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Tiefling (Zariel) Outlander

6 Rune Knight

+3 10
18 +0 30ft
Defense. while you are wearing
armor, you gain a +1 bonus to AC
10
52
◆ +8 +2d8+6

20
+8

52+2d8+6

+5

+0

6 6
10
+0
+0
+0

+0 Bonus Proficiencies.
greatsword +8 2d6+5 slashing Rune Carver (CD 14). cloud rune and fire rune
◆ +6 Giant's Might. (3x)
handaxe +8 1d6+5 slashing
16 morningstar +8 1d8+5 piercing
+3
-1

8
-1
● +2

1 1 -
-1

-1
-1
-1

+0

14
● +3
+0
+0 nv1 Great Weapon Master.
+2 ●
+0
+3
You've learned to put the weight of a
weapon to your advantage, letting its
+0 momentum empower your strikes.

10 You gain the following benefits:


+0
● +3
+0 -On your turn, when you score a
+0 +0 critical hit with a melee weapon or
reduce a creature to 0 hit points with
one, you can make one melee
Darkvision. 60ft
weapon attack as a bonus action.
Menacing. You gain proficiency in the Intimidation skill
-Before you make a melee attack
Relentless Endurance. When you are reduced to 0 hit points but not killed with a heavy weapon that you are
outright, you can drop to 1 hit point instead. You can't use this feature again
until you finish a long rest proficient with, you can choose to
Savage Attacks. When you score a critical hit with a melee weapon attack, you take a -5 penalty to the attack roll. If
can roll one of the weapon's damage dice one additional time and add it to the
extra damage of the critical hit the attack hits, you add +10 to the
attack's damage.

common, dwarvish and nv4 Ability Score Improvement


● ●
orc +2 Strength
● ●

nv6 Ability Score Improvement


Drum
● ●
+2 Strength
I was, in fact, raised by wolves.
Origin. pilgrim
I place no stock in wealthy or well-mannered folk. Money Feature: Wanderer
and manners won't save you from a hungry owlbear. You have an excellent memory for maps
and geography, and you can always recall
the general layout of terrain,
Change. Life is like the seasons, in settlements, and other features around
constant change, and we must change you. In addition, you can find food and
with it. (Chaotic) fresh water for yourself and up to five
other people each day, provided that the
land offers berries, small game, water,
It is my duty to provide children and so forth.
to sustain my tribe.

Don't expect me to save those who can't


save themselves. It is nature's way that
the strong thrive and the weak perish.

Rune Carver.
Cloud Rune. This rune emulates the deceptive magic used -a staff, a hunting trap, a trophy
by some cloud giants. While wearing or carrying an object
inscribed with this rune, you have advantage on Dexterity
from an animal you killed, a set of
(Sleight of Hand) checks and Charisma (Deception) checks. traveler's clothes, and a belt
In addition, when you or a creature you can see within 30
splint armor pouch.
feet of you is hit by an attack roll, you can use your
reaction to invoke the rune and choose a different greatsword
creature within 30 feet of you, other than the attacker.
The chosen creature becomes the target of the attack,
using the same roll. This magic can transfer the attack's
-explorer's pack (a backpack, a
effects regardless of the attack's range. Once you invoke bedroll, a mess kit, a tinderbox,
this rune, you can't do so again until you finish a short or
long rest. 2x handaxes 10 torches, 10 days of rations, a
Fire Rune. This rune's magic channels the masterful waterskin and 50 feet of hempen
craftsmanship of great smiths. While wearing or carrying rope)
an object inscribed with this rune, your proficiency bonus
is doubled for any ability check you make that uses your
10
proficiency with a tool.
In addition, when you hit a creature with an attack using a -morningstar and drum
weapon, you can invoke the rune to summon fiery
shackles: the target takes an extra 2d6 fire damage, and it
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. Once you
invoke this rune, you can't do so again until you finish a
short or long rest.
------------------------------------------------------------------------------
Giant's Might.
You have learned how to 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.
-Once on each of your turns, one of your attacks with a
weapon or an unarmed strike can deal an extra 1d6
damage to a target on a hit.
You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses of it
when you finish a long rest.

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