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PureChance

PureChance


Level 5!

Statblock
Medium humanoid (human), Lawful Good
Age: 23 years old | Height: 6'1″ (184.5 cm) | Weight: 172 lbs. (78 kg)
Armor Class: 21 (18 plate, +3 Greenshield) | Max HP: 38 (9+7+[6]+9+7)
Speed: 30 ft.
Proficiency Bonus: +3
STR
18 (+4)

Save: +4
Athletics: +7
Carrying Capacity: 270 lb.
Lift/Push/Drag: 540 lb.

 

DEX
8 (-1)

Save: -1
Acrobatics: -1
Slight-of-Hand: -1
Stealth: -1 (Disadvantage)

 

CON
13 (+1)

Save: +1





 

INT
8 (-1)
Save: -1
Arcana: -1
History: -1
Investigation: -1
Nature: -1
Religion: -1
WIS
12 (+1)
Save: +4
Animal Handling: +4
Insight: +4
Medicine: +1
Perception: +1
Survival: +4
CHA
16 (+3)
Save: +6
Deception: +3
Intimidation: +6
Performance: +3
Persuasion: +9*

 

 

Damage Resistances: DR3 nonmagical bludgeoning/slashing/piercing
Damage Immunities:
Senses: passive Perception 11, passive Insight 13, passive Investigation 9
Languages: You can speak, read, and write Common and Solamnic
Proficiencies: All armour, shields, 
simple weapons, martial weapons, Horn, Smith's tools

 

Actions

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit:  (1d8 + 6) slashing damage.
Javelin. Melee|Ranged Weapon Attack: +6 to hit, reach 5 ft. | 30/120 ft., one target.
Hit:  (1d6 + 4) piercing damage.
Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit:  (1d12 + 6) piercing damage.
Bonus Actions

Rallying Mark. As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

 

Urgent Orders. As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.

 

Helpful Word. As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

 

Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Reactions

 

Other

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (6 THP).

Heroic Strike. Additionally at 3rd level, when you take the Attack action, once per turn you can expend Leadership Dice (up to your per turn limit) to apply Rallying Mark as part of a melee weapon attack. Whenever you expend Leadership Dice as part of making an attack, you can add the expended Leadership Dice to the damage roll of the attack.

 

 

PureChance

PureChance


Level 5!

Statblock
Medium humanoid (human), Lawful Good
Age: 23 years old | Height: 6'1″ (184.5 cm) | Weight: 172 lbs. (78 kg)
Armor Class: 21 (18 plate, +3 Greenshield) | Max HP: 38 (9+7+[6]+9+7)
Speed: 30 ft.
Proficiency Bonus: +3
STR
18 (+4)

Save: +4
Athletics: +7
Carrying Capacity: 270 lb.
Lift/Push/Drag: 540 lb.

 

DEX
8 (-1)

Save: -1
Acrobatics: -1
Slight-of-Hand: -1
Stealth: -1 (Disadvantage)

 

CON
13 (+1)

Save: +1





 

INT
8 (-1)
Save: -1
Arcana: -1
History: -1
Investigation: -1
Nature: -1
Religion: -1
WIS
12 (+1)
Save: +4
Animal Handling: +4
Insight: +4
Medicine: +1
Perception: +1
Survival: +4
CHA
16 (+3)
Save: +6
Deception: +3
Intimidation: +6
Performance: +3
Persuasion: +9*

 

 

Damage Resistances: DR3 nonmagical bludgeoning/slashing/piercing
Damage Immunities:
Senses: passive Perception 11, passive Insight 13, passive Investigation 9
Languages: You can speak, read, and write Common and Solamnic
Proficiencies: All armour, shields, 
simple weapons, martial weapons, Horn, Smith's tools

 

Actions

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit:  (1d8 + 6) slashing damage.
Javelin. Melee|Ranged Weapon Attack: +6 to hit, reach 5 ft. | 30/120 ft., one target.
Hit:  (1d6 + 4) piercing damage.
Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit:  (1d12 + 6) piercing damage.
Bonus Actions

Rallying Mark. As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

 

Urgent Orders. As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.

 

Helpful Word. As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

 

Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Reactions

 

Other

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

Heroic Strike. Additionally at 3rd level, when you take the Attack action, once per turn you can expend Leadership Dice (up to your per turn limit) to apply Rallying Mark as part of a melee weapon attack. Whenever you expend Leadership Dice as part of making an attack, you can add the expended Leadership Dice to the damage roll of the attack.

