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Bellen Chant, Human Battle Master


RillaTaj

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Bellen Chant

Battle Master Fighter, Divorcée, Proud Graduate of Vance's Academy of Adventure... we hope

 

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"Mind your footing and the rest will take care of itself. Would you like a slice of pie?"

 

Fighter 3

Medium humanoid female (Variant), Lawful Good


Armor Class 18 (w/shield)

Hit Points 28 (12+8+8)
Speed 30' ft.


Senses 

Languages common, dwarvish, halfling

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 16 (+3)
Save +5 
Athletics +5


Dexterity 14 (+2) 
Save +2 
Acrobatics +2 | Sleight of Hand +2 | Stealth +2


Constitution 14 (+2)
Save +4 
No skills associated.


Intelligence 8 (-1)
Save -1 
Arcana -1 | History -1 | Investigation -1 | Nature -1 | Religion -1


Wisdom 12 (+1)
Save +1 
Animal Handling +1 | Insight +3 | Medicine +1 | Perception +3 | Survival +3


Charisma 10 (+0) 
Save +0 
Deception +0 | Intimidation +2 | Performance +0 | Persuasion +2

Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Cook's Utensils, Brewer's Supplies
  • Instruments Nada
  • Weapons  Simple weapons, martial weapons
  • Armors All armor, shields

Fighting Style: ProtectionWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. | 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.
 | Martial Archetype: Battle Master


ARCHETYPE

Combat SuperiorityWhen you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

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 or Dexterity modifier (your choice)
| Student of WarAt 3rd level, you gain proficiency with one type of artisan’s tools of your choice. (Brewer's Supplies)

 


MANEUVERS

RiposteWhen 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. | Precision AttackWhen 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. | Goading AttackWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.


RACIAL TRAITS

Speed: 30 | Languages: Common, Dwarvish | Skill: Intimidation | Feat: Sentinel | 


FEATS
Sentinel
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

When a creature within 5 feet of you 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.
|

 

WEAPONS

WEAPONS

  • Moon-touched Longsword +5 to hit for (1d8+3) slashing, magic damage. | Versatile (1d0+3)
  • Light Crossbow +4 to hit for (1d8+2) piercing damage. | Ammunition (range 80/320), Loading , Two-handed

 

 
 
 
 

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (123.5 lbs.)

  • Weight: 123.1  lbs. / 240 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (.1 lbs.)

Copper: 0 | Silver: 0 | Gold: 15 | Obsidian: 0 | Platinum: 0

(15 Coins x .02 lbs. = .1 lbs. Total Weight)


EQUIPEMENT READIED (74.5 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (59 lbs.) Chain Mail (stealth disadvantage)- 55 lbs.,Traveler's Clothes - 4 lbs.
  • Weapons (8 lbs.) Moon-touched Longsword - 3 lbs. | Light Crossbow- 5 lbs.  
  • Readied Items (7.5 lbs.) Shield- 6 lbs. | Crossbow bolts- 1.5 lbs.

EQUIPMENT STORED (49 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (27 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Torches (10) - 10 lbs. | Rations (10) - 10 lbs. | Tinderbox - 1 lb.
  • Strapped to Backpack (22 lbs.) Waterskin - 5 lbs. | Hempen Rope (50 ft) - 10 lbs. | Bedroll - 7 lbs.

EQUIPMENT NOT CARRIED (--)

  • At Home 

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (0/3)

 |  | 

 

APPEARANCE

Age 30 | Height 5' 9" | Weight 135lbs. | Hair Auburn| Eyes Brown | Complexion Tanned


 

 

 

BACKGROUND

Guild Artisan
Source PHB


  • Personality Traits: I like to talk at length about my profession. I’m full of witty aphorisms and have a proverb for every occasion.
  • Ideals: Community. It is the duty of all people to strengthen the bonds and security of communities. Aspiration. I work hard to be the best there is at my craft.
  • Bonds: I created a great work for someone, and then found them unworthy to receive it. I’m still looking for someone worthy. Also, family. Even if they currently think me mad.
  • Flaws: I’m quick to assume that someone is trying to cheat me. Since my ex conned me, it's really done a number on my trust.

Background Feature: Guild Membership

As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.

Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: One type of artisan’s tools- Cook's Utelsils
Languages: One of your choice- Halfling
Equipment: A set of artisan’s tools (Cook's), a letter of introduction from your guild, a set of traveler’s clothes, and a pouch containing 15 gp

BACKSTORY

Bellen is no destined hero, no chosen of the gods, or lost child of the Fey. She is no wealthy scion of a great house of poor street urchin triumphing against all odds. She was born solidly middle-class, to mildly-prosperous merchants, following an older brother and being followed by a younger sister. She did not dream of Adventure as a girl- her grand passion was baking, and she was quite good at it.

She started her own bakery as a young woman, on a quickly-repaid loan from her parents. She attracted the interest of a respectable and attentive young merchant and both business and marriage flourished for the next seven years. He handled the business and marketing end of things while she saw to the baking and other practical matters of daily operation. It was a quiet, contented life… until she discovered he’d expanded the business to two other locations without telling her or sharing the profits, sold away the rights to her own recipes, and taken up with an Adventurer of middling renown. But it was hardly his fault, he explained- who could blame a talented visionary like him for needing more passion and excitement in his life than his steady but boring baker wife could provide?
 
Bellen saw red. She burned the midnight oil on many a night to build a case against him, suing him for divorce and everything he had. While she didn’t get that, the half she did get bought her enough time to begin healing the wound to her heart and to decide what to do next.
 
Flushed with success (and cash), Bellen could have done anything: reestablish her business, attract a better quality of suitor, even retrain in a profession suitable to her class and background. Instead, stung by her ex-husband’s complaints, she turned around and used the entirety of the fortune she got in the divorce to attend Vance’s Academy of Adventure. She’d show him what she was made of- she’d show all of them! Her family thought her mad and tried heatedly to talk her out of it (she no longer talks to her mother, but her sister is her greatest defender).
 
Bellen struggled when she first got to the Academy. She was far from her dotage, but decidedly older than most of the bright young things heeding the Call to Adventure. She was thoroughly ordinary, getting where she was through dint of effort and persistence, not martial might or gift of magic. She had no stand-out strengths to train up. But her patient and disciplined nature caught the eye of a (Battle Master/Eldritch KnightMonk?) who took her under their wing, and she became quite the formidable fighter by graduation.

 

Edited by RillaTaj (see edit history)
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