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Dominic Mustang

Mortal Savant 12 Class & Level
Squire Background
Almyran Race
Lawful Neutral Alignment

Strength 13
+1
Dexterity 20
+5
constitution 12
+1
intelligence 14
+2
wisdom 14
+2
charisma 16
+3
Total Hit Dice 12
Hit Die
1d8+1
+0 proficiency bonus
+3 Strength
+9 Dexterity
+3 Constitution
+2 Intelligence
+2 Wisdom
+6 Charisma
saving throws
+8 Acrobatics
+3 Animal Handling
+2 Arcana
+4 Athletics
+3 Deception
+4 History
+2 Insight
+3 Intimidation
+2 Investigation
+2 Medicine
+2 Nature
+3 Perception
+6 Performance
+7 Persuasion
+2 Religion
+5 Sleight of Hands
+5 Stealth
+2 Survival
skills Armor - Light, Medium, Shields   Weapons - +4 with shortswords, +3 with bows,+2 with all other weapons.   Magic - +3 with Dark Magic, +2 with Holy Magic   Languages - Fodlan, Almyran proficiencies

 
18
Armor Class
75
Hit Points
+5
Initiative
30ft
Speed
The Maurader 1d20+12 1d12+8
Levin Katana 1d20+11 1d10+7
Katana of Warning 1d20+9 1d8+5
Oathbow (150ft/600ft) 1d20+10 1d8+5 Sworn Enemy Damage 3d6
Knives 1d20+7 1d4+5
Attacks
SPELL ATTACK: Cha + Dark Magic Prof = +6
SPELL SAVE: 8 + Spell Attack = 14

SCHOOL(S) OF MAGIC: Necromancy (Cha), Lightning (Levin Katana)

CANTRIPS
Spare the Dying, Chill Touch, Toll of the Dead

SPELLS
1st (3 slots): Inflict Wounds, False Life, Ray of Sickness, Thunderous Smite, Witch Bolt
2nd (3 slots): Ray of Enfeeblement, Blindness/Deafness
3rd (4 slots): Revivify, Vampiric Touch, Bestow Curse, Lightning Bolt
Spellcasting
WEAPONS: Levin Katana (Lightning Arcane Focus), Katana of Warning (Necromancy Arcane Focus), Oathbow, Knife

ARMOR: Studded Leather, Leather Shield (+1), Iron Shield (+2)
AC = 12 + Dex + Duel Wield
Equipment
FIGHTING STYLES
Two-Weapon Fighting = When you engage in two-weapon fighting, you can add your ability modifier to the damage of your offhand weapon.

Archery = You gain a +2 bonus to attack rolls you make with ranged weapons.

EXTRA ATTACKS
You can attack 3 times per turn with the Weapon Attack action.

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

FEATS
Lucky = You can reroll 3d20s per long rest for attacks (including BEING attacked), skill checks, and saving throws.

Duel Wielder = You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light. You can draw or stow two one-handed weapons at the same time.

War Caster = You have advantage on Constitution saving throws for concentrating on spells. You can perform somatic (hand motion) components of spells while wielding weapons or shields in both hands. You can cast spells when enemies provoke opportunity attack from you. The spell must have a casting time of 1 action and target only that creature.

COMBAT SUPERIORITY (INFO)
Superiority Dice: 6d10
Maneuver Save DC = 8 + weapon proficiency + strength or dexterity = 17 with katanas / 16 with bows

RELENTLESS
When rolling initiative, you regain 1 superiority die if you have no superiority dice remaining.

COMBAT SUPERIORITY (MANEUVERS)
Parry = Uses 1 superiority die. Use your reaction to reduce melee attack damage by 1d10 + str.

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

Evasive Footwork = When you move, you can add a superiority die to your AC until you stop moving. Useful for evading opportunity attacks.

Goading Attack = Uses 1 superiority die. Add 1d10 to attack. Enemy makes wisdom save save. Fail, Target has disadvantage on all attacks against creatures other than you.

Sweeping Attack = Uses 1 superiority die. Add 1d10 to main attack. Nearby enemies in 5ft radius make dexterity saving throw. Fail = 1d10 + Str

SUPERIOR CRITICAL
Natural 18 or higher for Critical hits

FIGHTING SPIRIT
3 uses per long rest. As a bonus action, you can roll at advantage on weapon attacks with swords until the end of your turn. You also gain 15 temporary HP that last through the encounter.

TIRELESS SPIRIT
If you have used all your Fighting Spirit, you regain one use when you roll initiative for a new encounter. “Come on, fucker. Get back on your feet.”

RAPID STRIKE
One use per turn. If you have advantage for an attack roll, you can forgo that advantage to make an additional weapon attack against the target.

KNOW YOUR ENEMY
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Strength score
Dexterity score
Constitution score
Armor Class
Current hit points
Total class levels (if any)
Features & Traits

Heroes Enabled

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

Levin Katana

Weapon

Very Rare Evocation Requires Attunement

A lightning infused Katana. A +2 magic weapon with upgraded damage dice. Uses strength or dexterity modifier.

Type Damage Damage Range
Martial Melee 1d10+2 / 1d12+2 Lightning


Weapon of Warning

Weapon

Varies Abjuration Requires Attunement

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical l sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.


https://www.dndbeyond.com/magic-items/oathbow

Oathbow

Weapon Ammunition, Heavy, Range, Two-Handed Very Rare (this item requires attunement)

When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.   When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.   While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.

Type Damage Damage Range Properties
Martial Ranged 1d8+5 / 3d6 Against Sworn Enemy Piercing 150ft./600ft. Ammunition, Heavy, Range, Two-Handed

Weight: 2lb


 

The statblocks of your class features

Fighting Style: Great Weapon Fighting


Hit Points

Hit Dice: d4 per Fighting Style: Great Weapon Fighting level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

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.

Fighting Style: Archery


Hit Points

Hit Dice: d4 per Fighting Style: Archery level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Gain an extra +2 to attack rolls when using a ranged weapon that you are proficient with.

Second Wind


Hit Points

Hit Dice: d4 per Second Wind level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Class Features

Secound 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

Lucky

You have inexplicable luck that seem s to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.

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