 

 

PureChance

PureChance


Level 4!

Statblock
Medium humanoid (human), Lawful Good
Age: 23 years old | Height: 6'1″ (184.5 cm) | Weight: 172 lbs. (78 kg)
Armor Class: 21 (18 plate, +3 Greenshield) | Max HP: 31 (9+7+[6]+9)
Speed: 30 ft.
Proficiency Bonus: +2
STR
18 (+4)

Save: +4
Athletics: +6
Carrying Capacity: 270 lb.
Lift/Push/Drag: 540 lb.

 

DEX
8 (-1)

Save: -1
Acrobatics: -1
Slight-of-Hand: -1
Stealth: -1 (Disadvantage)

 

CON
13 (+1)

Save: +1





 

INT
8 (-1)
Save: -1
Arcana: -1
History: -1
Investigation: -1
Nature: -1
Religion: -1
WIS
12 (+1)
Save: +3
Animal Handling: +3
Insight: +3
Medicine: +1
Perception: +1
Survival: +3
CHA
16 (+3)
Save: +5
Deception: +3
Intimidation: +5
Performance: +3
Persuasion: +7*

 

 

Damage Resistances: DR3 nonmagical bludgeoning/slashing/piercing
Damage Immunities:
Senses: passive Perception 11, passive Insight 13, passive Investigation 9
Languages: You can speak, read, and write Common and Solamnic
Proficiencies: All armour, shields, 
simple weapons, martial weapons, Horn, Smith's tools

 

Actions

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit:  (1d8 + 6) slashing damage.
Javelin. Melee|Ranged Weapon Attack: +6 to hit, reach 5 ft. | 30/120 ft., one target.
Hit:  (1d6 + 4) piercing damage.
Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit:  (1d12 + 6) piercing damage.
Bonus Actions

Rallying Mark. As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

 

Urgent Orders. As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.

 

Helpful Word. As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

 

Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Reactions

 

Other

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

Heroic Strike. Additionally at 3rd level, when you take the Attack action, once per turn you can expend Leadership Dice (up to your per turn limit) to apply Rallying Mark as part of a melee weapon attack. Whenever you expend Leadership Dice as part of making an attack, you can add the expended Leadership Dice to the damage roll of the attack.

 

 

PureChance

PureChance


Level 4!

Statblock
Medium humanoid (human), Lawful Good
Age: 23 years old | Height: 6'1″ (184.5 cm) | Weight: 172 lbs. (78 kg)
Armor Class: 19 (16 chainmail, +3 Greenshield) | Max HP: 31 (9+7+[6]+9)
Speed: 30 ft.
Proficiency Bonus: +2
STR
18 (+4)

Save: +4
Athletics: +6
Carrying Capacity: 270 lb.
Lift/Push/Drag: 540 lb.

 

DEX
8 (-1)

Save: -1
Acrobatics: -1
Slight-of-Hand: -1
Stealth: -1 (Disadvantage)

 

CON
13 (+1)

Save: +1





 

INT
8 (-1)
Save: -1
Arcana: -1
History: -1
Investigation: -1
Nature: -1
Religion: -1
WIS
12 (+1)
Save: +3
Animal Handling: +3
Insight: +3
Medicine: +1
Perception: +1
Survival: +3
CHA
16 (+3)
Save: +5
Deception: +3
Intimidation: +5
Performance: +3
Persuasion: +7*

 

 

Damage Resistances: DR3 nonmagical bludgeoning/slashing/piercing
Damage Immunities:
Senses: passive Perception 11, passive Insight 13, passive Investigation 9
Languages: You can speak, read, and write Common and Solamnic
Proficiencies: All armour, shields, 
simple weapons, martial weapons, Horn, Smith's tools

 

Actions

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit:  (1d8 + 6) slashing damage.
Javelin. Melee|Ranged Weapon Attack: +6 to hit, reach 5 ft. | 30/120 ft., one target.
Hit:  (1d6 + 4) piercing damage.
Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit:  (1d12 + 6) piercing damage.
Bonus Actions

Rallying Mark. As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

 

Urgent Orders. As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.

 

Helpful Word. As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

 

Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Reactions

 

Other

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

Heroic Strike. Additionally at 3rd level, when you take the Attack action, once per turn you can expend Leadership Dice (up to your per turn limit) to apply Rallying Mark as part of a melee weapon attack. Whenever you expend Leadership Dice as part of making an attack, you can add the expended Leadership Dice to the damage roll of the attack.

