Human, Mercenary Veteran, Fighter [8- Battlemaster]

Strength Dexterity Constitution Intelligence Wisdom Charisma
18 [+4] 14 [+2] 16 [+3] 13 [+1] 14 [+2] 9 [-1]

HP: 80
Saving Throws: Strength, Constitution
AC: 21 ([Plate Armour] 19 + Shield [2])


Feats and Features

  • Mercenary Life: Know mercenary companies and can practice mercenary work as a profession during timeskips.
  • Protection: Use Reaction to give Disadvantage to enemies attacking allies within 5ft.
  • Second Wind: Heal D10+Fighter Level as a Bonus Action.
  • Action Surge: Once per Short Rest take an additional action.
  • Battlemaster: [15 DC, 5 dice, D8]
    • Evasive- Add D8 to dice while moving
    • Parry- Reduce damage by D8+2
    • Commander's Strike- Instead of attacking ally attacks as reaction and adds D8 to damage
    • Precision Attack- Add D8 to hit after rolling.
    • Rally Cry- Bonus Action. Ally gains D8+fighter level of Temp HP.
  • Heavy Armour Master: +1 Strength (included). Reduce all non-magical piercing, slashing and bludgeoning damage by 3 while wearing heavy armour.
  • Extra Attack: Attack twice as a single action.
  • Know Your Enemy: Observe a target for a minute to know their martial prowess.
  • Shield Master: Bonus Action shove action with shield. Add shield's AC to Dex saving throws. Use Reaction to take no damage on successful save or half damage on failed.
  • Mounted Combatant: Advantage to attack targets medium or smaller while mounted. Force attacks to target you instead of mount. Mount takes no damage on passed Dex save, 1/2 on fail.

Proficiencies [+3]
Languages: Common, Norse
Skills: Athletics, Persuasion, History, Perception
Tools: Dice Set, Vehicles (Land), Smith's Tools

Dragontongue Blade (+7 to hit; D6+6 slashing and D6 fire damage; once per long rest 30ft AOE DC 15 wisdom or frightened)
Strange Articulated Plate (19 AC; Heals 1HP per turn; cannot be removed; -2 to hit)
Silver Spear (+5 to hit; D6+4 piercing)
Ice Shield (+2 AC; Creates 'Ice Wall' as action [3D6 bludgeoning or 2D6 cold])
Hand Axe (+5 to hit; D6+4 slashing)
Backpack (mess kit, 5x rations, tinderbox, waterskin, dagger, 50ft rope)
Traveller's Clothes, Fine Quality Black Clothes, Fine Quality 'Jacobs' Attire, Dice Set
41 gold

Full Plate Armour (18 AC; disadvantage on stealth)

Curved Ornate Dagger

2x Gemstones [50gp each]
Spell Scroll

Party Slush


Followers and Mounts

Warhorse Sigvald

Strength Dexterity Constitution Intelligence Wisdom Charisma
18 [+4] 12 [+1] 13 [+1] 2 [-4] 12 [+1] 7 [-2]

AC: 18 (Full Plate Barding [18])
Speed: 60ft
HP: 19
Passive Perception: 11

Attacks: Hooves (+4; 2D6+4; Bludgeoning)
Trampling Charge: If the horse moves 20ft towards a target DC14 Strength or knocked prone.

  • Saddle
  • Saddlebags [Bedroll, 15x rations, spare shield]
  • Lance (D12)


Draught Horse Canadia

Riding Horse Moongleam

P1: I face problems head on.
P2: I’m full of cautionary tales from my military experience
Ideal: My lot is to lay down my life in defense of others.
Bond: My honour is my life.
Flaw: I made a terrible mistake in battle that cost many lives.

From the lands north of Neverwinter. Was a young officer in the army of the Duke but made a mistake that led to the deaths of many men. Was saved by Old Cob, then a soldier in the army. Became friends and owed Old Cob a life debt.

Started working as a mercenary and spent most of life doing this. Helped Old Cob whenever he came north. Upon his death received a letter asking him to take care of his kids. Arrived just after the deaths of Aemelia and Vendry. Swore to protect the remaining Jacobs family members.

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