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{{infobox d&d}}
{{infobox d&d}}
'''Sir Marigold Banks''' is a Lawful Neutral, ninth level halfling fighter and unlanded knight of Sir Elric in the ''Hoard of the Dragon Queen/Rise of Tiamat'' pickup game.  Marigold is a cunning and deadly melee warrior.  She is played by Karen.
==Description==
Marigold is a Wavy-haired blond halfling with bright green eyes.   


[[Category: D&D]]
Marigold is fluent in Common, Halfling, Draconic.
[[Category: D&D 5th Edition]]
[[Category: Player Characters]]
[[Category: Karen's Characters]]
 
 
Marigold Banks "The Organized"
 
Female Stout Halfling Noble Fighter 4
Lawful Neutral
 
 
Strength 16 (+3)
 
Dexterity 16 (+3)
 
Constitution 14 (+2)
 
Intelligence 14 (+2)
 
Wisdom 16 (+3)
 
Charisma 12 (+1)
 
Size: Small
Height: 3' 2"
Weight: 35 lb
Skin: Light
Eyes: Green
Hair: Blonde Wavy
Maximum Hit Points: 41
 
Speed: 25 feet
 
Inspiration:
 
Armor Class: 17 = 10 + 6 [chain mail] + 1 [buckler]
 
Proficiency bonus: +2
Initiative modifier: + 3 = + 3 [dexterity]
 
Attack (handheld / thrown): + 6 = + 3 [strength] + 2 [proficiency]
 
Attack (missile / finesse): + 5 = + 3 [dexterity] + 2 [proficiency]
 
Strength save: + 5 = + 3 [strength] + 2 [proficiency]
 
Dexterity save: + 3 = + 3 [dexterity]
 
Constitution save: + 4 = + 2 [constitution] + 2 [proficiency]
 
Intelligence save: + 2 = + 2 [intelligence]
 
Wisdom save: + 3 = + 3 [wisdom]
 
Charisma save: + 1 = + 1 [charisma]
 
Insight (passive): 13 (18 with advantage)
 
Investigation (passive): 12 (17 with advantage)
 
Perception (passive): 15 (20 with advantage)
 
Carry: 240 lb maximum
 
For groups using the optional encumberance rules:
If carrying more than 80 lb, encumbered -- -10 on speed
If carrying more than 160 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
 
Languages: Common Draconic Halfling
 
Unarmed strike [+5 to hit; 1+3 bludgeoning]
 
2 Hand axes [+5 to hit; 1d6+3 slashing, 3 lb, light, thrown (range 20/60)]
 
2 Spears [+5 to hit; 1d6+3 piercing, 4 lb, thrown (range 20/60), versatile (1d8)]
 
Sling [+5 to hit; 1d6+3 bludgeoning, 1 lb, ammunition (range 30/120)]
 
Longsword [+5 to hit; 1d8+3 slashing, 4 lb, versatile (1d10 slashing)]
 
2 Short Swords [+5 to hit; 1d6+3 piercing, 2 lb, finesse, light]
 
Blowgun [+5 to hit; 1+3 piercing, 2 lb, ammunition (range 25/100), loading, special ]
 
Chain mail [heavy; + 6 AC; max dex + 0; stealth disadvantage; 28 lb.]
 
Buckler [+1 AC; 3 lb.]
 
Feats:
 
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Trained?
Misc.
Modifier
Acrobatics Dex 5 = +3/  + 2
Animal Handling Wis 3 = +3
Arcana Int 2 = +2
Athletics Str 3 = +3
Deception Cha 1 =
+1
History Int 4 =
+2
+ 2
Insight Wis 3 =
+3
Intimidation Cha 1 =
+1
Investigation Int 2 =
+2
Medicine Wis 3 =
+3
Nature Int 2 =
+2
Perception Wis 5 =
+3
+ 2
Performance Cha 1 =
+1
Persuasion Cha 1 =
+1
Religion Int 2 =
+2
Sleight of Hand Dex 3 =
+3
Stealth Dex 3 =
+3
Survival Wis 5 =
+3
+ 2
At fighter level 4, as a battle master, Marigold Banks knows 3 maneuvers.
Check her chosen maneuvers here.
 
