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Rogue's Gallery - 5e Al-Qadim
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<blockquote data-quote="Matthan" data-source="post: 7087729" data-attributes="member: 20005"><p><a href="https://www.myth-weavers.com/sheet.html#id=1166415" target="_blank">Husam ibn Khalid</a></p><p></p><p>[sblock=Statblock]</p><p><strong><a href="http://www.myth-weavers.com/sheet.html#id=1166415" target="_blank">Husam ibn Khalid</a></strong></p><p><em>Half-Orc Fighter - Guardian 11 LG</em></p><p></p><p><strong>AC</strong> 17 <strong>HP</strong> 136 <strong>Speed</strong> 30ft</p><p></p><p><strong>Str</strong> 20 (5) <strong>Dex</strong> 14 (2) <strong>Con</strong> 19 (4) <strong>Wis</strong> 11 (0) <strong>Int</strong> 8 (-1) <strong>Cha</strong> 9 (-1)</p><p></p><p><strong>Attacks</strong></p><p><strong>Flametongue </strong> +9 2d6+5+2d6 fire</p><p><strong>Javelin of Lightning(30/120)</strong> +9 1d6+5</p><p> </p><p> </p><p> </p><p></p><p>Racial: Half- Orc</p><p>ASI: +2 Str/+1 Con</p><p>Darkvision: 30'</p><p>Menacing: Intimidate Proficiency</p><p>Relentless Endurance: 1/Long Rest when reduced to 0 HP, but not killed, can choose to drop to 1 HP instead.</p><p>Savage Attacks: Critical hit with melee weapon, may roll one of the weapon's damage dice one additional time and add it to the damage.</p><p></p><p>Background: Soldier</p><p>Skills: Insight, Survival</p><p>Specialty: Palace Guard</p><p>Feature: Military Rank</p><p></p><p>Class Fighter-Guardian</p><p>Skills: Athletics, Perception</p><p>Fighting Style: Great Weapon Fighting - When you roll a 1 or 2 on a damage die with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll.</p><p>Second Wind: As a bonus action, you can regain 1d10+fighter level HP. 1/short or long rest.</p><p>Action Surge: 1/short or long rest may take an additional action</p><p>Guardian's Mark: anytime you attack an enemy (hit or miss) you mark them until the end of your next turn. Your opportunity attacks against marked enemies have advantage and do not expend your reaction. Marked enemies within 5 feet of you have disadvantage to attack your allies.</p><p>Trustworthy: your reputation of trustworthiness encompasses your hometown, many caravan drivers, and others familiar with your particular hometown, lord, or branch of military. Among such people your Charisma checks are advantaged (but not attempts to use Deception) and people take you at your word.</p><p>ASI (4th level) - +2 Con</p><p>Extra Attack (5th and 11th level) - May attack three times when taking the attack action</p><p>ASI (6th) - Great Weapon Master</p><p>Hold the Line: when you hit a creature with an</p><p>opportunity attack, its speed is immediately reduced to 0 until the start of its next turn. In addition, any spaces within 5 feet of you become difficult terrain for your enemies.</p><p>ASI (8th) - Tough</p><p>Indomitable: 1/long rest - may reroll a saving throw that you fail, but must take new roll</p><p>Uphold the Meek: when an enemy within 5 feet of you attacks one of your allies (without attacking you), you may make an opportunity attack against that enemy, adding your proficiency bonus as extra damage if you hit.[/sblock]</p></blockquote><p></p>
[QUOTE="Matthan, post: 7087729, member: 20005"] [URL="https://www.myth-weavers.com/sheet.html#id=1166415"]Husam ibn Khalid[/URL] [sblock=Statblock] [b][url=http://www.myth-weavers.com/sheet.html#id=1166415]Husam ibn Khalid[/url][/b] [i]Half-Orc Fighter - Guardian 11 LG[/i] [b]AC[/b] 17 [b]HP[/b] 136 [b]Speed[/b] 30ft [b]Str[/b] 20 (5) [b]Dex[/b] 14 (2) [b]Con[/b] 19 (4) [b]Wis[/b] 11 (0) [b]Int[/b] 8 (-1) [b]Cha[/b] 9 (-1) [b]Attacks[/b] [b]Flametongue [/b] +9 2d6+5+2d6 fire [b]Javelin of Lightning(30/120)[/b] +9 1d6+5 [b][/b] [b][/b] [b][/b] Racial: Half- Orc ASI: +2 Str/+1 Con Darkvision: 30' Menacing: Intimidate Proficiency Relentless Endurance: 1/Long Rest when reduced to 0 HP, but not killed, can choose to drop to 1 HP instead. Savage Attacks: Critical hit with melee weapon, may roll one of the weapon's damage dice one additional time and add it to the damage. Background: Soldier Skills: Insight, Survival Specialty: Palace Guard Feature: Military Rank Class Fighter-Guardian Skills: Athletics, Perception Fighting Style: Great Weapon Fighting - When you roll a 1 or 2 on a damage die with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. Second Wind: As a bonus action, you can regain 1d10+fighter level HP. 1/short or long rest. Action Surge: 1/short or long rest may take an additional action Guardian's Mark: anytime you attack an enemy (hit or miss) you mark them until the end of your next turn. Your opportunity attacks against marked enemies have advantage and do not expend your reaction. Marked enemies within 5 feet of you have disadvantage to attack your allies. Trustworthy: your reputation of trustworthiness encompasses your hometown, many caravan drivers, and others familiar with your particular hometown, lord, or branch of military. Among such people your Charisma checks are advantaged (but not attempts to use Deception) and people take you at your word. ASI (4th level) - +2 Con Extra Attack (5th and 11th level) - May attack three times when taking the attack action ASI (6th) - Great Weapon Master Hold the Line: when you hit a creature with an opportunity attack, its speed is immediately reduced to 0 until the start of its next turn. In addition, any spaces within 5 feet of you become difficult terrain for your enemies. ASI (8th) - Tough Indomitable: 1/long rest - may reroll a saving throw that you fail, but must take new roll Uphold the Meek: when an enemy within 5 feet of you attacks one of your allies (without attacking you), you may make an opportunity attack against that enemy, adding your proficiency bonus as extra damage if you hit.[/sblock] [/QUOTE]
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