 

 

PureChance

PureChance


Level 4!

Statblock
Medium humanoid (human), Lawful Good
Age: 23 years old | Height: 6'1″ (184.5 cm) | Weight: 172 lbs. (78 kg)
Armor Class: 18 (16 chainmail, +2 shield) | Max HP: 31 (9+7+[6]+9)
Speed: 30 ft.
Proficiency Bonus: +2
STR
18 (+4)

Save: +4
Athletics: +6
Carrying Capacity: 270 lb.
Lift/Push/Drag: 540 lb.

 

DEX
8 (-1)

Save: -1
Acrobatics: -1
Slight-of-Hand: -1
Stealth: -1 (Disadvantage)

 

CON
13 (+1)

Save: +1





 

INT
8 (-1)
Save: -1
Arcana: -1
History: -1
Investigation: -1
Nature: -1
Religion: -1
WIS
12 (+1)
Save: +3
Animal Handling: +3
Insight: +3
Medicine: +1
Perception: +1
Survival: +3
CHA
16 (+3)
Save: +5
Deception: +3
Intimidation: +5
Performance: +3
Persuasion: +7*

 

 

Damage Resistances: DR3 nonmagical bludgeoning/slashing/piercing
Damage Immunities:
Senses: passive Perception 11, passive Insight 13, passive Investigation 9
Languages: You can speak, read, and write Common and Solamnic
Proficiencies: All armour, shields, 
simple weapons, martial weapons, Horn, Smith's tools

 

Actions

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:  (1d8 + 5) slashing damage.
Javelin. Melee|Ranged Weapon Attack: +5 to hit, reach 5 ft. | 30/120 ft., one target.
Hit:  (1d6 + 3) piercing damage.
 
Bonus Actions

Rallying Mark. As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

 

Urgent Orders. As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.

 

Helpful Word. As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

 

Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Reactions

 

Other

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

Heroic Strike. Additionally at 3rd level, when you take the Attack action, once per turn you can expend Leadership Dice (up to your per turn limit) to apply Rallying Mark as part of a melee weapon attack. Whenever you expend Leadership Dice as part of making an attack, you can add the expended Leadership Dice to the damage roll of the attack.

 

 

PureChance

PureChance


Level 3!

Statblock
Medium humanoid (human), Lawful Good
Age: 23 years old | Height: 6'1″ (184.5 cm) | Weight: 172 lbs. (78 kg)
Armor Class: 18 (16 chainmail, +2 shield) | Max HP: 22 (9+7+[6])
Speed: 30 ft.
Proficiency Bonus: +2
STR
17 (+3)

Save: +3
Athletics: +5
Carrying Capacity: 255 lb.
Lift/Push/Drag: 510 lb.

 

DEX
8 (-1)

Save: -1
Acrobatics: -1
Slight-of-Hand: -1
Stealth: -1 (Disadvantage)

 

CON
13 (+1)

Save: +1





 

INT
8 (-1)
Save: -1
Arcana: -1
History: -1
Investigation: -1
Nature: -1
Religion: -1
WIS
12 (+1)
Save: +3
Animal Handling: +3
Insight: +3
Medicine: +1
Perception: +1
Survival: +3
CHA
16 (+3)
Save: +5
Deception: +3
Intimidation: +5
Performance: +3
Persuasion: +7*

 

 

Damage Resistances: DR3 nonmagical bludgeoning/slashing/piercing
Damage Immunities:
Senses: passive Perception 11, passive Insight 13, passive Investigation 9
Languages: You can speak, read, and write Common and Solamnic
Proficiencies: All armour, shields, 
simple weapons, martial weapons, Horn, Smith's tools

 

Actions

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:  (1d8 + 5) slashing damage.
Javelin. Melee|Ranged Weapon Attack: +5 to hit, reach 5 ft. | 30/120 ft., one target.
Hit:  (1d6 + 3) piercing damage.
 
Bonus Actions

Rallying Mark

As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

 

The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

 

Urgent Orders

As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

 

Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.

 

Helpful Word

As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

Reactions

 

Other

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

Heroic Strike. Additionally at 3rd level, when you take the Attack action, once per turn you can expend Leadership Dice (up to your per turn limit) to apply Rallying Mark as part of a melee weapon attack. Whenever you expend Leadership Dice as part of making an attack, you can add the expended Leadership Dice to the damage roll of the attack.

