Str 16/+3, Dex 14/+2, Con 16/+3, Int 11/+0, Wis 14/+2, Cha 12/+1, Hnr 16/+3Proficiency Bonus:
- Animal Handling. Athletics. Intimidation. Survival. Tool
- Blacksmith's Tools. Land Vehicles.Passive Perception:
+2 Armor Class:
16 (while wearing Scale Mail)Hit Die:
Glaive; +6; Damage 1d10+3; Range melee (reach 10 ft.); Slashing; other creatures provoke an opportunity attack from you when they enter your reach. Make a bonus attack when taking the attack action.
Bonus Attack: +6; Damage 1d4+3; Range melee (reach 10 ft); Bludgeoning
Ability Score Increase. Your ability scores each
increase by 1.Size:
Medium (5 ft 10 inches tall, 160 lbs.)Speed:
Your base walking speed is 30 feet.Languages:
Common, DwarvenBackground Abilities
Feature: Rustic Hospitality
Since you come from the ranks o f the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.Class Abilities
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
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.
Starting at 2nd level, 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.Feats
4th - Mounted Combatant
You are a dangerous foe to face while mounted. While
you are mounted and aren’t incapacitated, you gain the
• You have advantage on melee attack rolls against any
unmounted creature that is smaller than your mount.
• You can force an attack targeted at your mount to target
• If your mount is subjected to an effect that allows it to
make a Dexterity saving throw to take only half damage,
it instead takes no damage if it succeeds on the
saving throw, and only half damage if it fails.
6th - Polearm Master
You can keep your enemies at bay with reach weapons.
You gain the following benefits:
• When you take the Attack action and attack with only
a glaive, halberd, or quarterstaff, you can use a bonus
action to make a melee attack with the opposite end of
the weapon. The weapon’s damage die for this attack
is a d4, and the attack deals bludgeoning damage.
• While you are wielding a glaive, halberd, pike, or quarterstaff,
other creatures provoke an opportunity attack
from you when they enter your reach.Magic Items
The Watchman (Glaive of Warning)- Dam 1d10 Slashing. Heavy, Reach, Two-Handed.This simple and unadorned but effective weapon of Eiygil, the Watchman is made from a single piece of hardened steel, a testament to the smithing skill of its maker despite its unassuming appearance. Eiygil's worried mother forged this perfectly-balanced weapon for the future hero to carry with him as a member of the local militia, and when Eiygil became an adventurer he took this massive polearm with him and wielded it against numerous villains and monsters, and still carries it to this day as his most prized possession. It is the finest work of his mother, master smith Eiyda Vallen, and she has never again succeeded at crafting anything that was equal to it, though the aging human craftswoman has no regrets since her finest creation has saved the life of her son and countless others many times over, and the weapon has even attained magical power through some unknown means, watching over its owner and his companions tirelessly as any mother would her children.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are
sleeping naturally when combat begins.
Potion of Healing 2d4+2 X2Equipment
Full Plate Armor.
A veritable arsenal of other mundane arms and armor.
Mansion in the Emerald City.
Griffon Mount, Crimson.
An estate and griffon ranch near his home village just outside the Eternal Forest (usually occupied by his family members).