Dungeons & Dragons RPG Character Lani (Kesley)
Character Overview - Lani - Kesley - WORK IN PROGRESS
Character Stat Block - Lani - Kesley [PC]
Fighter - Weaponsmaster
Makai (Human) Water Aspected from Ierendi
Initiative: +4
Armour Class: 14 (no Armour)
Hit Points: 94 (9d10+36)
Proficiency: +4 (expertise +8)
Speed: 30 ft
(Str)ength +3 (Dex)terity +5 (Con)stitution +3 (Int)elligence +1 (Wis)dom +1 (Cha)risma +2
Saving Throws:
(Proficient)
Strength,
Constitution,
Weapon and Armour:
(Proficient)
Armour (All),
Weapons (All),
(Skilled)
Greatsword,
Maul,
Pike,
Spear,
(Expert)
Bastard Sword,
Blackjack,
Club,
Dagger,
Hand Crossbow,
Handaxe,
Javelin,
Knife Shield,
Longbow,
Longsword,
Lasso,
Morningstar,
Rapier,
Shortsword,
Spontoon,
Trident,
(Options)
Armour Piercing Thrust,
Bruising Blow,
Bullwhip,
Close Quarters Combat,
Concealed Weapon,
Lock Blades,
Main Guache,
Pinning Hit,
Shrapnel Shot,
Snare,
Sunder Joints,
Trick Shot,
Unmount,
Vault,
Games:
(Proficient)
Card Games,
Dice Games,
Instruments:
(Proficient)
Bongo,
Flute,
Lute,
Vocals,
Tools:
(Proficient)
Armourer Kit,
Cartography,
Disguise Kit,
Herbalism Kit,
Leather Working Kit,
Navigation,
Thieves Tools,
Woodcarver Tools,
Vehicles:
(Proficient)
Land,
(Expertise)
Water,
Skills:
(Proficient)
Acrobatics (Dex),
Animal Handling (Wis).
Arcana (Int),
Athletics (Str),
Culture (Int),
Deception (Cha),
Engineering (Int),
History (Int),
Insight (Wis),
Intimidation (Cha),
Investigation (Int),
Medicine (Wis),
Perception (Wis),
Performance (Cha),
Pursuasion (Cha),
Religion (Wis),
Sleight of Hand (Dex),
Stealth (Dex),
Survival (Wis),
Senses: + Perception (W),
Passive Perception 10+ perception,
Darkvision,
Languages:
(Common) -
Alphatian,
Shadowtonuge,
Thyatian,
Undersea,
(Elven) -
Minrothad,
(Giant) -
Jotun,
(Human) -
Atruaghin,
Francian,
Heldannic,
Makai,
Traladaran,
Ylari,
(Base Language) -
Draconic,
Gnome,
Goblin,
Orc,
(Primordial) -
Aquan,
Ingan,
(Planar) -
Abyssal,
Celestial,
Infernal,
Feats: Defensive Duellist, Grappler, Skilled (Animal Handling,
History), Lucky
ABILITIES
- Action Surge (Fighter 2nd) You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
- Danger of Energy (Water Aspected) - When hit by Fire or Radiant damage you take additional damage equal to your proficiency. Fire and Radiant effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
- Fast Learner (Human) - With their short life spans, humans can acquire knowledge at a higher rate than more long-lived heritages. You gain proficiency in one additional skill of your choice in addition you require half as much time as normal to train yourself in the use of armour, skill, tool, secret craft or weapon during downtime.
- Fighting Style - Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Human of Time (Makai) - You appear to age at half your actual age. This does not extend your life, but gives you a youthful appearance.
- Indomitable (Fighter 9th) - You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
- Intrepid (Human) - Your survival instinct is remarkably strong. When you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll. Once you use this trait, you cannot use it again until you finish a short or long rest.
- Moment of Martial Brilliance (Weapon Master 7th) can now be used twice per short rest, lasting for two rounds each. You can activate two bonus actions related to weapons and two reactions also related to weapons. Your weapon options also work with weapons your skilled with.
- Power of Time (Water Aspected) - When using (or effected by) Cold or Force you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow blue till the start of your next turn.
- Second Wind (Fighter 1st) 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.