 

 

PureChance

PureChance


Level 3!

Statblock
Medium humanoid (human), Lawful Good
Age: 23 years old | Height: 6'1″ (184.5 cm) | Weight: 172 lbs. (78 kg)
Armor Class: 18 (16 chainmail, +2 shield) | Max HP: 21 (9+2(1d8[5] + 1))
Speed: 30 ft.
Proficiency Bonus: +2
STR
17 (+3)

Save: +3
Athletics: +5
Carrying Capacity: 255 lb.
Lift/Push/Drag: 510 lb.

 

DEX
8 (-1)

Save: -1
Acrobatics: -1
Slight-of-Hand: -1
Stealth: -1 (Disadvantage)

 

CON
13 (+1)

Save: +1





 

INT
8 (-1)
Save: -1
Arcana: -1
History: -1
Investigation: -1
Nature: -1
Religion: -1
WIS
12 (+1)
Save: +3
Animal Handling: +3
Insight: +3
Medicine: +1
Perception: +1
Survival: +3
CHA
16 (+3)
Save: +5
Deception: +3
Intimidation: +5
Performance: +3
Persuasion: +7*

 

 

Damage Resistances: DR3 nonmagical bludgeoning/slashing/piercing
Damage Immunities:
Senses: passive Perception 11, passive Insight 13, passive Investigation 9
Languages: You can speak, read, and write Common and Solamnic
Proficiencies: All armour, shields, 
simple weapons, martial weapons, Horn, Smith's tools

 

Actions

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:  (1d8 + 5) slashing damage.
Javelin. Melee|Ranged Weapon Attack: +5 to hit, reach 5 ft. | 30/120 ft., one target.
Hit:  (1d6 + 3) piercing damage.
 
Bonus Actions

Rallying Mark

As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

 

The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

 

Urgent Orders

As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

 

Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.

 

Helpful Word

As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

Reactions

 

Other

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

Heroic Strike. Additionally at 3rd level, when you take the Attack action, once per turn you can expend Leadership Dice (up to your per turn limit) to apply Rallying Mark as part of a melee weapon attack. Whenever you expend Leadership Dice as part of making an attack, you can add the expended Leadership Dice to the damage roll of the attack.

 

 

PureChance

PureChance


Level 3!

Statblock
Medium humanoid (human), Lawful Good
Age: 23 years old | Height: 6'1″ (184.5 cm) | Weight: 172 lbs. (78 kg)
Armor Class: 18 (16 chainmail, +2 shield) | Max HP: 20 (1d8 + 1)
Speed: 30 ft.
Proficiency Bonus: +2
STR
17 (+3)

Save: +3
Athletics: +5
Carrying Capacity: 255 lb.
Lift/Push/Drag: 510 lb.

 

DEX
8 (-1)

Save: -1
Acrobatics: -1
Slight-of-Hand: -1
Stealth: -1 (Disadvantage)

 

CON
13 (+1)

Save: +1





 

INT
8 (-1)
Save: -1
Arcana: -1
History: -1
Investigation: -1
Nature: -1
Religion: -1
WIS
12 (+1)
Save: +3
Animal Handling: +3
Insight: +3
Medicine: +1
Perception: +1
Survival: +3
CHA
16 (+3)
Save: +5
Deception: +3
Intimidation: +5
Performance: +3
Persuasion: +7*

 

 

Damage Resistances: DR3 nonmagical bludgeoning/slashing/piercing
Damage Immunities:
Senses: passive Perception 11, passive Insight 13, passive Investigation 9
Languages: You can speak, read, and write Common and Solamnic
Proficiencies: All armour, shields, 
simple weapons, martial weapons, Horn, Smith's tools

 

Actions

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:  (1d8 + 5) slashing damage.
Javelin. Melee|Ranged Weapon Attack: +5 to hit, reach 5 ft. | 30/120 ft., one target.
Hit:  (1d6 + 3) piercing damage.
 
Bonus Actions

Rallying Mark

As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

 

The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

 

Urgent Orders

As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

 

Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.

 

Helpful Word

As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

Reactions

 

Other

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

Heroic Strike. Additionally at 3rd level, when you take the Attack action, once per turn you can expend Leadership Dice (up to your per turn limit) to apply Rallying Mark as part of a melee weapon attack. Whenever you expend Leadership Dice as part of making an attack, you can add the expended Leadership Dice to the damage roll of the attack.

