DND/Legion: Level 1

level 1

Start adding Legion Notes
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# Legion
## Basic Information
- **Name**: Legion
- **Level**: 1
- **Race**: Warforged
- **Alignment**: Neutral Good
- **Background**: Soldier (Infantry)
## Appearance
Legion is a sleek, dexterous Warforged with a frame of rusted bronze and tarnished brass. His form is lean and angular, crafted for swift movements rather than brute strength, with exposed gears and lightweight armor plating worn from years of service. His eyes emit a steady, cool glow, suggesting a calculating mind. Slender yet durable limbs give him a mechanical precision, as if each step is deliberate. Faint etchings on his chest hint at a long-forgotten unit designation, barely visible beneath the rust and battle scars.
## Personality Traits
- **Logical Lens**: Legion evaluates situations with a calculated, detached focus.
- **Obedient, by Choice**: Originally designed to follow commands, Legion now chooses who he deems fit to give orders, granting him a unique, autonomous sense of loyalty.
## Ability Scores (Standard Array)
| Ability | Score |
|--------------|-------|
| **Strength** | 13 |
| **Dexterity**| 15 |
| **Constitution** | 10 |
| **Intelligence** | 12 |
| **Wisdom** | 14 |
| **Charisma** | 8 |
## Hit Points
- **Hit Points at 1st Level**: 10 + Constitution modifier (0) = **10**
- **Hit Dice**: 1d10 per fighter level
- **Hit Points at Higher Levels**: 1d10 (or 6) + Constitution modifier (0) per fighter level after 1st
## Features
### Second Wind
At 1st level, Legion has a limited well of stamina that he can draw on to protect himself from harm. On his turn, he can use a bonus action to regain hit points equal to 1d10 + his fighter level (1). Once he uses this feature, he must finish a short or long rest before he can use it again.
## Proficiencies & Skills
- **Proficiencies**:
- **Skills**: Perception, Intimidation
- **Armor**: All armor, shields
- **Weapons**: Simple weapons, martial weapons, firearms (Gunslinger-specific)
- **Tools**: Tinkers tools
- **Fighting Style**: Archery - Gain a +2 bonus to attack rolls made with ranged weapons.
---
## Level Progression
### Level 1
- **Proficiencies**:
- Perception
- Intimidation
- **Fighting Style**:
- Archery

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# Equipment
## Weapons List
Below are some of the unique weapons available to Legion.
### Destiny's Arrow
> *Weapon (Pistol), Uncommon*
- **Proficiency**: Yes
- **Attack Type**: Ranged
- **Range**: 30 ft. (normal) / 90 ft. (long)
- **Damage**: 1d10 + 6
- **Damage Type**: Piercing
- **Weight**: 3 lb.
- **Properties**:
- **Reload (4)**: Can be fired 4 times before needing to spend 1 attack or 1 action to reload. Requires a free hand to reload.
- **Misfire (1)**: If the attack roll is 1 or lower, the weapon misfires. The weapon then requires an action to repair with a Tinkers Tools check (DC = 8 + misfire score).
- **Range**: Can attack at normal or long range.
- **Loading**: Requires an action to reload.
- **Bonus**: +1 to attack and damage rolls made with this magic weapon.
- **Notes**:
- **Source**: *D&D Free Rules (2024)*, page 213
---
### Fate's Design
> *Weapon (Pistol), Common*
- **Proficiency**: Yes
- **Attack Type**: Ranged
- **Range**: 60 ft. (normal) / 240 ft. (long)
- **Damage**: 1d10 + 5
- **Damage Type**: Piercing
- **Weight**: 3 lb.
- **Cost**: 150 gp
- **Properties**:
- **Reload (4)**: Can be fired 4 times before needing to spend 1 attack or 1 action to reload. Requires a free hand to reload.
- **Misfire (1)**: If the attack roll is 1 or lower, the weapon misfires. The weapon then requires an action to repair with a Tinkers Tools check (DC = 8 + misfire score).
- **Range**: Can attack at normal or long range.
- **Loading**: Requires an action to reload.
- **Notes**:
- **Source**: *Critical Role*
---
### Handaxe (x2)
> *Weapon (Simple Melee), Common*
- **Proficiency**: Yes
- **Attack Type**: Melee or Thrown
- **Range**: 20 ft. (normal) / 60 ft. (long)
- **Damage**: 1d6 + Strength modifier
- **Damage Type**: Slashing
- **Weight**: 2 lb. each
- **Properties**:
- **Light**: Can be wielded with another light weapon in the other hand.
- **Thrown**: Can be thrown at targets within range.
- **Cost**: 5 gp each
- **Source**: *Players Handbook*, page 149
---
### Shortsword
> *Weapon (Simple Melee), Common*
- **Proficiency**: Yes
- **Attack Type**: Melee
- **Range**: 5 ft.
- **Damage**: 1d6 + Dexterity modifier
- **Damage Type**: Piercing
- **Weight**: 2 lb.
- **Properties**:
- **Finesse**: Can use Dexterity instead of Strength for attack and damage rolls.
- **Light**: Can be wielded with another light weapon in the other hand.
- **Cost**: 10 gp
- **Source**: *Players Handbook*, page 149
---
### Spear
> *Weapon (Simple Melee), Common*
- **Proficiency**: Yes
- **Attack Type**: Melee or Thrown
- **Range**: 20 ft. (normal) / 60 ft. (long)
- **Damage**: 1d6 + Strength modifier (one-handed) / 1d8 + Strength modifier (two-handed)
- **Damage Type**: Piercing
- **Weight**: 3 lb.
- **Properties**:
- **Thrown**: Can be thrown at targets within range.
- **Versatile**: Deals 1d8 damage when wielded with two hands.
- **Cost**: 1 gp
- **Source**: *Players Handbook*, page 149
## Armor List
### Chainmail
> *Armor (Medium), Common*
- **Proficiency**: Yes
- **Armor Class (AC)**: 16
- **Weight**: 55 lb.
- **Properties**:
- **Stealth Disadvantage**: Grants disadvantage on Dexterity (Stealth) checks.
- **Strength Requirement**: Requires a Strength score of 13 or higher to wear effectively.
- **Cost**: 75 gp
- **Source**: *Players Handbook*, page 145
---
### Shield
> *Armor (Shield), Common*
- **Proficiency**: Yes
- **Armor Class (AC)**: +2 bonus to AC when equipped
- **Weight**: 6 lb.
- **Properties**:
- **Requires one hand**: Must be held in one hand to be used effectively.
- **Cost**: 10 gp
- **Source**: *Players Handbook*, page 145

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