Commander Strike
Disarming Attack
Distracting Strike
 
Evasive Footwork
 
Feinting Attack
Goading Attack
Lunging Attack
Maneuvering Attack
Menacing Attack
 
Parry
 
Precision Attack
 
Pushing Attack
Rally
Riposte
Sweeping Attack
Trip Attack
Superiority Dice d8
Regain after any long or short rest
 
 
Marigold Banks is proficient with at least 1 artisan tool set(s). Check any artisan tools with which Marigold Banks is proficient:
 
Brewer's supplies
 
Check any instruments with which Marigold Banks is proficient:
 
Dulcimer
 
Marigold Banks is proficient with at least 1 game(s). Check any games with which Marigold Banks is proficient:
 
Dragon Chess
 
Check any other tools with which Marigold Banks is proficient:
 
Climber's kit
Disguise kit
Drive a truck
Fly a plane
Forgery kit
Healer's kit
Herbalism kit
Navigator tools
Ride a mount
Sail a ship
Poisoner kit
Thieves' tools
 
Halfling
 
+ 2 dexterity (already included)
 
Lucky: Halflings can reroll a natural 1 on any attack roll, ability check or saving throw.
 
Brave: Halflings have advantage on saves against being frightened.
 
Halfling Nimbleness: Halflings can move through the space of any larger creature.
 
Stout Halfling (subrace)
 
Stout Halflings receive +1 constitution (already included).
 
Stout Halflings have advantage on saves against poison, and resistance to poison damage.
 
Noble
 
You are from a prominent family, or perhaps a knight. Rank has some privileges.
 
You are proficient in riding a horse.
 
One extra language of your choice (already included).
 
You are proficient with at least one kind of gaming set. Consider bringing one.
 
Fighter
 
Most fighters are proficient in riding a mount.
 
This fighter selected the two-weapon fighting style, and can add the ability modifier to the damage of the second attack.
 
Second Wind: As an action, regain hit points equal to 1d10 + your fighter level. Once per period between short rests.
 
Level 2: Action surge -- use it to take an extra action on a turn. Must take a short rest before using again.
 
Level 5: Extra attack on any round that includes an attack.
 
Level 9: Indomitable -- once between long rests, can reroll a failed saving throw.
 
Level 11: Two extra attacks per round.
 
Level 13: Indomitable -- twice between long rests, can reroll a failed saving throw.
 
Level 17: Two action surges between rests, but not on the same turn.
 
Level 17: Indomitable -- three times between long rests, can reroll a failed saving throw.
 
Level 20: Three extra attacks per round.
 
Battle Master Fighter (martial archetype)
 
Level 3: Combat superiority -- four d8 dice, three maneuvers.
 
Level 3: Student of war -- proficiency with artisan tools of your choice.
 
Level 7: Combat superiority -- five dice; two more maneuvers
 
Level 7: Know your enemy -- referee will give you information about opponent abilities
 
Level 10: Combat superiority -- dice are d10s, two more maneuvers
 
Level 15: Combat superiority -- six dice, two more maneuvers; if have no more superiority dice, regain one when you roll initiative.
 
Level 18: Combat superiority -- dice are d12s.
 
Level 19: Relentless -- if you start a turn with no superiority dice, regain two at the end.
 
First Ability Score Improvement: +1 charisma; +1 intelligence;
 
Class HP rolled
Level 1: Fighter 10
Level 2: Fighter 7
Level 3: Fighter 8
Level 4: Fighter 8
Hit Dice For Healing
Regain half with each long rest. Use as needed during long or short rests.
 
 
Death Saving Throws:
 
Successes
Failures
Marigold Banks's Equipment:
 
56 lb
 
1 lb
3 lb
15 lb
 
 
5 lb
2 lb
2 lb
1 lb
2 lb
1 lb
4 lb
2 lb
5 lb
4 lb
 
0.5 lb
3 lb
 
 
5 lb
 
2 lb
 
1 lb
2 lb
 
3 lb
1 lb
5 lb
10 lb
1 lb
 
 
 
 
1 lb
5 lb
10 lb
 
1 lb
1 lb
 
9 lb
1 lb
3 lb
10 lb
3 lb
2 lb
Weapons / Armor / Shield (from above)
 
Blowgun needles (group of 50) x 1
Crossbow bolts (quiver of 20) x 2
Sling bullets (group of 10) x 3
 
Antitoxin vials x 1
Backpack
Ball bearings (bag of 1000)
Bedroll
Blanket, winter x 1
Caltrops (bag of 20)
Chain (10 feet) x 1
Clothing change x 2
Clothing change (fine) x 1
Crowbar
Fishing gear
Flint and steel
Gaming set (Dragon Chess) (proficient)
Hammer
Ink pen
Ink vial
Iron spikes (10) x 1
Knife, small
Lantern (hooded)
Magnifying glass
Mess kit
Oil flasks x 2
Perfume bottle
Pitons (bag of 4) x 10
Potions of healing x 2
Rations (1 day) x 10
Rope (50', hempen) x 1
Sacks x 1
Sealing wax
Sewing needle
Signet ring
String, ten feet x1
Tinderbox
Tome
Torches x 10
 
Waterskins x 1
Whetstone
 
Brewer supplies
Climber's kit
Herbalist kit
Dulcimer
Reference book x 1
Tools (miscellaneous) x 1
_____
183 lb
Total
 
Also...
 
