Tion 'Iron Mane'

Level 6 Leonin Echo Knight Fighter

Hit Points

58/ 58

HP
Temp
16Armor Class
35 ft.Speed
+0Initiative
+3Proficiency

Abilities

+4STR
+0DEX
+3CON
+0INT
+1WIS
+0CHA

Saving Throws

  • Proficient in Strength+7
  • Dexterity+0
  • Proficient in Constitution+6
  • Intelligence+0
  • Wisdom+1
  • Charisma+0

Skills

  • Proficient in Acrobatics+3
  • Animal Handling+1
  • Arcana+0
  • Proficient in Athletics+7
  • Deception+0
  • History+0
  • Insight+1
  • Intimidation+0
  • Investigation+0
  • Medicine+1
  • Nature+0
  • Proficient in Perception+4
  • Proficient in Performance+3
  • Persuasion+0
  • Religion+0
  • Sleight Of Hand+0
  • Disadvantaged in Stealth+0
  • Proficient in Survival+4

Senses

  • 14

    Passive Perception

  • 60 ft.

    Darkvision

Defenses

Immunities

  • Critical Hits

Proficiencies

Armor

  • Light Armor
  • Medium Armor
  • Heavy Armor
  • Shields

Weapons

  • Simple Weapons
  • Martial Weapons

Languages

  • Common
  • Leonin

Tools

  • Disguise Kit
  • Horn

Actions

Weapon

To Hit

Damage

Maul, +1

Melee 5 ft.

+8

2d6+5

Claws

Melee 5 ft.

+7

1d4+4

Warhammer

Melee 5 ft.

+7

1d8+4

Longsword

Melee 5 ft.

+7

1d8+4

Dagger

Thrown 20/60 ft.

+7

1d4+4

Bonus Actions & Reactions

  • Bonus

    Manifest Echo

    Summon a spectral duplicate of yourself within 15 ft; you can make attacks from its space and swap places with it once per turn for free.

  • Bonus

    Second Wind

    Regain 1d10+6 hit points. Once per short or long rest.

  • Bonus

    Great Weapon Master

    On a critical hit or when you drop a creature to 0 HP with a melee weapon, make one extra melee weapon attack as a bonus action.

  • Bonus

    Daunting Roar

    Creatures within 10 ft must succeed on a DC 14 Wisdom save or be frightened until the end of your next turn.

  • Reaction

    Opportunity Attack

    Attack a creature that leaves your reach - including from your echo's space.

Class & Racial Features

  • Fighter

    Great Weapon Fighting

    While wielding a two-handed melee weapon in both hands, you can reroll a 1 or 2 on a damage die (you must use the new roll).

  • Fighter

    Second Wind

    As a bonus action, regain 1d10 + fighter level (6) hit points. Recharges on a short or long rest.

  • Fighter

    Action Surge

    Once per short or long rest, take one additional action on your turn.

  • Fighter

    Extra Attack

    You attack twice whenever you take the Attack action.

  • Echo Knight

    Manifest Echo

    Summon a spectral duplicate (AC 17, 1 HP) within 15 ft. You can move it, make attacks from its space, and once per turn swap places with it for free (up to 15 ft).

  • Echo Knight

    Unleash Incarnation

    When you take the Attack action, make one additional melee attack from your echo's space - a number of times equal to your Constitution modifier (3) per long rest.

  • Leonin

    Darkvision

    You can see in dim light within 60 ft as if it were bright light, and in darkness as if it were dim light (grayscale only).

  • Leonin

    Claws

    Your claws are natural weapons: an unarmed strike deals 1d4 + Strength modifier slashing damage.

  • Leonin

    Daunting Roar

    As a bonus action, creatures within 10 ft must succeed on a DC 14 Wisdom save or be frightened until the end of your next turn.

Feats

  • Level 4

    Ability Score Improvement

    +2 Strength (15 → 17). Boosts the attack and damage of every Strength-based attack, as well as Athletics.

  • Level 6

    Great Weapon Master

    On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action. Before a melee attack with a heavy weapon you are proficient with, you can take a -5 penalty to the attack roll to add +10 to the damage. Also grants +1 Strength (17 → 18).

Death Saves

Successes 0 of 3 marked

Failures 0 of 3 marked

Resources

Resource

Uses

Second Wind- 0 of 1 used

short rest

Action Surge- 0 of 1 used

short rest

Unleash Incarnation- 0 of 3 used

long rest

Daunting Roar- 0 of 3 used

long rest

Hit Dice (d10)- 0 of 6 used

long rest

Inventory

Weapons

  • Maul, +1

    2d6 bludgeoning, +1

  • Warhammer

    1d8 bludgeoning, versatile

  • Longsword

    1d8 slashing, versatile

  • Dagger

    1d4 slashing, 20/60 ft., 2 pcs.

Armor

  • Adamantine Chain Mail

    AC 16

  • Shield

    +2 AC

Adventuring Gear

  • Backpack

  • Bedroll

  • Mess Kit

  • Rations

    10 days

  • Hempen Rope

    50 ft.

  • Tinderbox

  • Torch

    10 pcs.

  • Waterskin

Treasure & Keepsakes

  • Brooch of Human Disguise

    Wondrous item

514

Gold

1

Silver

16

Copper

Background

Gladiator

By Popular Demand

You can always find a place to perform in any place that features combat for entertainment - perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Characteristics

Alignment

Lawful Neutral

Race

Leonin

Gender

Male

Size

Medium

Eyes

green

Hair

dark gray

Personality Traits

I love a good insult, even one directed at me.

Ideals

Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)

Bonds

I would do anything for the other members of my old troupe.

Flaws

I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.