Post by ibrahim10 on May 4, 2019 11:57:08 GMT
a bit of lore, they are both a smith and a warrior, one must craft their own weapon before becoming a knight, they are great smiths and defenders, their armor resembles the myhtic dragon
Feats
Equipment
Feats
Equipment
Character Name | Knight | (Slave Name) |
Character Age | 15 - 22 | /Null/ |
Race | Human | /Null/ |
Armor Class | 24 | +0 |
Health Points | 20 | +0 |
Speed | 20 | +0 |
Attributes | Value | Modifier |
Strength | 12 ( 4 ) | +4 |
Dexterity | 9 ( 4 ) | +3 |
Constituon | 10( 4 ) | +0 |
Intelligence | 6( 4 ) | +2 |
Wisdom | 6( 4 ) | +2 |
Charisma | 9 ( 4 ) | +3 |
Abilities | Value | Tagged Bonus (You may add a +2 to three abilities) |
Acrobatics (Dex) | 11 | * |
Arcana (Int) | 6 | |
Atheletics (Str) | 14 | * |
Deception (Cha) | 8 | |
History (Int) | 6 | |
Insight (wis) | 6 | |
Intimidation (Cha) | 11 | * |
Investigation (Int) | 6 | |
Medicine (Wis) | 6 | |
Nature (Int) | 6 | |
Perception (Wis) | 6 | |
Performance (Cha) | 9 | |
Religion (Int) | 4 | |
Sleight of Hand (Dex) | 9 | |
Stealth (Dex) | 9 | |
Survival (Wis) | 6 |
Feats
- Protection: When 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.
- Shield Master
You gain the following benefits while wielding a shield:
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you using your shield.
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity save made against a spell or other effect that affects only you.
If you are subjected to an effect which allows you to make a Dexterity save for half damage, you can use your reaction to take no damage, interposing you shield between you and the effect. - Heavy Armor Master
Prerequisite: Proficient with heavy armor
Increase your Strength by 1, to a maximum of 20.
When wearing heavy armor, bludgeoning, slashing and piercing damage you take from non-magical weapons is reduced by 3
Equipment
- Plate armor 18+1
- helmet 3
- Shield 2
- Warhammer 1d8+1
- Hand crossbow 1d6
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Character Name | Squire | (Slave Name) |
Character Age | 15 - 22 | /Null/ |
Race | Human | /Null/ |
Armor Class | 21 | +0 |
Health Points | 12 | +0 |
Speed | 30 | +0 |
Attributes | Value | Modifier |
Strength | 10( 4 ) | +3 |
Dexterity | 8 ( 4 ) | +2 |
Constituon | 6( 4 ) | +0 |
Intelligence | 5( 4 ) | +1 |
Wisdom | 5( 4 ) | +1 |
Charisma | 8( 4 ) | +2 |
Abilities | Value | Tagged Bonus (You may add a +2 to three abilities) |
Acrobatics (Dex) | 10 | * |
Arcana (Int) | 5 | |
Atheletics (Str) | 12 | * |
Deception (Cha) | 8 | |
History (Int) | 3 | |
Insight (wis) | 3 | |
Intimidation (Cha) | 10 | * |
Investigation (Int) | 5 | |
Medicine (Wis) | 5 | |
Nature (Int) | 5 | |
Perception (Wis) | 5 | |
Performance (Cha) | 8 | |
Religion (Int) | 5 | |
Sleight of Hand (Dex) | 8 | |
Stealth (Dex) | 8 | |
Survival (Wis) | 5 |
Feats
- Protection: When 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.
- Great Weapon Master
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +5damage.
Equipment
- half plate 15+2+1
- helmet 2+1
- Maul 2d6+1
- Heavy crossbow 1d10