Donkey and Cart
Marigold Banks's Personality Traits: Tidies up after Sir Elric
Marigold Banks's Ideal(s):
 
Marigold Banks's Bond(s): Sir Elric
 
Marigold Banks's Flaw(s):
 
More about Marigold Banks:
[[File:Ser_Elric_face.jpg|350px|thumb|left|Ser Elric with his armor off.]]
 
 
[[File:Ser_Elric.jpg|350px|thumb|right|Ser Elric in his customary armor, shield and sword.]]


'''Ser Elric''' is a lawful good level 4 Human fighter.
===History===
==Description==
Under construction.


Ser Elric is fluent in Common, Dwarven and Elvish.


==History==
===Characteristics===
Under construction
'''Personality Trait''': "Trait" <br />
'''Ideal''': "Ideal" <br />
'''Bond''': "Bond" <br />
'''Flaw''': "Flaw" <br />


==Character Statistics==
==Character Statistics==
Line 423: Line 21:
|
|
''Passive Skills:''
''Passive Skills:''
Insight: 12 <br />
Insight: 13 (18 with advantage)<br />
Perception: 12
Perception: 17 (22 with advantage)
|
|
Speed: 30 feet<br />
Speed: 25 feet<br />
Maximum Hit Points: 26/44<br />
Maximum Hit Points: 72 <br />
Armor Class: 19
Armor Class: 16
|}
|}
===Attributes===
===Attributes===
   
   
{|  
{|  
| '''Strength''' || 18 (+4) || style="width: 30px;"|&nbsp; ||'''Dexterity''' || 13 (+1) || style="width: 30px;"|&nbsp; || '''Constitution''' || 19 (+4)
| '''Strength''' || 17 (+3) || style="width: 30px;"|&nbsp; ||'''Dexterity''' || 16 (+3) || style="width: 30px;"|&nbsp; || '''Constitution''' || 14 (+2)
|-
|-
| '''Intelligence''' || 16 (+3) || style="width: 30px;"|&nbsp; || '''Wisdom''' || 14 (+2) ||  style="width: 30px;"|&nbsp; || '''Charisma''' || 17 (+3)
| '''Intelligence''' || 14 (+2) || style="width: 30px;"|&nbsp; || '''Wisdom''' || 16 (+3) ||  style="width: 30px;"|&nbsp; || '''Charisma''' || 12 (+1)
|}
|}
 
===Proficiency===
===Proficiency===
'''Proficiency bonus: +2'''
'''Proficiency bonus: +4'''
   
   
{| style="width: 500px;"
{| style="width: 500px;"
Line 454: Line 52:
* Medium Armor
* Medium Armor
* Heavy Armor
* Heavy Armor
* Shields
|
|
''Proficient Skills''
''Proficient Skills''
* Animal Handling
* Animal Handling
* History
* History
* Intimidation
* Perception
* Persuasion
* Survival
|
''Proficient Tools''
* Cooking
|}
|}
 
===Background Points===
=== Abilities ===
*Noble Bearing: Anyone can look at me and immediately tell that I am of the nobility by looking upon my regal bearing.<br />
 
*Blood runs thicker than water. (Duty to family)<br />
==== Class Features ====
*My house's alliance with the Dwarves of the Iron Mountains must be kept at all costs.<br />
* '''Second Wind''': Regain 1d0+9 hit points. Bonus action, once per short rest.
*I have an instiable desire for carnal pleasures<br />
* '''Action Surge''': On your turn, take an additional action.  Once per short rest.
* '''Fighting Style: Two-Weapon Fighting''': Marigold may add her ability modifier (+3) to her off-hand attack.
* '''Extra Attack''': Marigold may attach twice - three times when using two weapons.
* '''Indomintable''': Once per Long Rest, Marigold may reroll a saving throw if she fails.
* '''Battle Master''': Marigold gained proficiency in cooking
* '''Know Your Enemy''': Marigold may, after observing for a minute, discovers if a creature is her equal, superior or inferior in regards to 2 of the following:
** Strength Score, Dexterity Score, Constitution Score, Armor Class, Current Hit Points, Total Class Levels and Fighter class levels.
 
