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Cygnus (Fighter)
Page 1 of 1
Cygnus (Fighter)
Name: Cygnus "Cyg" Twilight
Race: Human
Gender: Male
Age: 16
Height/Weight: 5'11", 190lb
Appearance:
Class: Fighter
LVL: 1
XP: 0
AC:
Current HP/Max HP: 13/13
Speed: 30 feet
Initiative Bonus: 1
Passive Perception: 12
Strength: 16 (+3)
Dexterity: 13 (+1)
Constitution: 16 (+3)
Intelligence: 11 (+0)
Wisdom: 14 (+2)
Charisma: 9 (-1)
Trained Skills:
Athletics +5
Insight +4
Survival +4
Intimidation +1
Untrained Skills:
Acrobatics +1
Animal Handling +2
Arcana 0
Deception -1
History 0
Investigation 0
Medicine +2
Nature 0
Perception +2
Performance -1
Persuasion -1
Religion 0
Slight Of Hand +1
Stealth +1
Proficiencies:
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Musical Instruments: Flute
Traits and Abilities:
Fighting Style Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with
two hands, you can reroll the die and must use the new
roll, even if the new roll is a 1 or a 2. The weapon must
have the two-handed or versatile property for you to gain
this benefit.
Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10+your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
so for the ability aurora let's do
Aurora
Range: 5 feet (touch)
On the benefactor's next turn they gain advantage on all rolls as well as doubling ability modifiers proficiency bonus and damage. May be used 3 times and is fully recharged after a short rest.
How does that sound?
Languages: Common, Draconic, Elvish
Items: Chain Mail AC 16, Trident 1d6 piercing Thrown (range 20/60), Longsword 1d8 slashing, 2x Hand Axes 1d6 slashing Thrown (range 20/60), A staff, A hunting trap, Deer antler, traveler’s clothes, Belt
pouch, Explorer's pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it)
Spells and Powers: None.
Wealth: 10 gp
Personality: https://www.rpgdragons.org/t5304-cygnus?highlight=cygnus
History: https://www.rpgdragons.org/t5304-cygnus?highlight=cygnus
Special Rules: Freely swap between human and dragon form.
Appearance:

AC: 17
Current HP/Max HP: 31/31
Speed:
ground speed 30
flying speed 40
Initiative Bonus: 1
Passive Perception: 12
Strength: 16 (+3)
Dexterity: 13 (+1)
Constitution: 16 (+3)
Intelligence: 11 (+0)
Wisdom: 14 (+2)
Charisma: 9 (-1)
Trained Skills:
Athletics (+5)
Insight (+2)
Untrained Skills:
Acrobatics +1
Animal Handling +2
Arcana 0
Deception -1
History 0
Intimidation -1
Investigation 0
Medicine +2
Nature 0
Perception +2
Performance -1
Persuasion -1
Religion 0
Slight Of Hand +1
Stealth +1
Survival +2 (+2 if learned)
Spells and Powers:
Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
Bite+5 1-D10+3
Claw+5 1-D6+3
Fire Immunity
Blind Sense 30
Dark Vision 30
Level points remaining: 2
Race: Human
Gender: Male
Age: 16
Height/Weight: 5'11", 190lb
Appearance:

Class: Fighter
LVL: 1
XP: 0
AC:
Current HP/Max HP: 13/13
Speed: 30 feet
Initiative Bonus: 1
Passive Perception: 12
Strength: 16 (+3)
Dexterity: 13 (+1)
Constitution: 16 (+3)
Intelligence: 11 (+0)
Wisdom: 14 (+2)
Charisma: 9 (-1)
Trained Skills:
Athletics +5
Insight +4
Survival +4
Intimidation +1
Untrained Skills:
Acrobatics +1
Animal Handling +2
Arcana 0
Deception -1
History 0
Investigation 0
Medicine +2
Nature 0
Perception +2
Performance -1
Persuasion -1
Religion 0
Slight Of Hand +1
Stealth +1
Proficiencies:
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Musical Instruments: Flute
Traits and Abilities:
Fighting Style Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with
two hands, you can reroll the die and must use the new
roll, even if the new roll is a 1 or a 2. The weapon must
have the two-handed or versatile property for you to gain
this benefit.
Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10+your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
so for the ability aurora let's do
Aurora
Range: 5 feet (touch)
On the benefactor's next turn they gain advantage on all rolls as well as doubling ability modifiers proficiency bonus and damage. May be used 3 times and is fully recharged after a short rest.
How does that sound?
Languages: Common, Draconic, Elvish
Items: Chain Mail AC 16, Trident 1d6 piercing Thrown (range 20/60), Longsword 1d8 slashing, 2x Hand Axes 1d6 slashing Thrown (range 20/60), A staff, A hunting trap, Deer antler, traveler’s clothes, Belt
pouch, Explorer's pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it)
Spells and Powers: None.
Wealth: 10 gp
Personality: https://www.rpgdragons.org/t5304-cygnus?highlight=cygnus
History: https://www.rpgdragons.org/t5304-cygnus?highlight=cygnus
Special Rules: Freely swap between human and dragon form.
Appearance:

AC: 17
Current HP/Max HP: 31/31
Speed:
ground speed 30
flying speed 40
Initiative Bonus: 1
Passive Perception: 12
Strength: 16 (+3)
Dexterity: 13 (+1)
Constitution: 16 (+3)
Intelligence: 11 (+0)
Wisdom: 14 (+2)
Charisma: 9 (-1)
Trained Skills:
Athletics (+5)
Insight (+2)
Untrained Skills:
Acrobatics +1
Animal Handling +2
Arcana 0
Deception -1
History 0
Intimidation -1
Investigation 0
Medicine +2
Nature 0
Perception +2
Performance -1
Persuasion -1
Religion 0
Slight Of Hand +1
Stealth +1
Survival +2 (+2 if learned)
Spells and Powers:
Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
Bite+5 1-D10+3
Claw+5 1-D6+3
Fire Immunity
Blind Sense 30
Dark Vision 30
Level points remaining: 2
_______________________
Theme: https://youtu.be/-WcHPFUwd6U
Cygnus- Posts : 25
Reputation : 0
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