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Thread: The Dreadnaught
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2019-03-28, 10:36 AM (ISO 8601)
- Join Date
- Jan 2013
The Dreadnaught
Dreadnaught
Dreadnaughts are those who look upon powerful forces and claim to bear their soul. Taking in this truth they ascend beyond the mundane and become as mighty as these lords. Clad in full plate and wielding mighty weapons, dreadnaughts are sights to be feared. Their uncommon endurance allows for horrifying might to rend the weak with brutal strikes, or even calamitous magics.
MAKING A DREADNAUGHT
Abilities: A dreadnaught values constitution and charisma above most other attributes as constitution powers many of their physical abilities, and charisma powers their more supernatural abilities. Strength is a strong third as it enables deadly attacks with their weapon of choice. Dexterity is also valued as wyrms as a melee combatant. Wisdom and Intelligence both have their merits but neither is crucial to the dreadnaught's success.
Races: Most dreadnaughts are dwarves, humans, half elves, half-orcs, orcs, and tieflings, as all appropriate the power found in the fear the greater forces instill. Elves are not as common, but they bear a fair understanding of strength displayed by greater beings and sometimes are drawn the the power they command. Most gnomes and halflings don't shoulder the ire for others needed to call the dreadnaughts true power.
Alignment: A dreadnaught can be of any alignment though the primary source of their power originating in fear leads most toward the path of evil. Good dreadnaught's focus more on inspiring others through uses of might and to cause awe in others. Lawful dreadnaughts are just as common as chaotic dreadnaughts. Lawful dreadnaughts tend to live longer then chaotic dreadnaughts, especially when they are of the evil alignment as chaotic evil dreadnaughts tend to be routed out and dispatched when not careful.
Hit Points
Hit Dice: 1d12 per Dreadnaught level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st.
Proficiencies
Armor: all armors, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon and a shield or (b) two martial weapons
(a) five javelins or (b) any simple melee weapon
(a) a priest's pack or (b) an explorer's pack
Chain mail
Level Proficiency
BonusF# Iron Blood
Techniques
knownAuthority's
Mien
Known1st +2 Authority's Presence, Iron Blood, Adrenaline Surge, Limit Break 2nd +2 Dreadnaught 's Soul 3rd +2 Iron Hide 4th +2 Dreadnaught 's Spirit feature, Ability Score Improvement 5th +3 - 6th +3 Lord's Hoard 7th +3 Lord's Domain 8th +3 Ability Score Improvement 9th +4 - 10th +4 Dreadnaught 's Spirit feature 11th +4 - 12th +4 Ability Score Improvement 13th +5 Wyrm's Dominance 14th +5 - 15th +5 - 16th +5 Dreadnaught 's Spirit feature, Ability Score Improvement 17th +6 - 18th +6 - 19th +6 Lord's Dominion, Ability Score Improvement 20th +6 Dreadnaught's Apotheosis, Authority's Mien
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2019-03-28, 10:38 AM (ISO 8601)
- Join Date
- Jan 2013