Race: Red Dragonborn
Class: Fighter, Rune Knight (25)
Alignment: Chaotic Neutral
Languages: Common, Draconic, Sylvan, Giant
Proficiencies
-All armors
-Shields
-Simple/Martial weapons
-Heavy weapons
Backstory
A mercenary whos' bad at advertising for his services. Also had a family that was killed by the same man who killed Ryuma's family. Then went on a journey with Guido and their wifes for bit before returning to the party
Features
-½ damage to fire
-200 pounds
-7' ft
-Medium
-Darkvision 60ft
-Likes Chocolate chip and Pancakes
-ADV on Intimidation or Persuasion once per rest
Legendary Features
Hide of the Dragon: While you aren't wearing armor, your AC is equal to 13 + Your Dexterity modifier. You can use a shield and still gain this benefit
Evolution: Upon reaching 9th level, you may choose whether to make Draconic Warding or Wing Growth permanently active
Wing Growth: As an action, you may grow a set of leathery draconic wings that lasts for 1 minute. The wings destroy clothing not made to accommodate them, and cannot be manifested while wearing medium or heavy armor. While the wings are manifested, you have a flying speed equal to your walking speed
STATS
HP: 444
AC: 21
Movement: 30ft
Initiative: +5
PB: +8
Spell Attack: +0
Spell Save DC: 0
PassWIS: 20
STATS
STR: 24 (+7)
DEX: 22 (+6)
CON: 22 (+6)
INT: 14 (+2)
WIS: 16 (+3)
CHA: 16 (+3)
Saving Throws:
STR: +15
DEX: +14
CON: +14
INT: +2
WIS: +11
CHA: +11
Skills:
Investigation: +10
Animal Handling: +13
Perception: +11
Intimidation: +11
Persuasion: +11
Athletics: +15
History: +10
Attacks: 4 attacks
Iceborn Great Scythe: +18; 10ft; Magical 3d12 Slashing + 2d10 Cold
Bow of the Storm Archers: +13; 200/700ft; Magical 2d10+5 Piercing + 2d8 Lightning
Fire Breath: 15ft cone; 6d6 Fire; DC 20 Dex save
Spell slots:
Immune: Armor of Dawn (Fire,Cold)
Resistance: Fire, Cold, Armor of Dawn
Vulnerabilities:
Eldritch Invocations
Feats
Gift of the Chromatic Dragon:
Chromatic Infusion. As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest.
Reactive Resistance. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Resilient
Increase the chosen ability score by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability
Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Skills of Mythos
You gain proficiency in any three skills or tools of your choice. You gain proficiency in two saving throws of your choice
Class actions
Actions
Chromatic Warding: You can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can’t do so again until you finish a long rest
Bonus Actions
Second Wind: Regain 1d10 + your fighter lv, once per short rest
Giant Might: You become large if smaller than large to begin with, advantage on Strength checks and saves, and once per turn an attack deals an extra 1d6 damage. Can use it equal to your proficiency bonus
Activate Rune: Use a bonus action or reaction to use the rune's power once per long rest
Chromatic Infusion: You can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest
Fighting Spirit: You can give yourself advantage on all weapon attack rolls until the end of your turn. When you do so, you also gain temporary hit points equal to your Fighter level. You may use this feature three times, regaining all expended uses upon completing a long rest
Reactions
Activate Rune: Use a bonus action or reaction to use the rune's power once per long rest
Runic Shield: When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
Reactive Resistance: When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
Runic Barrier: When you or a creature within 60-feet of you is hit with an attack, you may expend your reaction to reduce the damage taken to 0. Whenever you use this feature, choose an active Mark you possess. You lose its benefits until you complete a short or long rest
Free Action
Action Surge: Take an additional action, twice per short rest
Indomitable: Can reroll a saving throw and have to use the new roll, twice per long rest
Class Passives
2 Weapon Fighting: adds ability modifier to the damage of 2nd attack
Master of Runes: You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short rest
Runic Juggernaut: You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
Resilient Body: Your HP maximum increases by an amount equal to four times your level in this class. Every time you gain a Fighter level, your maximum HP increases by an additional 4 HP. You may select this trait multiple times
Heart of War: Whenever you roll initiative, you recover expended mastery dice equal to half to your mastery dice maximum (Rounded Down)
Fighting Spirit
As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of your turn. When you do so, you also gain temporary hit points equal to your Fighter level. You may use this feature three times, regaining all expended uses upon completing a long rest
Runic Barrier
Prerequisite: 21st level
When you or a creature within 60-feet of you is hit with an attack, you may expend your reaction to reduce the damage taken to 0. Whenever you use this feature, choose an active Mark you possess. You lose its benefits until you complete a short or long rest
Mastered Marks
Prerequisite: 21st level
When a mark you know would force a creature to make a saving throw, you may expend a Mastery die to roll it and subtract the result from their saving throw
Weapon School: Cleavers
Handaxes, Battleaxes, Greataxes, Sickles and Similar Weapons
Tier 1. When you roll the maximum possible result on your damage die, you may immediately move up to 5-feet without provoking attacks of opportunity.
Tier 2. When you would add your Mastery die to an attacks damage roll and the die rolls a 1 or 2, you may treat it as a 3.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Item actions
Actions
Bonus Actions
Reactions
Free Action
Item Passives
Anime Power
ROR: Thor
+5 in STR, DEX, CON
Semi-Immortality: Like all Gods, Thor is eternally youthful, being incapable of dying due to old age
Immune to Non-magical Attacks
Ability to cast lightning based spells equal to your proficiency bonus
Misty Step equal to your proficiency bonus
Aura of Menace: Frightened creatures against you has 0 movement and take psychic damage
One Piece: Armament Haki- Basic
Imbue your fist or 1 weapon with Armament Haki to deal extra damage as a free action
(1/4) Proficiency bonus, (Proficiency)d10s, damage can't be reduced unless the target also has Armament Haki
Equipment
Helmet
Leggings
Boots
Jewelry related
Other
Notice: This will change over time, money won't be as up to date, and skills not mentioned just takes their stats modifier
If you feel like somethings wrong, it shouldn't be, I took 5hrs on this and did my research