Sir Azorius of Hawkwinter "the Blue" Character Sheet

Season:
Forgotten Realms
Race:
Human
Class:
Fighter
Background:
Knight
Lifestyle:
Comfortable
Current Level:
4
Total GP:
155
Total Downtime:
10
Tag:
Faction:
Order of the Gauntlet
Faction Rank:
Chevall (rank 1)
Magic Item Count:
0
Magic Item Limit:
1

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
2022-11-03 20:57 Spending Downtime 1 -10 Show

Downtime level up:
lvl 4
ASI/Feat
/
Shield Master :
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
/
* If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
* If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
* If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

2022-09-26 01:18 DDAL08-03 Dock Ward Double Cross 1 80 10 Show

Level Up:
/
Archetype: Cavalier
Bonus Prof.: Insight

2022-09-21 22:51 SJA-01 - Orientation 1 50 10 Show

+Lance
+Potion of Healing
Players: Minurian, Dorian, Myrzyne, Enndlin, Sanity

2022-09-15 13:55 Character Creation 25 Show

Race: Variant Human

Point buy:
STR: 14(15) DEX: 12 CON: 15(16) INT: 10 WIS: 9 CHA: 10
Ability Score Increase: STR +1, CON +1


Skills
You gain proficiency in one skill of your choice. (Athletics)


Feat
You gain one feat of your choice.(Heavy Armor Master)
/
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
* Increase your Strength score by 1, to a maximum of 20.
* While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.
/
STR: 15(16) DEX: 12 CON: 16 INT: 10 WIS: 9 CHA: 10


Languages:
You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. (Elvish)


Background: Knight

Skill Proficiencies: History, Persuasion


Tool Proficiencies: Dragonchess Set


Languages: Dwarvish


Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, a purse containing 25 gp


Feature:
Retainers
You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.


Feat: 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.


Class: Fighter

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st


Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival (Animal Handling, Intimidation)


Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) chain mail or (b) leather armor, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer’s pack or (b) an explorer’s pack


Fighting Style:
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.


Second Wind:
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.

Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
2022-11-03 20:57 Spending Downtime -10 Show

Downtime level up:
lvl 4
ASI/Feat
/
Shield Master :
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
/
* If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
* If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
* If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

2022-09-26 01:18 DDAL08-03 Dock Ward Double Cross 10 Show

Level Up:
/
Archetype: Cavalier
Bonus Prof.: Insight

2022-09-21 22:51 SJA-01 - Orientation 10 Show

+Lance
+Potion of Healing
Players: Minurian, Dorian, Myrzyne, Enndlin, Sanity

2022-09-15 13:55 Character Creation Show

Race: Variant Human

Point buy:
STR: 14(15) DEX: 12 CON: 15(16) INT: 10 WIS: 9 CHA: 10
Ability Score Increase: STR +1, CON +1


Skills
You gain proficiency in one skill of your choice. (Athletics)


Feat
You gain one feat of your choice.(Heavy Armor Master)
/
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
* Increase your Strength score by 1, to a maximum of 20.
* While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.
/
STR: 15(16) DEX: 12 CON: 16 INT: 10 WIS: 9 CHA: 10


Languages:
You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. (Elvish)


Background: Knight

Skill Proficiencies: History, Persuasion


Tool Proficiencies: Dragonchess Set


Languages: Dwarvish


Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, a purse containing 25 gp


Feature:
Retainers
You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.


Feat: 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.


Class: Fighter

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st


Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival (Animal Handling, Intimidation)


Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) chain mail or (b) leather armor, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer’s pack or (b) an explorer’s pack


Fighting Style:
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.


Second Wind:
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.

Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
2022-11-03 20:57 Spending Downtime -10 Show

Downtime level up:
lvl 4
ASI/Feat
/
Shield Master :
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
/
* If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
* If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
* If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

2022-09-26 01:18 DDAL08-03 Dock Ward Double Cross 80 10 Show

Level Up:
/
Archetype: Cavalier
Bonus Prof.: Insight

2022-09-21 22:51 SJA-01 - Orientation 50 10 Show

+Lance
+Potion of Healing
Players: Minurian, Dorian, Myrzyne, Enndlin, Sanity

2022-09-15 13:55 Character Creation 25 Show

Race: Variant Human

Point buy:
STR: 14(15) DEX: 12 CON: 15(16) INT: 10 WIS: 9 CHA: 10
Ability Score Increase: STR +1, CON +1


Skills
You gain proficiency in one skill of your choice. (Athletics)


Feat
You gain one feat of your choice.(Heavy Armor Master)
/
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
* Increase your Strength score by 1, to a maximum of 20.
* While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.
/
STR: 15(16) DEX: 12 CON: 16 INT: 10 WIS: 9 CHA: 10


Languages:
You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. (Elvish)


Background: Knight

Skill Proficiencies: History, Persuasion


Tool Proficiencies: Dragonchess Set


Languages: Dwarvish


Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, a purse containing 25 gp


Feature:
Retainers
You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.


Feat: 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.


Class: Fighter

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st


Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival (Animal Handling, Intimidation)


Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) chain mail or (b) leather armor, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer’s pack or (b) an explorer’s pack


Fighting Style:
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.


Second Wind:
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.