Marigold Banks
D&D 5th Edition | |
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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) |
Speed: 25 feet |
Attributes
Strength | 16 (+3) | Dexterity | 16 (+3) | Constitution | 14 (+2) | ||
Intelligence | 14 (+2) | Wisdom | 16 (+3) | Charisma | 12 (+1) |
Proficiency
Proficiency bonus: +4
Proficient Saves
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Proficient Weapons & Armor
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Proficient Skills
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Proficient Tools
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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
Note: Need to reduce to 5
- Commander’s Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
- Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
- 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.
- Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
- Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
- Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one o f your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target o f your attack.
- Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
- 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.
- Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
- Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. 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 push the target up to 15 feet away from you.
- Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve o f one of your companions. When you do so, choose a friendly creature w ho can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma 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.
- Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
- 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
- Feat/increase 0
- Feat/increase 1
- Feat/increase 2
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.)
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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)