Alain

Luvidial Highshield's page

8 posts. Alias of Zepedaa.


Full Name

Luvidial "Luv" Highshield

Race

Planetouched Aasimar

Classes/Levels

Marshal (Gambling General) 5

Gender

Male

Size

Medium

Age

27

Alignment

Lawful Neutral

Deity

N/A

Languages

Celestial, Dwarvish, Elvish

Occupation

Ex-Soldier (Deserted)

Strength 20
Dexterity 15
Constitution 18
Intelligence 17
Wisdom 15
Charisma 18

About Luvidial Highshield

Main Stats
Proficiency Bonus: +3
Speed: 30 ft
AC: 18
Initiative: +7
Hp: 58/58
Hit Die: 5/5d10
Exertion Pool: 6/6
Commanding Presence: 20 ft
Saving Throws: Wisdom +5 Charisma +7 Dexterity +2(exp)
Maneuver DC: 16
Skill Proficiencies: Athletics+8 Acrobatics (dis) Deception +7 Insight +5 Intimidation +7 Medicine +5 Nature +5 Persuasion +7 Stealth (dis) Survival +5 Cards

Actions
Pike x2 +8 1d10+5, Celestial Legacy, Physician
Bonus Actions
Scourge, Rallying Surge, Marked Foe, Shield Attack or Ac +1
Reactions
Assisted Roll, Deflect Strike, Leading Throw, Skirmisher, Victory Pose
No Action
Immortal Blessing, Saving Face, Commanding Presence, Wounding Strike, Teamwork, Daring Assault, Dangerous Strike, Rallying Speaker

Racial Traits
Darkvision.

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Thanks to your supernatural ancestors, your vision is not impeded by darkened conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.

Immortal Blessing. 1/1

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Your connection with the source of your bloodline allows you to cheat death. When you would ordinarily be reduced to zero hit points, you are instead reduced to one hit point. You cannot use this feature again until you have finished a long rest.

Celestial Legacy. 1/1

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You know the guidance cantrip. In addition, you can use an action to touch a willing creature and restore a number of hit points equal to your level. Once you use this trait, you must finish a long rest before doing so again.

Divine Protection.

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You have resistance to radiant damage.

Culture, Background, Destiny
All Hail the Tyrant.

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With true freedom denied them many learn to feign deference, while some resign themselves to collaborating with the tyrant’s minions so as not to be suspected of disloyalty. You gain proficiency in either Deception or Intimidation.

Defiant Will.

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Whether out of fearful devotion to the tyrant or a stalwart resistance, you refuse to be subdued. You gain an expertise die on saving throws made to resist being charmed , frightened , paralyzed , poisoned , stunned , or put to sleep .

Saving Face. 1/1

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You are careful not to show weakness in front of others for fear of losing status. If you miss with an attack roll or fail an ability check, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum +3), possibly changing a failure into a success. Once you use this trait, you cannot do so again until you finish a short or long rest .

Scars of the Scourge.

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The tyrant’s minions invariably have some preferred method of torment and you have either learned to survive it or chosen to use the weapon of your oppressors against them. Choose either scars or scourge, and then choose one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Scourge:

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As a bonus action, you can enhance the next attack you make this turn. If that attack hits, it deals extra damage of the chosen type equal to your proficiency bonus. However, the sting of the scourge lessens after the initial strike, so after you deal this extra damage to a creature, this trait cannot deal extra damage to it during the same combat.

Feature: Military Bearing.

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Soldiers recognize their own. Off duty soldiers are usually willing to trade tales and gossip with you. On duty soldiers, while not obeying your orders, are likely to answer your questions and treat you respectfully on the off chance that you’re an unfamiliar officer who can get them in trouble.

Adventures and Advancement.

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You will occasionally run into old comrades, some of whom may need favors. If you perform a few celebrated martial deeds your old military outfit (or a new one) is likely to offer you an officer’s rank. You gain the free service of up to 8 guards . Your new commanders will occasionally give you objectives: you will be expected to act independently in order to achieve these objectives.

