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Magnar Longhorn


Drakeburn

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Magnar Longhorn

Co-Proprietor of The Elden Ring, Praetor Advisor

Dwarf Berserker | Fantasy dwarf, Dwarf, Character portraits

 

"If you watch, and you listen, all secrets will be revealed."

 

Fighter/Ranger 4

Medium humanoid male (Hill Dwarf), true neutral


Armor Class 13 (15 mage armor)

Hit Points 56 (4d10 + 28 )
Speed 25' ft.


Senses darkvision, passive perception 20' ft.

Languages common, dwarvish, elvish,

Proficiency Bonus +3

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 18 (+4)
Save +6
Athletics +6


Dexterity 16 (+3) 
Save +3
Acrobatics +3 | Sleight of Hand +3 | Stealth +3


Constitution 18 (+4)
Save +6
No skills associated.


Intelligence 15 (+2)
Save +2
Arcana +2 | History +2 | Investigation +2 | Nature +4 | Religion +2


Wisdom 18 (+4)
Save +4
Animal Handling +8 | Insight +4 | Medicine +4 | Perception +6  | Survival +6


Charisma 16 (+3) 
Save +3
Deception +3 | Intimidation +5 | Performance +3 | Persuasion +3

 

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Brewer's Supplies, Playing Card Set, Vehicles (land),
  • Instruments
  • Weapons
  • Armors

 FIGHTER CLASS ABILITIES
Fighting Style (Dueling)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 WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.
 | 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.
 | Bonus ProficiencyWhen you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. | Born to the SaddleStarting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
| Unwavering MarkStarting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.


RANGER CLASS ABILITIES
Favored FoeWhen you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
 | CannyChoose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You can also speak, read, and write two additional languages of your choice.
 | Fighting Style (Defense)While you are wearing armor, you gain a +1 bonus to AC. | Primal CompanionYou magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.
 | Primal AwarenessYou can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

Primal Awareness Spells

Ranger Level - Spell
3rd - speak with animals
5th - beast sense
9th - speak with plants
13th - locate creature
17th - commune with nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.


RACIAL TRAITS
DarkvisionAccustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. | Dwarven Combat TrainingYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer. | Tool ProficiencyYou gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools. | StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. | Dwarven ToughnessYour hit point maximum increases by 1, and it increases by 1 every time you gain a level.


FEATS
Mounted CombatantYou are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

• You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
• You can force an attack targeted at your mount to target you instead.
• If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
| ToughYour hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. | ASICharisma +1
Dexterity +2

 

WEAPONS

WEAPONS

  • +1 Elven Sexy Blade +7 to hit for (1d8+4) piercing, magic damage. | Finesse
  • Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  • Longbow +6 to hit for (1d8+3) piercing damage. | Ammunition, heavy, two-handed (150/600)

 

SPELLS

SPELL SLOTS 3/3 (1st), 0/0 (2nd), 0/0 (3rd), 0/0 (4th)

  • Ranger - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Known: 3 + Speak With Animals

FIRST LEVEL (Ranger)

Absorb Elements Cure Wounds | 


(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 
EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (54.08 lbs.)

  • Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (6.08 lbs.)

Copper: 0 | Silver: 1 | Gold: 203 | Obsidian: 100 | Platinum: 0

(304 Coins x .02 lbs. = 6.08 lbs. Total Weight)


EQUIPEMENT READIED (21 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (4 lbs.) Traveler's Clothes - 4 lbs.
  • Weapons (5 lbs.) +1 Elven Sexy Blade - 2 lbs. | Dagger - 1 lb. | Longbow - 2 lbs.  
  • Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | +1 Elven Spell Cube*- 3 lbs. | Quiver of arrows 1 lb. | Healer's Kit - 3 lbs. | Find Familiar Spell Components (50gp) | Pearl (100gp) | Slither Spell Component (50gp) | Black Opal with crest (125gp) | Stone of Good Luck* | Rhytym Maker's Drum* - 3 lbs.

EQUIPMENT STORED (27 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (11 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | (2) Scroll Cases - 2 lbs. | Bottle of Ink | Ink Pen | Vial of Perfume
  • Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Lute - 2 lbs.

EQUIPMENT NOT CARRIED (--)

  • At Home Viol - 1 lbs. | Bagpipes - 6 lbs. | Find Familiar Spell Components (50gp) | Chest - 25 lbs. | A Set of Fine Clothes - 6 lbs. | Lamp - 1 lbs. | (2) Flask of Oil - 2 lbs. | (5) Sheets of Paper | Sealing Wax | Soap

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (3/3)

+1 Elven Spell CubeSource: Tasha's Cauldron of Everything (Arcane Grimoire)

Wondrous item, uncommon (requires attunement by a wizard)

While you are holding this spell cube, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the cube's rarity.

You can use this cube as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
 | +1 Rhytym Maker's DrumSource: Tasha's Cauldron of Everything

Wondrous item, uncommon (requires attunement by a bard)

While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity.

As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
 | Stone of Goodluck (Luckstone)Source: Dungeon Master's Guide

Wondrous item, uncommon (requires attunement)

While this polished agate is on your person, you gain a + 1 bonus to ability checks and saving throws.

 

APPEARANCE

Age Height ' " | Weight  lbs. | Hair  | Eyes  | Complexion


 

 

BACKGROUND

Soldier
Source PHB pg140


  • Personality Traits: something
  • Ideals: something
  • Bonds: something
  • Flaws: something

Background Feature: Military rankYou 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.


BACKSTORY

 

 

 

Edited by Drakeburn (see edit history)
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Post for dice rolls.

Name
Set 1
16,15,15,18,17,14
repeat(drop(reroll(4d6,2,below),lowest,1),6) 3,5,6,2,5,1,4,2,6,3,1,5,5,5,4,5,6,3,6,6,4,6,2,1,2,2,6,2,5,1,2,4,4,4,6
Set 2
16,15,15,13,11,14
repeat(drop(reroll(4d6,2,below),lowest,1),6) 6,3,4,6,2,5,5,5,4,5,4,3,6,4,1,4,5,2,3,4,2,3,3,4,4,2,1,5,5,3
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Gosh, I wonder which set you're going for. 🙂 Magnar looks really interesting so far.  I look forward to his more fluffier bits.  Well, not those fluffy bits.

 

That said, and I hope not to disappoint you, but the stone of good luck counts as a saving throw-boosting magic item.  They're on my "banned during chargen" list, unfortunately.

I am curious about the drums and cubes though.  What are your intentions there?  Or are they just a carryover from another character who's sheet you're copying?

Edited by The Vermicious Knid (see edit history)
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3 hours ago, The Vermicious Knid said:

Gosh, I wonder which set you're going for. 🙂 Magnar looks really interesting so far.  I look forward to his more fluffier bits.  Well, not those fluffy bits.

 

That said, and I hope not to disappoint you, but the stone of good luck counts as a saving throw-boosting magic item.  They're on my "banned during chargen" list, unfortunately.

I am curious about the drums and cubes though.  What are your intentions there?  Or are they just a carryover from another character who's sheet you're copying?


I “borrowed” the character sheet template,  and the stone of good luck came with it. So I’m not disappointed about not keeping the stone of good luck in the slightest. 😛

 

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