====Battle Master====
'''Superiority Dice''': 1d8, 4 per short rest. <br />
'''Manuvers Known:''': 5. <br />
'''Manuver DC''': 15
 
=====Manuvers=====
[[File:Marigold Banks.jpg|right|250px|thumb| Marigold Banks at sword and shield practice.]]
* '''Distracting Strike''': When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
* '''Evasive Footwork''' When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
* '''Feinting Attack''' You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
* '''Parry''': When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
* '''Riposte''': When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
* '''Trip Attack''': When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.


====Special Rules====
====Special Rules====
'''Position of Privelege''': Ser Elric is the third son of Baron Elric, and other Nobles will recognize Ser Elric as one of their own.(Background)<br />
'''Lucky''': When you roll a 1 on a d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. {Halfling}<br />
'''Second Wind''': Once per combat, Ser Elric may exhaust an action to heal himself 1d10+fighter levels in hit points. Exhausted after use, replenishes after a short or long rest. May only be used once per day.<br />
'''Brave''': You have an advantage on saving throws against being frightened. {Halfling}<br />
'''Fighting Style: Defensive''': Ser Elric is accustomed to wearing heavy armor in combat and knows how to turn it to his advantage. +1 AC when wearing heavy armor.<br />
'''Halfling Nimbleness''': You can move through the space of any creature that is of a size larger than you. {Halfling}<br />
'''Action Surge''': Exhaust to gain one immediate additional action while in combat once per day. Refreshed after a short or long rest.<br />
'''Stout Resilience''': You have advantage on saving throws against poison, and you have resistance against poison damage. {Halfling}<br />
 
==== Feats / Increases ====
* Dual Wielder (165)
* Lucky (167)
* Heavy Armor Master (170)


'''Martial Archetype: Champion'''
===Equipment===
*Improved Critical: Crit on 19s and 20s
'''Encumbrance''': 80lb (Light, -10); 160lb (Heavy, -20); 240lb (Maximum)<br />


====Feats====
====Primary Weapons & Armor====
'''Heavy Armor Master'''
* '''Magic Ax 1''': +8 Attack, 1d6+4 damage, ''Light'', 20/60ft range.
* '''Magic Ax 2''': +8 Attack, 1d6+4 damage, ''Light'', 20/60ft range.
* '''Throwing Ax''': +7 Attack, 1d6+3 damage, ''Light'', 20/60ft range. (x3)


'''Mounted Combatant'''
* '''Chainmail''': AC 16, Disadvantage on Stealth checks.


===Equipment===
==== Stowed Weapons & Armor ====
'''Encumbrance''': 100lb (Light, -10); 200lb (Heavy, -20); 300lb (Maximum)<br />
* '''Spear''': +7 Attack, 1d6+3 damage, ''Versatile (d8)'', 20/60ft range. (x2)
'''Carried''': 66lb on person, +60 Personal, +135 Pack. )<br />
* '''Sling''': +7 Attack, 1d6+3 damage, 30/120ft range (Ammunition x10)
* '''Longsword''': +7 Attack, 1d8+3 damage, ''Versatile (d10)''
* '''Short Sword''': +7 Attack, 1d6+3 damage, ''Finesse, Light'' (x2)
* '''Blowgun''': +7 Attack, 1+3 damage, ''Loading'', 25/100ft range (Ammunition x10)


====Weapons====
* '''Buckler''': +1 AC, ''Shield''
{| style="width: 500px;"
|- style="vertical-align: top;"
|
*Longsword {10 sp, 3lb}
[1d8/1d10, Versatile]
*Lance {20 sp, 5 lb]
[1d12, Reach, Two-Handed*]
*Light Crossbow {10 sp, 3lb}
[1d8, Reload,]
|
*Dagger {50 sp, 2lb}
[1d4, Light, Thrown]
|}
====Armor====
*Chain Mail {500 sp, 45lb}
[16 AC, Stealth Penalty]
*Kite Shield
[+1 AC]


