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Chrono von Bergliez

War Master 14 Class & Level
Mercenary's Aide Background
Adrestian Race
Neutral Alignment

Strength 20
+5
Dexterity 10
+0
constitution 20
+5
intelligence 10
+0
wisdom 16
+3
charisma 14
+2
Total Hit Dice 14
Hit Die
1d12+5
+0 proficiency bonus
+8 Strength
+0 Dexterity
+8 Constitution
+0 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+4 Acrobatics
+3 Animal Handling
+1 Arcana
+6 Athletics
+2 Deception
+0 History
+3 Insight
+6 Intimidation
+0 Investigation
+3 Medicine
+0 Nature
+6 Perception
+2 Performance
+5 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills WEAPONS: +5 with Gauntlets, +4 with Axes, +2 with Longswords.   ARMOR: Shields   LANGUAGE: Fodlan, Brigid proficiencies

 
17
Armor Class
173
Hit Points
+0
Initiative
45ft
Speed
Gauntlets (up to 3 attacks, 6 w/ dragons and wyverns) 1d20+10 1d8+8
Leg Kick (2 attacks w/Bonus Action) 1d20+4 1d4
Battleaxe (up to 2 attacks) 1d20+7 One Handed: 1d8+8 Two Handed: 1d8+8
Attacks
WEAPONS: Silver Dragon Gauntlets, Robotic Arm, Battleaxe

ARMOR: 2x Leather Shields (+1 each), Cloak of Fire Resistance

POTIONS: 1x Elixir, 3x Concoctions, 5x Standard Health Potions
Equipment
MAJOR CREST OF INDECH
If you make an attack roll and hit with a natural 16 or higher, you can make an extra attack for free.

GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

UNARMORED DEFENSE
When not wearing armor, AC = 10 + Dex + Con + Shield

QUICK INSTINCTS
You have advantage on initiative. Cannot be surprised.

SECOND WIND
Use a bonus action to regain hit points equal to 1d10 + your level. 2 uses per long rest.

DANGER SENSE
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

EXTRA ATTACKS
You can attack 3 times with gauntlets and 2 times with axes when taking the Weapon Attack action

UNARMED STRIKER
Your fists deal 1d4 attack damage, gauntlets deal 1d6. (upgraded to 1d6 / 1d8 with S rank)

INTIMIDATING PRESENCE
You can use your action to frighten someone. Choose one creature within 30ft of you that can see or hear you to make a wisdom saving throw (DC = 8 + charisma + highest weapon proficiency). Fail = frighten until the end of your next turn. You can use your action to extend the duration of this condition.

BRUTAL CRITICAL
Your critical hits are TRIPLE the damage rather than double if you are using a two handed weapon.

RETALIATION
If a creature enters your attack radius, you can use your reaction to make a melee weapon attack against the creature.

RAGE MODE
You can enter “rage mode” as a bonus action. Rage lasts until you choose to end it or you fall unconscious. You can rage 4 times per long rest. You gain the following benefits while in rage mode. You gain the following benefits while in rage mode.
1. Advantage on Strength checks and saving throws
2. Gain +3 to damage rolls
3. You have resistance to bludgeoning, piercing, and slashing damage.
4. You can use a bonus action when you hit with a melee attack to knock the creature prone (if they are size Large or smaller).
5. Other creatures have disadvantage on opportunity attacks against you. You can use Dash as a bonus action, making you a fast moving predator.
6. While raging, any creature within 5ft of you has disadvantage on attack rolls made against targets other than you. Enemy is immune to this effect if it can’t see or hear you.

MINDLESS RAGE
You cannot be charmed or frightened while in rage mode. The effects of these conditions are suspended until after your rage ends.

RELENTLESS RAGE
If you drop to 0 HP while raging and you don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 HP instead. Everytime you use this feature before a short or long rest, the DC increases by 5.

COMBAT SUPERIORITY (INFO)
Superiority Dice: 3d8, 1d6
Maneuver Save DC = 8 + weapon proficiency + strength or dexterity = 18 with gauntlets / 17 with axes

COMBAT SUPERIORITY (MANEUVERS)
Goading Attack = When 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.

Disarming Attack = When you hit a creature, attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. Add your superiority die to the attack’s damage roll. The target must make a Strength saving throw. On a failed save, it drops the object you choose.

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
Features & Traits

Heroes Enabled

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

Cloak of Fire Resistance

Wondrous Item

Rare Transmutation

A cloak laced with red metallic chains made to absorb and diffuse heat away from the skin, giving resistance to Fire damage.


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

StariMasters.

Statblock Type

Character Sheet (Legacy)

Link/Embed