I PUT DA FOOTNOTES AT DA TOP
Rolled: [15, 14, 13, 12, 10, 8]
CLASS: Fighter 5
BACKGROUND: Returned
Feats: Lucky, Great Weapon Master, Slasher
Name
Age
Type
Height
Weight
Size
Alignment
Race
Class
Languages
Tool Proficiency
Armor Prof
Weapons
Miles Harlow
??
Humanoid
wide
rotting
mid
Neutral Good
Human
Fighter 5
Common, Dwarvish, Darnassian
Mason's Tools
hit dice 3/5
HP
Initiative
Proficiency
Passive Perception
44
2d20d1+2
+3
9
AC
Speed
16
30
Str* : 16
Dex : 14
Con* : 14
d20+6
d20+2
d20+5
Int : 10
Wis : 8
Cha : 12
d20+0
d20-1
d20+1
GWM - +1 str
Slasher - +1 dex
[DEX] Acrobatics : d20+2
[STR] Athletics* : d20+6
[WIS] Animal Handling : d20-1
[INT] Arcana: d20+0
[CHA] Deception : d20+1
[INT] History *: d20+3
[WIS] Insight*: d20+2
[CHA] Intimidation* : d20+4
[INT] Investigation* : d20+3
* =Class , * = Race, * = Feat, * = Background
[WIS] Medicine : d20-1
[INT] Nature : d20+0
[WIS] Perception : d20-1
[CHA] Performance : d20+1
[CHA] Persuasion* : d20+4
[INT] Religion : d20+0
[DEX] Stealth: d20+2
[DEX] Sleight of Hand : d20+2
[WIS] Survival : d20-1
Arcanite Reaper-----------------
Attack 2-----------------
Attack 3------------------
etc
Attack Rolls
1d20+6
1d20+
1d20+
Damage Rolls
2d12d1+6
Additional Info
Crit Range: +2+3+1+1 = 13-20 crits.
Cleave w/ Greateaxe
Slasher: Disadv to attacks on things I crit.
GWM: +3 Damage
Bonus Action Attack on Crit or Kill
HWF: Reroll Damage
Feat: Slasher
Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Feat: Great Weapon Master
Heavy Weapon Mastery. When you hit a creature with a weapon that has the Heavy property as part of the Attack action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus.
Hew. Immediately after you score a Critical Hit with a Melee weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.
Feat: Lucky
Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest. (0/3)
Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.
Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.
Background Feature: Unearthly Presence. Your inexplicable resurrection marks you with an aura that both unsettles and fascinates those around you. You can leverage this uncanny presence to gain the trust or attention of those who are fascinated by or knowledgeable about the supernatural and the undead. This draws interest from the Church of the Holy Light as well as the occultists, granting you access to closed circles that you might otherwise not be welcome to. Additionally, your eerie demeanor might sometimes intimidate others, making it easier to persuade or extract information from those who are superstitious or fearful.
Never Give Up. Humans face adversity head on, especially when the odds are against them. You have advantage on saving throws against getting frightened.
The Alliance's Leaders. A gregarious lot, humans are the bond that keeps the different races of the Alliance together. You have proficiency in two of these three: Investigation, History, and Persuasion.
Who's Who. You have advantage on knowledge checks pertaining to royalty or nobility.
Human Versatility. You get a 2024 feat of your choice of which prerequisites you meet.
Mastery of Many Talents. Choose one of your abilities or resources granted by your race, class, a feat, or something else that has a number associated with it: you can increase one of them by 1, whether that's the number of uses that can be expended before a rest, a maneuver, a bardic inspiration or superiority die, a critical hit range, a cantrip or spell known, a spell slot, or something else. - Crit Range +1
Will to Survive. When you fail a saving throw, you can choose to succeed instead. Once you do, you must complete a short or long rest to do it again.
The Human Spirit. Your critical hit range expands by 1 (so you score a critical hit on a 19 and 20 instead of just 20.)
Refuse to Die. When you would be reduced to 0 hit points, you can choose to be reduced to 1 hit point instead. Once you use this ability, you have to complete a short or long rest to use it again.
Old Hatreds. Humans have a long history of fighting orcs. When you score a critical hit against an orc, you can roll and add your damage dice three times instead of two times.
Languages. You can speak, read, and write Common and one extra language of your choice.
2Level 1: Fighting Style. You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
HWF - Reroll Damage Dice for Weapon
Level 1: Second Wind. You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. 2/2
Level 1: Weapon Mastery.
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
Great Axe. Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Level 2: Action Surge.
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
Level 2: Tactical Mind
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Level 3: Fighter Subclass: Champion
Level 3: Improved Critical. Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
Level 3: Remarkable Athlete. Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks. In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
Level 4: Ability Score Improvement. Feat: Slasher
Level 5: Extra Attack. You can attack twice instead of once whenever you take the Attack action on your turn.
Level 5: Tactical Shift. Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
A basic man, Miles has a duty to serve the alliance as a foot soldier, a champion of Stormwind even. What he lacked in finesse he made up in technique and strength, and knowing just the right spots to hit to make it hurt real bad on just about anything. His real strength lies in that intuition, more than his muscles. A simple man who just wants to help his family and friends, and all the citizens of the Alliance for that matter, live relatively peaceful lives.
An Alliance soldier who died aiding in an evacuation in Darkwood after an outbreak of Undead. While not a paladin, his fighting style has excelled in culling hordes of undead as well as other monstrosities. But, he stayed back to buy time and inevitably fell to the onslaught...
But, he didn't die. No, he did. He definitely did. But Godwyn was there when he woke up, and explained the situation. The light brought him back, and that was good enough to know his work isn't done in Darkwood. While he wishes to go join his family who he bought enough time to evacuate - And who safely escaped the shadowy woods, according to paladin, he knows that he was brought back for a reason, and that is to finish the job.
Of course, Godwyn knows their true fate. Slaughtered by a worgen who had been waiting at the edges of the battle, like a vulture. But, keeping Miles from lashing out and searching on his own would be counter-productive for the greater good, after all.
Personality Trait: 1. Nothing shocks or scares me; what's the worst that can happen? I've already died.
Ideal: Second Chance. Life is precious and every moment is to be cherished. (Good)
Bond: I owe a debt to Godwyn and the light for brought me back to life. And I need to find my family again to reconnect, before they start to worry.
Flaw: I struggle with survivor's guilt, wondering why I returned when others did not.
Equipment: Tattered clothes you were buried in, a personal item you were buried with (a locket, ring, etc.), a pouch with 10 gp, and a journal to record your new experiences.
Chain Mail
Dungeoneer's Pack
-5 rations
Other shit I will be abandoning from the class starter lol
Arcanite Reaper (500gp) - This weapon's critical range expands by 3. Any creature dealt damage by this axe can't regain hit points until the end of its next turn.
Belt of Razor's Edge (200gp) - +1 Crit Range
Traveler's Ring (200gp) - This ring, crafted by the jewelers of Stormwind, is designed to aid those who journey far and wide across Azeroth. Made of smooth gold, it is engraved with a map of the Eastern Kingdoms. Once a day, when you take a short rest, you can reduce one rank of exhaustion using this ring.
Potion of Focused Resolve (100gp) - For 1 hour, your critical strike range expands by 2 but only against the first person you attack in each combat after drinking it.