrival with growing anxiety.

 

Edited by Leofric (see edit history)
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