====Gear====
====Gear====
{| style="width: 500px;"
''(Italicized items are typically on Marigold's person.)''
{| style="width: 600px;"
|- style="vertical-align: top;"
|- style="vertical-align: top;"
|
|
* Backpack {20 sp, 5lb}
* ''Antitoxin vial''
* Bedroll {10 sp, 7lb}
* Backpack
* Fine Clothes {20 sp, 4lb}
* ''Ball bearings (bag of 1000)''
* Scroll of Pedigree {250 sp, 2lb}
* Bedroll
* Blanket, winter
* ''Caltrops (bag of 20)''
* Chain (10 feet)
* Clothing
* Clothing (fine)
* Crowbar
* Gaming set (Dragon Chess)
|
|
* Signet Ring {0.2 sp, 1lb}
* Hammer
* Torches {50 sp, 3lb}
* Ink pen
* Two-person Tent {50 sp, 0lb}
* Ink vial
* Mess kit {2 sp, 1lb}
* Iron spikes (10)
* Lantern (hooded)
** Oil flasks x 2
* Magnifying Glass
* Perfume bottle
* Rations (1 day) x 10
* Rope (50', hempen)
|
|
* Dragonchess Set
* Sack
* Sealing wax
* ''Signet ring''
* String, ten feet
* Tinderbox
* Tome
* Torches x 10
* Waterskins
* Whetstone
* Whetstone
* Tinderbox {5 sp, 1lb}
* Waterskin (Full) x2 {4 sp, 10lb}
|
|
* Rations (10 day) {50 sp 20lb}
* Mess kit
* Rope (50 feet) {10 sp, 10lb}
** Knife, small
* Deed to a piece of land
* Sewing kit
* Purse (186 gp, 114 sp, 9 cp) {3lb}
* Fishing kit
*Cook's supplies
** Flint & Steel
*Climber's kit
**Pitons (bag of 4) x 10
*Herbalist kit
|}
|}
==== Magical Items ====
* '''Paired Magic Axes''': (see weapons section)
* '''Broom of Flying''': This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
* '''Poitions of Healing''': Heals 2d4+2 hit points.  (x2)


====Palen====
'''War Horse''' (Palen):
*Riding Horse {100 sp, 0lb}
*Military Saddle {50 sp, 25lb}
*Saddlebags {4 sp, 8 lb}
*Bit and Bridle {5 sp. 100 lb}
*Scale Barding
=====Statistics=====
Large beast, unaligned)<br />
Speed 60 ft. )<br />
Armor Class 15)<br />
Hit Points 24 (3d10+3) )<br />
{|
| '''Strength''' || 18 (+4) || style="width: 30px;"|&nbsp; ||'''Dexterity''' || 12 (+1) || style="width: 30px;"|&nbsp; || '''Constitution''' || 13 (+1)
|-
| '''Intelligence''' || 2 (-4) || style="width: 30px;"|&nbsp; || '''Wisdom''' || 12 (+1) ||  style="width: 30px;"|&nbsp; || '''Charisma''' || 7 (-2)
|}
'''Perception (passive)''' 11)<br />
'''Encumbrance''': 180lb. (Light -10ft), 360lb. (Heavy -20ft), 540lb. (Maximum) )<br />
'''Kick''': Melee Attack +4, 2d6+4 damage, Reach 5 ft. )<br />
'''Sure Footed''': Palen has advantage on Strength and Dexterity saving throws made against effects that would knock him prone.<br />
'''Trampling Charge''': If the horse moves at least 20 feet straight toward a creature right before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can take a bonus action to make another attack with its hooves against the target.<br />


[[Category: D&D]]
[[Category: D&D]]
[[Category: D&D 5th Edition]]
[[Category: D&D 5th Edition]]
[[Category: Player Characters]]
[[Category: Player Characters]]
[[Category: Tim's Characters]]
[[Category: Karen's Characters]]

Latest revision as of 21:50, 27 December 2018

D&D 5th Edition
D&D on White.png
GM
Mark
Milestone
Level 13
Characters
Sir Elric, Human Champion
Marigold Banks, Halfling Attendent
Gleeman Alastar, Tiefling Harald
Lady Aldreda, Half-Elf Schemer
Gion of Velen, Human Mystery
Sir Farin Quarrymeade Dwarf Noble

Sir Marigold Banks is a Lawful Neutral, ninth level halfling fighter and unlanded knight of Sir Elric in the Hoard of the Dragon Queen/Rise of Tiamat pickup game. Marigold is a cunning and deadly melee warrior. She is played by Karen.

Description

Marigold is a Wavy-haired blond halfling with bright green eyes.

Marigold is fluent in Common, Halfling, Draconic.

