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Calum McAxeira

Fighter 4 4 Class & Level
Haunted One Background
Human Race
CN Alignment

Strength 18
+4
Dexterity 11
+0
constitution 14
+2
intelligence 10
+0
wisdom 12
+1
charisma 12
+1
Total Hit Dice 4
Hit Die
1d10+2
+2 proficiency bonus
+6 Strength
+0 Dexterity
+4 Constitution
+0 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+0 Arcana
+6 Athletics
+1 Deception
+2 History
+1 Insight
+1 Intimidation
+2 Investigation
+1 Medicine
+0 Nature
+1 Perception
+1 Performance
+1 Persuasion
+2 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills === ARMOR === Heavy Armor, Light Armor, Medium Armor, Shields   === WEAPONS === Martial Weapons, Simple Weapons   === LANGUAGES === Abyssal, Common, Elvish, Gaelic ===TOOLS=== Alchemist's Supplies proficiencies

 
16
Armor Class
37
Hit Points
+0
Initiative
30
Speed
shortsword[roll1d20+6][roll1d6+4]
Steelcock[roll1d20+6][roll2d6+4]
Stormfeller[roll1d20+7][roll1d10+5]
Attacks
=== ARMOR ===
Heavy Armor, Light Armor, Medium Armor, Shields

=== WEAPONS ===
Martial Weapons, Simple Weapons

=== LANGUAGES ===
Abyssal, Common, Elvish, Gaelic

===TOOLS===
Alchemist's Supplies
Proficiences
HA! noooooooooooo
Spellcasting
chainmail, shortsword, greatsword (Steelcock), Cool-ass longsword, shield + some shit
Equipment
Utterly hates the McNamara (rival clan), is basicly the happy drunk guy, but gets angry easy
Personality Traits
Just wants to get paid and stay alive, but puts family in high regard
Ideals
Two families, abandoned years ago
Bonds
REALLY hot headed and prone to rage; alcoholic
Flaws
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Features & Traits

Heroes Enabled

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

[block: Stormfeller: > +1 to attack and damage rolls. > has one charge that can be used to cause 1d8 lightning damage on one target when hit]
[block: and the target can't take reactions tht turn. The sword recharges everry long rest.   Cape]

The statblocks of your class features

[block: * Fighting Style >Great Weapon Fighting: You can reroll a 1 or 2 on damage dice with melee weapons wielded with two hands.   * Second Wind >Once per short rest]
[block: you can use a bonus action to regain 1d10 + 4 HP.   *Action Surge >Once per short rest]
[block: you can have a secon action on top of the regular action and bonus action   *Combat Superiority > 5/5 dice]
[block: all d8's > Save DC is 14 (8+proficiency(+2)+STR(+4)) > You regain all dice in a short or long rest   *Extra Attack > You hit twice when using the attack action   * Maneuvers -FEINTING ATTACK. You can expend one superiority die and use a bonus action on your turn to feint]
[block: choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature]
[block: add the superiority die to the attack's damage roll. ->GOADING ATTACK. When you hit a creature with a weapon attack]
[block: you can expend one superiority die to attempt to goad the target into attacking you]
[block: You add the superiority die to the attack's damage roll]
[block: and the target must make a Wisdom saving throw]
[block: on a failed save]
[block: the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. ->PRECISION ATTACK. When you make a weapon attack roll against a creature]
[block: you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll]
[block: but before any effects of the attack are applied. ->DISTRACTING STRIKE. When you hit a creature with a weapon attack]
[block: you can expend one superiority die to distract the creature]
[block: giving your allies an opening]
[block: you add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. ->DISARMING ATTACK. When you hit a creature with a weapon attack]
[block: you can expend one superiority die to attempt to disarm the target]
[block: forcing it to drop one item of your choice that it's holding]
[block: you add the superiority die to the attack's damage roll]
[block: and the target must make a Strength saving throw]
[block: on a failed save]
[block: the object lands at its feet. -MENACING ATTACK. When you hit a creature with a weapon attack]
[block: you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll]
[block: and the target must make a Wisdom saving throw]
[block: on a failed save]
[block: it is frightened of you until the end of your next turn. -MANEUVERING ATTACK. When you hit a creature with a weapon attack]
[block: you can expend one superiority die to maneuver one of your comrades into a more advantageous position]
[block: you add the superiority die to the attack's damage roll]
[block: and you choose a friendly creature who can see or hear you]
[block: That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. -AMBUSH. When you make a Stealth check or an initiative roll]
[block: you can expend one superiority die and add the die to the roll. -STUDIOUS EYE. When you make an Insight or an Investigation check]
[block: you can expend one superiority die]
[block: and add the superiority die to the ability check. -SWEEPING ATTACK. When you hit a creature with a melee weapon attack]
[block: you can expend one superiority die to attempt to damage another creature with the same attack]
[block: choose another creature within 5 feet of the original target and within your reach]
[block: If the original attack roll would hit the second creature]
[block: it takes damage equal to the number you roll on your superiority die]
[block: the damage is of the same type dealt by the original attack. -LUNGING ATTACK. When you make a melee weapon attack on your turn]
[block: you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit]
[block: you add the superiority die to the attack's damage roll. -COMMANDER'S STRIKE. When you take the Attack action on your turn]
[block: you can forgo one of your attacks and use a bonus action to direct one of your companions to strike]
[block: choose a friendly creature who can see or hear you and expend one superiority die]
[block: that creature can immediately use its reaction to make one weapon attack]
[block: adding the superiority die to the attack's damage roll. -PUSHING ATTACK. When you hit a creature with a weapon attack]
[block: you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll]
[block: and if the target is Large or smaller]
[block: it must make a Strength saving throw]
[block: you push the target up to 15 feet away from you. ->RESTRAINING STRIKE. Immediately after you hit a creature with a melee weapon attack on your turn]
[block: you can expend one superiority die and use a bonus action to grapple the target (see chapter 9 in the Player’s Handbook for rules on grappling). Add the superiority die to your Athletics check. The target is also restrained while grappled in this way. -BAIT AND SWITCH. When you’re within 5 feet of an ally on your turn]
[block: you can expend one superiority die and switch places with that ally]
[block: provided you spend at least 5 feet of movement. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn]
[block: the ally gains a bonus to AC equal to the number rolled. -TRIP ATTACK. When you hit a creature with a weapon attack]
[block: you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll]
[block: and if the target is Large or smaller]
[block: it must make a Strength saving throw]
[block: you knock the target prone. ]

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.

[block: Alchemist's Fire (flask) Alchemist's Supplies Backpack Bedroll Mess Kit Rope]
[block: Hempen Tinderbox Torch (10) Healer’s kit (9/10) Healer’s kit (10/10) Shield Manacles A knife that belonged to a relative A silver spoon with an M engraved on the handle A gold coin minted in an unknown land Wolf's head wrought in silver that's also a whistle Huge dragon teeth Book about cod Red Mist Demon Horn Rimes about things most hungry]

Created by

MCobbo.

Statblock Type

Character Sheet (Legacy)

Link/Embed