Titus
Noble Human Champion Fighter 6, Neutral Good
- Armor Class
- 17 (Splint Armor, 19 with shield)
- Hit Points
- 58 (6d10 +6 Con +12 Tough)
- Speed
- 30ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 12 (+1) | 14 (+2) | 8 (-1) | 12 (+1) |
- Weapons All
- Armor All
- Languages
- Common, Draconic
- Saving Throws
- Strength +6, Constitution +4
- Tools
- Dragon Chess
Skills
Skill | Bonus | From |
---|---|---|
Athletics | +6 | Fighter |
Animal Handling | +2 | Fighter |
History | +5 | Noble |
Intimidation | +4 | Skilled |
Performance | +4 | Skilled |
Skill | Bonus | From |
---|---|---|
Persuasion | +4 | Noble |
Insight | +2 | Adaptable Vigor |
Arcana | +5 | Human |
Stealth | +5 | Skilled |
Racial Features
Resourceful. You gain Inspiration whenever you finish a Long Rest.
Skillful. You gain Proficiency in one Skill of your choice.
Versatile. You gain the Skilled Feat or another 1st lvl Feat of your choice
Versatile Choice: Tough (See Feats Section)
Noble Background Features
Ability Score Increase. +2 Charisma, +1 Intelligence
Skill Proficiencies. History, Persuasion
Tool Proficiencies. Gaming Set
Languages. Draconic
Feat. Skilled (See Feats Secion)
Class Features
Fighting Styles. Two Weapon Fighting, Blind Fighting
Second Wind (3). As a Bonus Action, you can regain Hit Points equal to 1d10 + your Fighter level. You can use this feature three times, and you regain all expended uses when you finish a Long Rest.
Weapon Mastery. (4) Your training with weapons allows you to use the Mastery property of Four kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change the kinds of weapons you chose. Choices: Longswords (Flex), Hand Crossbows (Vex), Short Swords (Vex), Whip (Slow)
Action Surge. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional actions chosen from the following action options: Attack, Dash, Disengage, or Dodge.
Once you use this feature, you must finish a Short Rest or Long Rest before you can use it again.
Adaptable Vigor. You’ve studied your friends and foes alike and learned that victory relies on adaptability. Whenever you finish a Long Rest, you can gain proficiency in one skill from those available to this class at 1st level, as you remind yourself of past lessons. This proficiency lasts until the end of your next Long Rest.
Improved Critical. Your attack rolls with weapons and Unarmed Strikes can score a critical hit on a roll of 19 or 20.
Dual Wielder. See Feats Section
Extra Attack You attack twice instead of once whenever you take the attack action
Defensive Dualist. See Feats Section
Additional Fighting Style. Blind Fighting
Heroic Warrior Once per combat, you can give youself inspiration if you start your turn without it.
Actions
Longsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 1d10 + 3 Mastery: Flex: Can use Versitile damage even when wielding in one hand.
Short Sword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 1d6 + 3. Mastery: Vex. When you hit with this weapon, you have advantage on your next attack before the end of your next turn.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, reach 30/120ft., one target. Hit 1d6 + 3. Mastery: Vex. When you hit with this weapon, you have advantage on your next attack before the end of your next turn.
Whip. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 5 1d4 + 3. Mastery: Slow. When you hit a target with this weapon, their movement speed is slowed by 10 ft. Can only slow a target once per turn.
Feats
Tough
Your Hit Point Maximum increases by an amount equal to twice your character level when you gain this Feat. Whenever you gain a level thereafter, your Hit Point Maximum increases by an additional 2 Hit Points.
Skilled
You have exceptionally broad learning. Choose three skills in which you lack proficiency. You gain proficiency in those skills.
Dual Wielder
Ability Score Increase. Increase Strength by 1
Enhanced Dual Wielding. When you are holding a weapon with the Light Property in one hand, you can treat a non Light weapon in the other hand as if it had the Light Property, provided the Weapon lacks the Two Handed Property.
Quick Draw. You can draw or stow two weapons that lack the Two-Handed Property when you would normally be able to draw or stow only one.
Defensive Duelist
Ability Score Increase Increase Dex by 1.
Parry. If you are holding a Finesse Weapon and another creature hits you with a Melee Attack, you can use your reaction to add your Proficiency Bonus to your Armor Class for that attack, potentially causing it to miss.
Equipment
Splint Armor
Longsword
Hand Crossbow (20 bolts)
Shield
Explorers Pack
A set of travelers clothes
A signet ring
Cloak of the Wolf: “While wearing this cloak, you can spend an action to pull the hood up, turning you into a wolf. This feature works like a druid’s wild shape, except that its duration lasts two hours before you revert to your true form (you can still end it as a bonus action). The cloak regains the ability to turn you into a wolf each day at dawn.
307 gp