Junior Jacobs

Warforged, Guild Artisan, Fighter [15]

Strength Dexterity Constitution Intelligence Wisdom Charisma
22 [+6] 14 [+2] 20 [+5] 14 [+2] 11 [+0] 9 [-1]
Junior.png

HP: 180
Speed: 30ft
Saving Throws: Strength, Constitution
AC: 21 (Heavy Plating [16] + Prof [5])
Weight: 450 lbs

Feats and Features

  • Warforged Resilience: You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You are immune to disease. You don’t need to eat, drink, or breathe. You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
  • Warforged Complexity: Only people with experience with warforged are able to stabilise when downed.
  • Great Weapon Master: When you score a critical hit or reduce a creature to 0 hit points with a melee weapon you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Proficiencies [+2]
Languages: Common, Elvish, Giant
Skills:

  • Athletics
  • Stealth
  • Animal Handling
  • Insight
  • Survival
  • Persuasion
  • Trapping tools
  • Carpenters tools
  • Smiths Tools

Rune Knight Features:

  • Giant's Might:
    • You can imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
      • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
      • You have advantage on Strength checks and Strength saving throws.
      • Your weappon attacks deal and extra 1d8 damage.
    • You can use this feature twice, and you regain all expended uses of it when you finish a long rest.
  • Defensive Runes:
    • You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature's AC against the attack. The bonus equals 1+ your intelligence modifier (3).

Unlock at Level 15
* Rune magic mastery:
* You can invoke each rune you know from your Rune Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

Fighter Features:

  • Great Weapon Fighter
    • 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.
  • Second Wind:
    • Use bonus action to regain 1d10 plus fighter level in HP once per long or short rest
  • Action Surge:
    • During your turn you can take an additional action and bonus action once per short or long rest.

Equipment

  • +2 maul
  • Ring of mind shielding
    • While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your Alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become Invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic Communication.
  • Returning +1 Javelin
    • Returns to hand immediately after making a ranged attack.
  • Extra Attacks:
    • Attack 3 times when using the attack action
  • Indomitable:
    • Re-roll a failed saving throw using the new roll once per long rest

Platinum 0
Gold 0
Silver 0
Copper 0

Spellcasting

Spellcasting

Runes

  • Storm Rune (Body)
    • Using this rune, you can flimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you are not incapacitated.
    • In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can't do so again until you finish a short or long rest.
  • Frost Rune (Maul)
    • This rune's magic evokes a frost giant's stoic calm. While wearing or carrying an object inscribed with this rune, you have advantage on Wison (Animal Handling) checks and Charisma (Intimidation) checks.
    • In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can't do so again until you finish a short or long rest.
  • Cloud Rune (Javelin)
    • This rune's magic emulates the deceptiveness of a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dex (Sleight of hand) checks and Charisma (Deeception) checks.
    • In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a difference creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack's range. Once you invoke the rune, you can't do so again until you finish a short or long rest.
  • Fire Rune (Smiths tools)
    • Double proficiency smiths tools
    • When you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success.

Personality: I change my mind often
Personality: Constantly refers to father who left
Ideal: Work love and protect the land
Bond: Prefer complicated solutions over simple ones
Flaw: Always help those in need regardless of personal costs

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