History

Characteristics

Personality Trait: "Trait"
Ideal: "Ideal"
Bond: "Bond"
Flaw: "Flaw"

Character Statistics

Basic Statistics

Passive Skills: Insight: 13 (18 with advantage)
Perception: 17 (22 with advantage)

Speed: 25 feet
Maximum Hit Points: 72
Armor Class: 16

Attributes

Strength 17 (+3)   Dexterity 16 (+3)   Constitution 14 (+2)
Intelligence 14 (+2)   Wisdom 16 (+3)   Charisma 12 (+1)

Proficiency

Proficiency bonus: +4

Proficient Saves

  • Strength
  • Constitution

Proficient Weapons & Armor

  • Simple Weapons
  • Martial Weapons
  • Light Armor
  • Medium Armor
  • Heavy Armor
  • Shields

Proficient Skills

  • Animal Handling
  • History
  • Perception
  • Survival

Proficient Tools

  • Cooking

Abilities

Class Features

  • Second Wind: Regain 1d0+9 hit points. Bonus action, once per short rest.
  • Action Surge: On your turn, take an additional action. Once per short rest.
  • Fighting Style: Two-Weapon Fighting: Marigold may add her ability modifier (+3) to her off-hand attack.
  • Extra Attack: Marigold may attach twice - three times when using two weapons.
  • Indomintable: Once per Long Rest, Marigold may reroll a saving throw if she fails.
  • Battle Master: Marigold gained proficiency in cooking
  • Know Your Enemy: Marigold may, after observing for a minute, discovers if a creature is her equal, superior or inferior in regards to 2 of the following:
    • Strength Score, Dexterity Score, Constitution Score, Armor Class, Current Hit Points, Total Class Levels and Fighter class levels.

Battle Master

Superiority Dice: 1d8, 4 per short rest.
Manuvers Known:: 5.
Manuver DC: 15

Manuvers
Marigold Banks at sword and shield practice.
  • Distracting Strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
  • Evasive Footwork When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
  • Feinting Attack You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
  • Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
  • Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
  • Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Special Rules

Lucky: When you roll a 1 on a d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. {Halfling}
Brave: You have an advantage on saving throws against being frightened. {Halfling}
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than you. {Halfling}
Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage. {Halfling}

Feats / Increases

  • Dual Wielder (165)
  • Lucky (167)
  • Heavy Armor Master (170)

Equipment

Encumbrance: 80lb (Light, -10); 160lb (Heavy, -20); 240lb (Maximum)

Primary Weapons & Armor

  • Magic Ax 1: +8 Attack, 1d6+4 damage, Light, 20/60ft range.
  • Magic Ax 2: +8 Attack, 1d6+4 damage, Light, 20/60ft range.
  • Throwing Ax: +7 Attack, 1d6+3 damage, Light, 20/60ft range. (x3)
  • Chainmail: AC 16, Disadvantage on Stealth checks.

Stowed Weapons & Armor

  • Spear: +7 Attack, 1d6+3 damage, Versatile (d8), 20/60ft range. (x2)
  • Sling: +7 Attack, 1d6+3 damage, 30/120ft range (Ammunition x10)
  • Longsword: +7 Attack, 1d8+3 damage, Versatile (d10)
  • Short Sword: +7 Attack, 1d6+3 damage, Finesse, Light (x2)
  • Blowgun: +7 Attack, 1+3 damage, Loading, 25/100ft range (Ammunition x10)
  • Buckler: +1 AC, Shield

Gear

(Italicized items are typically on Marigold's person.)

  • Antitoxin vial
  • Backpack
  • Ball bearings (bag of 1000)
  • Bedroll
  • Blanket, winter
  • Caltrops (bag of 20)
  • Chain (10 feet)
  • Clothing
  • Clothing (fine)
  • Crowbar
  • Gaming set (Dragon Chess)
  • Hammer
  • Ink pen
  • Ink vial
  • Iron spikes (10)
  • Lantern (hooded)
    • Oil flasks x 2
  • Magnifying Glass
  • Perfume bottle
  • Rations (1 day) x 10
  • Rope (50', hempen)
  • Sack
  • Sealing wax
  • Signet ring
  • String, ten feet
  • Tinderbox
  • Tome
  • Torches x 10
  • Waterskins
  • Whetstone
  • Mess kit
    • Knife, small
  • Sewing kit
  • Fishing kit
  • Cook's supplies
    • Flint & Steel
  • Climber's kit
    • Pitons (bag of 4) x 10
  • Herbalist kit

Magical Items

  • Paired Magic Axes: (see weapons section)
  • Broom of Flying: This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
  • Poitions of Healing: Heals 2d4+2 hit points. (x2)