Name: Fern Class & Level: Fighter 5 Background: Fail Experiment
Race: Warforged/Envoy Alignment: Neutral Experience Points:
Height: 5’-0". Weight: 250 lbs. Looks to be made of vines and darkwood with a greenish metal covering.
Most Used Stats
AC: 18
Initiative: +2
Proficiency Bonus: +3
Speed: 30’
Current Hit Points: 44
Hit Points Max: 44
Hit Dice Available: 5d10
Hit Dice Total 5d10
Death Saves:
Life/Death |
Passive Perception: 14
Passive Investigation: 9
Inspiration: 11
Personality
Background: Failed Experiment.
Trait: I have a dark sense of humor.
Ideals: Live and let live. There are so many places to explore and things to learn.
Bonds: I would still lay down my life for anyone who shows me friendship.
Flaw: Laws are not mine, why should I follow them.
Attacks (x2)
- Greataxe: Weapon Bonus (+7), Slashing, 1d12+4, Heavy, 2-Handed (1d10+2)
- Maul: Weapon Bonus (+7), Bludgeoning, 2d6+4, Heavy, 2-Handed(1d10+2)
- Dagger (x2): Weapon Bonus (+7/+5), Piercing, 1d4+4, Finesse, Light, Thrown (20/60)
- Longbow: Weapon Bonus (+5), Piercing, 1d8+2, Heavy, Ranged (150/600)
Weapon | Attack Bonus | Damage/Type | Range (normal/Max) | quantity |
Greataxe | +7 | 1d12+4 +1d4 Slashing (Heavy, 2-Handed) | ||
Maul | +7 | 2d6+4 +1d4 Bludgeoning (Heavy, 2-Handed) | ||
Dagger | +7/+5 | 1d4+4 +1d4 | 20/60 | 2 |
Longbow | +5 | 1d8+2 | 150/600 | 20 |
Unarmed | +7 | 5 |
Characteristics
Strength: 18 (+4)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 8 (-1)
Wisdom: 13 (+1)
Charisma: 10 (+0)
Saves (* means proficient)
+7 Strength*
+2 Dexterity
+5 Constitution*
-1 Intelligence
+1 Wisdom
+0 Charisma
Skills (* means proficient)
1. +5 Acrobatics (Dex)*
2. +1 Animal handling (Wis)
3. -1 Arcana (Int)
4. +7 Athletics (Str)* (+5 Climb Checks)*
5. +0 Deception (Cha)
6. -1 History (Int)
7. +1 Insight (Wis)
8. +3 Intimidation (Cha)*
9. -1 Investigation (Int)
10. +1 Medicine (Wis)
11. +2 Nature (Int)*
12. +4 Perception (Wis)*
13. +0 Performance (Cha)
14. +0 Persuasion (Cha)
15. -1 Religion (Int)
16. +2 Sleight of Hand (Dex)
17. +2 Stealth (Dex)
18. +1 Survival (Wis)
Proficiencies and Languages
- Tool Proficiency: Tinkerer’s Tools
- Tool Proficiency: Smiths Tools
- Gaming Set Proficiency: Dice
- Language: Common
- Language: Gnomish
- Language: Abyssal
- Warforged Resilience: You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You are immune to disease. You don’t need to eat, drink, or breathe. You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
- Sentry’s Rest: When you take a long rest, you must spend at least 6 hours in an inactive state rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
- Integral Protection: Your body has built-in defensive layers, which determine your armor class.
Composite Plating: Your armor class is 13 + your DEX modifier (maximum of 2) + your proficiency bonus.
- Integral Tool: A chosen tool you are proficient with is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.
Tinker's Tools
Fighting Style:
You adopt a fighting style specialty.
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, you can use a bonus action to regain 1d10 + 4 HP.
Action Surge:
You can take one additional action on your turn. This can be used 1 time per short rest.
Brute Force: (UA)
Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by +1d4.
5th Level 2nd Attack
Magic Items
Clockwork Amulet:
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can take a 10 on a single die roll instead of rolling a d20 or after the roll if less. Once used, this property can't be used again until the next dawn.
Feats
Equipment:
Armor:
- Integral Protection: Your body has built-in defensive layers, which determine your armor class.
Composite Plating: Your armor class is 13 + your DEX modifier (maximum of 2) + your proficiency bonus.
- Greataxe
- Maul
- Daggers x2
- Longbow
- Inventory
Wealth:- 0 Platinum
- 800 Gold
- 0 Electum
- 0 Silver
- 0 Copper
- Clockwork goldfish swimming within a sealed orb filled with water.
- Backpack
- Dice Set
- Pouches (2)
- Quiver (w/ 20 Arrows)
- Rope, Silk (50’)
- Sack (w/ mixed nuts)
- Shovel
- Smith’s Tools
- Tinder Box
- Inventory