 

 

PureChance

PureChance


Level 3!

Statblock
Medium humanoid (human), Lawful Good
Age: 23 years old | Height: 6'1″ (184.5 cm) | Weight: 172 lbs. (78 kg)
Armor Class: 18 (16 chainmail, +2 shield) | Max HP: 20 (1d8 + 1)
Speed: 30 ft.
Proficiency Bonus: +2
STR
17 (+3)

Save: +3
Athletics: +5
Carrying Capacity: 255 lb.
Lift/Push/Drag: 510 lb.

 

DEX
8 (-1)

Save: -1
Acrobatics: -1
Slight-of-Hand: -1
Stealth: -1 (Disadvantage)

 

CON
13 (+1)

Save: +1





 

INT
8 (-1)
Save: -1
Arcana: -1
History: -1
Investigation: -1
Nature: -1
Religion: -1
WIS
12 (+1)
Save: +3
Animal Handling: +3
Insight: +3
Medicine: +1
Perception: +1
Survival: +3
CHA
16 (+3)
Save: +5
Deception: +3
Intimidation: +5
Performance: +3
Persuasion: +7*

 

 

Damage Resistances: DR3 nonmagical bludgeoning/slashing/piercing
Damage Immunities:
Senses: passive Perception 11, passive Insight 13, passive Investigation 9
Languages: You can speak, read, and write Common and Solamnic
Proficiencies: All armour, shields, 
simple weapons, martial weapons, Horn, Smith's tools

 

Actions

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:  (1d8 + 5) slashing damage.
Javelin. Melee|Ranged Weapon Attack: +5 to hit, reach 5 ft. | 30/120 ft., one target.
Hit:  (1d6 + 5) piercing damage.
 
Bonus Actions

Rallying Mark

As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

 

The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

 

Urgent Orders

As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

 

Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.

 

Helpful Word

As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

Reactions

 

Other

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

Heroic Strike. Additionally at 3rd level, when you take the Attack action, once per turn you can expend Leadership Dice (up to your per turn limit) to apply Rallying Mark as part of a melee weapon attack. Whenever you expend Leadership Dice as part of making an attack, you can add the expended Leadership Dice to the damage roll of the attack.

 

 

PureChance

PureChance


Level 3!

Statblock
Medium humanoid (human), Lawful Good
Age: 23 years old | Height: 6'1″ (184.5 cm) | Weight: 172 lbs. (78 kg)
Armor Class: 18 (16 chainmail, +2 shield) | Max HP: 15 (1d8 + 1)
Speed: 30 ft.
Proficiency Bonus: +2
STR
17 (+3)

Save: +3
Athletics: +5
Carrying Capacity: 255 lb.
Lift/Push/Drag: 510 lb.

 

DEX
8 (-1)

Save: -1
Acrobatics: -1
Slight-of-Hand: -1
Stealth: -1 (Disadvantage)

 

CON
13 (+1)

Save: +1





 

INT
8 (-1)
Save: -1
Arcana: -1
History: -1
Investigation: -1
Nature: -1
Religion: -1
WIS
12 (+1)
Save: +3
Animal Handling: +3
Insight: +3
Medicine: +1
Perception: +1
Survival: +3
CHA
16 (+3)
Save: +5
Deception: +3
Intimidation: +5
Performance: +3
Persuasion: +7*

 

 

Damage Resistances: DR3 nonmagical bludgeoning/slashing/piercing
Damage Immunities:
Senses: passive Perception 11, passive Insight 13, passive Investigation 9
Languages: You can speak, read, and write Common and Solamnic
Proficiencies: All armour, shields, 
simple weapons, martial weapons, Horn, Smith's tools

 

Actions

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:  (1d8 + 5) slashing damage.
Javelin. Melee|Ranged Weapon Attack: +5 to hit, reach 5 ft. | 30/120 ft., one target.
Hit:  (1d6 + 5) piercing damage.
 
Bonus Actions

Rallying Mark

As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

 

The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

 

Urgent Orders

As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

 

Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.

 

Helpful Word

As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

Reactions

 

Other

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

Heroic Strike. Additionally at 3rd level, when you take the Attack action, once per turn you can expend Leadership Dice (up to your per turn limit) to apply Rallying Mark as part of a melee weapon attack. Whenever you expend Leadership Dice as part of making an attack, you can add the expended Leadership Dice to the damage roll of the attack.

 

 

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