Source of Inspiration:

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Served Cold. You draw inspiration from the wails of those who have wronged you. You gain inspiration whenever you outwit a foe without the use of Deception or Persuasion checks. Successfully attack a surprised opponent, lead a foe into a prepared trap, trick an enemy into harming themselves or greatly benefiting you.

Inspiration Feature:

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Cloak and Dagger. You know how to avert suspicion when danger closes in. Whenever you or an ally you can see fail a Sleight of Hand or Stealth check, you can use your reaction to spend your inspiration and undo any consequences of that failed check.

Fulfillment Feature:

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Retaliatory Reputation. It has become apparent that wronging you is decidedly unwise and those without a death wish instinctively fear you. While you are not incapacitated, you can use a bonus action to direct a threatening stare at any hostile creature within 20 feet of you. The creature must make a Wisdom saving throw with a DC equal to your passive Intimidation score. On a failure, the creature is frightened until the end of its next turn. A creature that succeeds on its saving throw is immune to your Retaliatory Reputation for the next 24 hours.

Class: Marshal
Commanding Presence:

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Starting at 1st level, you have a Commanding Presence which extends from you in a 10-foot radius. Your allies can attack at your command. When you take the Attack action, you can forgo making one attack to allow a friendly creature within range of your Commanding Presence to make an attack instead. If the target can hear or see you, it can use its reaction to either cast a cantrip or make one weapon attack. The range of your presence increases to 20 feet at 5th level, 30 feet at 10th level, 45 feet at 15th level, and 60 feet at 20th level.

Rallying Surge: 1/1

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Also at 1st level, you can use a bonus action to choose an ally within 30 feet of you. If the target can hear or see you, it regains hit points equal to 1d8 + your marshal level. Once you use this feature, you must finish a long rest before you can use it again. You can simultaneously target 2 allies with this feature at 3rd level, and starting at 7th level you regain use of this feature after finishing a short or long rest.

Combat Maneuver: Mirror's Glint & Unending Wheel
Assisted Roll (1)

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You take the force delivered by an opponent’s failed attack and make it your own, propelling yourself away. When a creature within your reach misses you with a melee weapon attack, you can use your reaction to move 15 feet without provoking opportunity attacks .

Deflect Strike (1)
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With a bit of effort as an opponent strikes at you, you can knock the blow away and divert the attack.When a creature hits you with a weapon attack, you can use your reaction to reduce the attack’s damage by a number of d6 equal to your proficiency bonus. If this maneuver reduces the damage to 0, the attack becomes a miss.

Leading Throw (1)
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An opponent that strikes at you invites peril as they find the momentum from their attack turned against them. When a creature within your reach misses you with a melee weapon attack, you can use your reaction to try to throw it. The creature makes a Dexterity saving throw or moves 15 feet in a straight line in a direction of your choice.

Wounding Strike (2)
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Swinging or thrusting with your weapon like you have thousands of times before, you know precisely where its tip grazes and your swing hits at the smallest flaw in an opponent’s armor to deliver a painful wound. Choose a weapon when you learn this combat maneuver. If you hit with your next attack roll using the chosen weapon against a living creature, you deliver a wound that deals 1d4 ongoing damage. At the start of each of the wounded creature's turns, it makes a Constitution saving throw , ending the effect on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Medicine check against your maneuver DC, ending the ongoing damage on a success. Healing magically or from a trait (such as Regeneration) also ends the effect.

Lessons of War: Teamwork 1/1
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When you are involved in a group check, all members of the check gain an expertise die. Once you use this feature, you cannot do so again until you finish a long rest.

Marked Foe
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Also at 3rd level, your martial direction improves the efficiency of your allies’ attacks against an enemy you focus their attention on. You can use a bonus action to choose a creature you can see within 30 feet. Until the start of your next turn, creatures able to hear or see you gain an expertise die on attacks made against that creature.

