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Duncan Tallheart

Character Sheet

Annoyed that the giant frog escaped his blade, Duncan pursued the blue devil in hopes of delivering strikes once more.

Thankful that he isn't alone against the Slaad, he quips to the fey creature assisting him.

"Thanks for the help, Smiley."

Duncan manages to avoid and block several strikes from the Slaad, thanks to shield work and his magical cloak, to which is he is eternally grateful. He makes a riposte attack amongst the misses.

He then falls into the old rythum of Smash and Thrash.

Abilities and FeatsFighting style: Duelist:
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.

Shield Master:
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Sentinel:
- Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking.
- Creatures within your reach provoke opportunity attacks even if they took the Disengage action.
- When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Toughness: Gain +2 HP/ Level

Second Wind: On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. You must finish a short or Long Rest before you can use it again.

Action Surge: On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You must finish a short or Long Rest before you can use it again.

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Indominable: (one use): Beginning at 9th level you can reroll a saving throw that you fail. You must take the result of the new roll. You must finish a long rest to use this feature again.


Battlemaster: Superior Dice - You start with 4 superior dies. They are 1d10 and you use one whenever you use a maneuver. You regain then all when you finish a short or long rest.

Maneuvers:
Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Commander's Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Character sheet referenceDuncan Tallheart

Human (Variant) Fighter 10/ Rogue 1
Max HP: 113

Str 18, Dex 13, Con 14, Int 8, Wis 14, Cha 9

AC 19 (17 without shield) Mithril Splint Mail + Shield

Primary Attack: Rapier +9 [1d8+7]

Ranged Attack: Javelin +8 [1d6+6] - Crossbow [1d8+1]

Bonus Actions: Shove (Shield Mastery) +12 Athletics (opposed by either Athletics or Acrobatics)

Trained Skills: Athletics: (+12), Stealth (+5), History (+3), Animal Handling (+6), Perception (+6), Survival (+10)

Active effects: Potion of Frost Giant Strength (STR 24) +3 attack and damage over base.

 

CURRENT HP: 113/113

Superiority Dice: 3/4

 

Sorry, Riposte roll is formatted funny. its attack, damage, superiority die all in one roll. probably wont hit do it likley doesnt matter.

 

Duncan Tallheart

Character Sheet

Annoyed that the giant frog escaped his blade, Duncan pursued the blue devil in hopes of delivering strikes once more.

Thankful that he isn't alone against the Slaad, he quips to the fey creature assisting him.

"Thanks for the help, Smiley."

Duncan manages to avoid and block several strikes from the Slaad, thanks to shield work and his magical cloak, to which is he is eternally grateful. He makes a riposte attack amongst the misses.

He then falls into the old rythum of Smash and Thrash.

Abilities and FeatsFighting style: Duelist:
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.

Shield Master:
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Sentinel:
- Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking.
- Creatures within your reach provoke opportunity attacks even if they took the Disengage action.
- When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Toughness: Gain +2 HP/ Level

Second Wind: On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. You must finish a short or Long Rest before you can use it again.

Action Surge: On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You must finish a short or Long Rest before you can use it again.

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Indominable: (one use): Beginning at 9th level you can reroll a saving throw that you fail. You must take the result of the new roll. You must finish a long rest to use this feature again.


Battlemaster: Superior Dice - You start with 4 superior dies. They are 1d10 and you use one whenever you use a maneuver. You regain then all when you finish a short or long rest.

Maneuvers:
Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Commander's Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Character sheet referenceDuncan Tallheart

Human (Variant) Fighter 10/ Rogue 1
Max HP: 113

Str 18, Dex 13, Con 14, Int 8, Wis 14, Cha 9

AC 19 (17 without shield) Mithril Splint Mail + Shield

Primary Attack: Rapier +9 [1d8+7]

Ranged Attack: Javelin +8 [1d6+6] - Crossbow [1d8+1]

Bonus Actions: Shove (Shield Mastery) +12 Athletics (opposed by either Athletics or Acrobatics)

Trained Skills: Athletics: (+12), Stealth (+5), History (+3), Animal Handling (+6), Perception (+6), Survival (+10)

Active effects: Potion of Frost Giant Strength (STR 24) +3 attack and damage over base.

 

CURRENT HP: 113/113

Superiority Dice: 3/4

 

Duncan Tallheart

 Character Sheet

Annoyed that the giant frog escaped his blade, Duncan pursued the blue devil in hopes of delivering strikes once more.

Thankful that he isn't alone against the Slaad, he quips to the fey creature assisting him.

"Thanks for the help, Smiley."

Duncan manages to avoid and block several strikes from the Slaad, thanks to shield work and his magical cloak, to which is he is eternally grateful.

He then falls into the old rythum of Smash and Thrash.

Abilities and FeatsFighting style: Duelist:
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.

Shield Master:
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Sentinel:
- Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking.
- Creatures within your reach provoke opportunity attacks even if they took the Disengage action.
- When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Toughness: Gain +2 HP/ Level

Second Wind: On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. You must finish a short or Long Rest before you can use it again.

Action Surge: On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You must finish a short or Long Rest before you can use it again.

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Indominable: (one use): Beginning at 9th level you can reroll a saving throw that you fail. You must take the result of the new roll. You must finish a long rest to use this feature again.


Battlemaster: Superior Dice - You start with 4 superior dies. They are 1d10 and you use one whenever you use a maneuver. You regain then all when you finish a short or long rest.

Maneuvers:
Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Commander's Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Character sheet referenceDuncan Tallheart

Human (Variant) Fighter 10/ Rogue 1
Max HP: 113

Str 18, Dex 13, Con 14, Int 8, Wis 14, Cha 9

AC 19 (17 without shield) Mithril Splint Mail + Shield

Primary Attack: Rapier +9 [1d8+7]

Ranged Attack: Javelin +8 [1d6+6] - Crossbow [1d8+1]

Bonus Actions: Shove (Shield Mastery) +12 Athletics (opposed by either Athletics or Acrobatics)

Trained Skills: Athletics: (+12), Stealth (+5), History (+3), Animal Handling (+6), Perception (+6), Survival (+10)

Active effects: Potion of Frost Giant Strength (STR 24) +3 attack and damage over base.

 

CURRENT HP: 113/113

Superiority Dice: 4/4

 

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