- Ships Passage (Sailor) - When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favour, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
- Soldiering Knacks (Fighter) Amphibious Combatant - May spend 1 exertion to reroll a failed Strength, Dexterity or Constitution check related to aquatic activity. You may choose whether to keep the new roll or the original roll. In addition you add your proficiency bonus to the number of minutes you can hold your breath before suffocating, and can spend 1 exertion to hold your breath for additional minutes equal to your proficiency bonus. Clearsight Sentinel - Gain Darkvision. Don’t have disadvantage on Wisdom (Perception) checks in lightly obscured areas. Stable Footing - You have advantage on any check or saving throw to avoid falling prone or handle difficult ground. You are never prone after taking fall damage, and when calculating fall damage you treat the fall distance as if it were shorter by a number of feet equal to your proficiency bonus x10.
- Spirit of the Sea (Makai) - When making navigation checks on a large body of water, you have advantage if you are travelling to a place you have been before.
- Spirited Traveller - Desperate Dash - When you take the Dash action, your movement this turn does not provoke opportunity attacks. During this movement, you gain an expertise die on Acrobatics checks made to avoid hazards and Dexterity saving throws. Once you use this trait, you cannot use it again until you finish a short rest. Marathon Runner - The first time between each long rest you would gain a level of fatigue, you do not gain that level of fatigue. You still suffer a level of fatigue from finishing a long rest without any Supply. Sojourner's Fortitude - You gain an expertise die on saving throws made to resist fatigue for marching longer than 8 hours.
- Steely Mien (Fighter 2nd) - Heroic Flair - You have advantage on Persuasion checks made to influence friendly creatures with CR lower than your fighter level.
- Weapon Mastery (+2) increase the Weapon Mastery Base DC for archetype to +2.
- Exertion Pool (6)
- Adamant Mountain Manoeuvres (Hadiness, Might, Power) – Catch Your Breath (2) Bonus, regain hit points 1d6 +7 (Prof+Con). Lean Into It (2) Action, take attack action, any creature hit with a melee weapon must Save vs Strength or get knocked prone. Shrug It Off (1 S) Reaction, Stop an effect causeing Frightened, poisoned or stunned. Warding Wield (1) Bonus, Until start of next turn, AC +2.
- Mirror's Glint Manoeuvres (Flowing, Insightful, Reactive) – Off-Balancing Strike (1) Bonus, until start of next turn, can replace damage with off-balance (disadvantage on ability checks, and dex save). Redirect (2) Reaction, when hit with a melee atacck, force the attacker to make a Int save or target another creature in 5 ft.
- Rapid Current Manoeuvres – Charge (1) Action, Move 30 ft and make a melee attack. Does not work in same round as a Dash. Eyes Slash (1 S) Action, melee attack vs taget that relies on sight. Target must make Con save or blinded until end of your next turn. Rapid Strike (2) Action + Bonus, make an Attack Action, use a bonus action to an additional attack, if this hits may spend 2 exetion to make another attack against same creature. Rolling Strike (1) Action, move up to 20ft, make a melee weapon attack. Speed over Strength (1) Reaction, If hit with a weapon with the heavy property, or a creature larger than yourself using natural weapons, you may attack with a melee weapon with the duel-weilding or finesse property.
- Manoeuvre Specialisations - Eye Slash (Rapid Current), Shrug It Off (Mountain)
- Short Rest - While taking a short rest next to or touching open water or a prepared bowl filled with water, you can spend 1 HD to roll two dice and take the results of both.
- Roleplaying Concepts
- Personality - My friends know they can rely on me, no matter what..
- Ideal - People – I’m committed to my crewmates, not to ideals..
- Bond - In a harbour town, I have a paramour whose eyes nearly stole me from the sea..
- Flaw - Once someone questions my courage, I never back down no matter how dangerous the situation.
- Treasured Item - A one ounce block made from an unknown material.
- Signature Style - Brutal – Your attacks rain down like hammer blows, meant to splinter bone or send blood flying (Halfling style)
- Instructor - Weapon Master – Your mentor helped you to become one with your chosen weapon, by imparting highly specialised knowledge of how to wield it most effectively.
Content Updates
- 2023-01-09 - Finished Levels 4-9 on the migration of content. Some abilities, Items, Magic and Secret Crafts are still pending.
- 2023-01-07 - Finishing Levels 1-3 on the migration of content.
- 2023-01-02 - Starting to build the character sections for migration.
- 2022-08-10 – Updated feats for a5e.
- 2022-08-07 – Updating with the level up contents.
- 2022-08-03 – Updating character to level 9, removing lower levels and cleaning up the rest of the details.
- 2021-03-25 – Adding in more detail into the selected elements.
- 2021-03-21 – Adding in updates after character creation session.
- 2021-03-19 - Published on WordPress.