Combat Directives
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Starting at 5th level, you can direct your companions so effectively that they can use the techniques you’ve mastered. You learn one additional combat maneuver from the Sanguine Knot tradition. This combat maneuver does not count against the number of combat maneuvers that you know.
In addition, when a creature uses your Commanding Presence to make an attack, it can simultaneously use one Sanguine Knot combat maneuver that you know. If the creature does not have any exertion points to spend on combat maneuvers, it does not require exertion points for that use but it cannot benefit from Combat Directives again until it has finished a short or long rest.
Back to Back
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You know how to fight while surrounded by foes and can quickly instruct an ally on how to move in concert to survive against an overwhelming number of foes. Choose an ally within 5 feet.Until the start of your next turn, as long as that ally remains within 5 feet of you and is able to take actions, and both of you are unmounted, you and your ally increase your AC by 2. In addition, each of you gets an extra reaction that can be used before the start of your next turn to either make an opportunity attack or activate a combat maneuver.

Extra Attack
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Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level.

Followers
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At 5th level, you gain one inexperienced follower. At 10th, 15th, and 20th level, you gain an additional follower or one of your followers becomes more experienced. When one of your followers dies, after 1 month you receive word that their replacement is ready to join you.

Archetype: Gambling General
Daring Assault
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While you are conscious, any ally within range of your Commanding Presence that makes an attack roll can choose to roll with a –5 penalty. If the attack hits, the attack deals an extra 2d6 damage. At 15th level, the amount of extra damage increases to 3d6.

Subclass: Rogue Scout
Skirmisher
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Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Feats
Attentive
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When rolling initiative you gain a +5 bonus.
You can only be surprised if you are unconscious.A creature attacking you does not gain advantage from being hidden from you or unseen by you.

Fear Breaker
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You gain proficiency with the Victory Pose maneuver and do not have to spend exertion to activate it. In addition, you may use this maneuver with up to three different weapons you select instead of just one, and affect allies within 60 feet.
An ally affected by your Victory Pose gains an expertise die on their next saving throw against fear, and if they are rattled the condition ends for them
Victory Pose
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Choose a weapon when you learn this combat maneuver. When you score a critical hit with this weapon, you can use your reaction to pose dramatically as you finish the strike. As you dramatically pose, choose a number of allies equal to your proficiency bonus that you can see within 30 feet. The chosen allies have advantage on the next death saving throw each makes before the end of combat.

Physician
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A dying creature regains hit points equal to your Wisdom modifier when you stabilize it using a healing satchel. You may grant an adjacent creature hit points equal to their highest hit die plus 1d6+4 as an action. A creature may only benefit from this ability once per long rest.

Rallying Speaker
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You may deliver a rousing oratory that bolsters your allies. After speaking for ten minutes, you may grant temporary hit points equal to your level + your charisma modifier to up to 6 friendly creatures (including yourself) that hear and understand you within 30 feet. A creature can only gain the benefits of this feat once per long rest.

Surgical Combatant
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You gain proficiency with the Dangerous Strikes maneuver and do not have to spend exertion to activate it. You gain proficiency in Medicine. If you are already proficient, you instead gain an expertise die. You gain an expertise die on Medicine checks made to diagnose the cause of or treat wounds.
Dangerous Strike
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When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. Until the start of your next turn, your weapon attacks score a critical hit on a roll of 19–20. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).

Equipment
Pike
Hauberk
Heavy Shield
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Heavy shields increase your Armor Class by 2 and you gain an expertise die on Dexterity saving throws. When you take the Dodge action while wielding a heavy shield, you may instead take cover behind your shield, gaining an expertise die to your Armor Class until the start of your turn. You have disadvantage on Dexterity (Acrobatics) and Dexterity (Stealth) checks while wielding a heavy shield, and you cannot squeeze through spaces smaller than your size category.

Healer's Satchel 10/10
Bedroll
Rations 8