Jeaupear De Chandeau
Renegade
Urchin
Barbarian (Grenadier) 4
Move 35’
Str 14 2 (save 4).
Dex 18 4.
Con 16 3 (save 5).
Int. 8 -1.
Wis 13 1
Cha 8 -1
Initiative +4
AC 17
HP 45
Scoundrels Luck (0 hp to 1)
HD 4d12
Musket Liege +7 2d10+4 mf2 60’/240’ MW grip
Dueling pistols +6 2d8+4 mf1 35’/140’
Shotgun +6 6d4+4 mf3 point blank 55’/-
Bayonet +5 1d10+2(4) MW Grip
Grenade +4 3d6(+2 rage) fire mf3 30’/70’
Unarmed +4 1d4+2(4)
Feats
Tavern Brawler
• Increase your Strength or Constitution score by 1, to a maximum of 20.
• You are proficient with improvised weapons and unarmed strikes.
• Your unarmed strike uses a d4 for damage.
• When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Skills:
Athletics 4 b
Acrobatics 4
Animal Handle 1
Deception 1 r
Insight 1
Medicine 1
perception 3 b
Stealth 6 u
slight of hand 6 u
survival 1
thieves tools 6 u
Darkvision.
Scoundrel's Luck.
When you would be reduced to 0 hit points, you can instead cause that attack or effect to reduce you to 1 hit point. 1/long rest.
Fast Talker.
You have proficiency in the Deception skill.
Tricks of the Trade.
fog of war 1/day
non sequitur 1/day
Wis
City Secrets
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
• You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Bonus Proficiency
When you choose this path at 3rd level you gain proficiency with the munitions kit.
Short Fuse
Starting at 3rd level, you become more adept with thrown weapons and grenades in the heat of battle. If your weapon has the thrown property, increase its range by 10 feet. You also can add your rage bonus to damage dealt by thrown weapons and grenades while raging.
Reckless Shot
At 3rd level, you can use your Reckless Attack feature to gain advantage with ranged weapons, as long as your target is within your weapon's normal range.
Languages
French, English, Algonquin
Equipment:
Hunting shirt +2 Dex unarmored
Musket Liege
2 dueling pistols
Cross Belt
grenades
Bayonet strap
Belt loops
Hobnail boots +5’
Pouch
Tinder box
Backpack
Bedroll
5 days of rations
waterskin
50’ hempen rope
Crow bar
Sack
Munitions kit
Cartridge rounds
Thieves tools
Torches
Background Features
Skill Proficiencies: Sleight of Hand, Stealth
Tool Proficiencies: Disguise kit, thieves’ tools Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing $1 continental
Renegade
Urchin
Barbarian (Grenadier) 4
Move 35’
Str 14 2 (save 4).
Dex 18 4.
Con 16 3 (save 5).
Int. 8 -1.
Wis 13 1
Cha 8 -1
Initiative +4
AC 17
HP 45
Scoundrels Luck (0 hp to 1)
HD 4d12
Musket Liege +7 2d10+4 mf2 60’/240’ MW grip
Dueling pistols +6 2d8+4 mf1 35’/140’
Shotgun +6 6d4+4 mf3 point blank 55’/-
Bayonet +5 1d10+2(4) MW Grip
Grenade +4 3d6(+2 rage) fire mf3 30’/70’
Unarmed +4 1d4+2(4)
Feats
Tavern Brawler
• Increase your Strength or Constitution score by 1, to a maximum of 20.
• You are proficient with improvised weapons and unarmed strikes.
• Your unarmed strike uses a d4 for damage.
• When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Skills:
Athletics 4 b
Acrobatics 4
Animal Handle 1
Deception 1 r
Insight 1
Medicine 1
perception 3 b
Stealth 6 u
slight of hand 6 u
survival 1
thieves tools 6 u
Darkvision.
Scoundrel's Luck.
When you would be reduced to 0 hit points, you can instead cause that attack or effect to reduce you to 1 hit point. 1/long rest.
Fast Talker.
You have proficiency in the Deception skill.
Tricks of the Trade.
fog of war 1/day
non sequitur 1/day
Wis
City Secrets
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
• You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Bonus Proficiency
When you choose this path at 3rd level you gain proficiency with the munitions kit.
Short Fuse
Starting at 3rd level, you become more adept with thrown weapons and grenades in the heat of battle. If your weapon has the thrown property, increase its range by 10 feet. You also can add your rage bonus to damage dealt by thrown weapons and grenades while raging.
Reckless Shot
At 3rd level, you can use your Reckless Attack feature to gain advantage with ranged weapons, as long as your target is within your weapon's normal range.
Languages
French, English, Algonquin
Equipment:
Hunting shirt +2 Dex unarmored
Musket Liege
2 dueling pistols
Cross Belt
grenades
Bayonet strap
Belt loops
Hobnail boots +5’
Pouch
Tinder box
Backpack
Bedroll
5 days of rations
waterskin
50’ hempen rope
Crow bar
Sack
Munitions kit
Cartridge rounds
Thieves tools
Torches
Background Features
Skill Proficiencies: Sleight of Hand, Stealth
Tool Proficiencies: Disguise kit, thieves’ tools Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing $1 continental
Last edited by navyik on Sat Dec 09, 2023 10:31 am; edited 31 times in total