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Arnbekk

Fighter (Knekt) 3 Class & Level
Knekt Background
Naumoser Race
CN Alignment

Strength 16
+3
Dexterity 13
+1
constitution 16
+3
intelligence 13
+1
wisdom 7
-2
charisma 11
+0
Total Hit Dice 3
Hit Die
1d10+3
+2 proficiency bonus
+5 Strength
+1 Dexterity
+5 Constitution
+1 Intelligence
-2 Wisdom
+0 Charisma
saving throws
+4 Acrobatics
-1 Animal Handling
+0 Arcana
+5 Athletics
+0 Deception
+1 History
+2 Insight
+0 Intimidation
+3 Investigation
+0 Medicine
+1 Nature
-1 Perception
+2 Performance
+0 Persuasion
+1 Religion
+1 Sleight of Hands
+1 Stealth
-2 Survival
skills Armor: Light Armor, Medium Armor, Heavy Armor, Shields Weapons: Simple Weapons, Martial Weapons Tools: Chess set Saving Throws: Strength, Constitution Skills: Animal Handling, Athletics, Perception, Investigate
  proficiencies

 
18
Armor Class
31
Hit Points
+1
Initiative
30
Speed
Longsword 1d20+3 1d8+3
Pike 1d20+3 1d10+3
Attacks
Plate, longsword, pike, dungeoneer's pack, et sjakksett, en pung med 150 rubiner.
Equipment
Når det kommer til store avgjørelser er han er en mann av få ord. Han foretrekker å la andre ta seg av pratingen i slike situasjoner. Han er derimot en dreven småprater.

Han mener alle handler utfra egen vinning. Hvis han ikke ser andres vinning i deres handlinger blir han fort mistroisk.
Personality Traits
Muligheter
Arnbekk er rask til å finne muligheter, og utnytter dem oftest til egen vinning.

Luksus
Han elsker overdådighet, og unner alle og enhver livets luksuser. Så lenge han har sikret seg tilgang selv først.
Ideals
Personlige oppdrag:

Å finne ut hva som foregår i hjemlandet sitt.
Å eie et eget hus og sikre seg egen makt.

Bonds
Han blir ofte anklaget for å være egoistisk. Enkelte mener at han er med i butaien kun for egen vinning.
Flaws
FIGHTING STYLE
Mounted.
+1 til skade dersom han er på hesterygg.

Signaturstil:
Ukjent stil. Han ignorerer de negative effektene fra våpentrianglet. Våpentrianglet reverseres.

SECOND WIND
You 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 SURGE
Starting at 2nd Level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus 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.

Unwavering Mark
Starting 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 (a minimum of once), and you regain all expended uses of it when you finish a long rest.

Ferocious Charger
Starting at 3rd level, you can run down your foes, when you're mounted. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

Knekt ALT.
Arnbekk erstatter Born in the saddle med fighting spirit.

Fighting Spirit:
Starting at 3rd level,your intensity in battle can shield you and help you strike true. As
a bonus action on your turn, you can give yourself advantage on weapon attack rolls until
the end of the current tum. When you do so, you also gain 5 temporary hit points.
You can use this feature three times, and you regain all expended uses of it when you
finish a long rest
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

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The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Hanniro.

Statblock Type

Character Sheet (Legacy)

Link/Embed