I love He-Man and the Masters of the Universe. Awhile back, I wrote up a character while brainstorming it as a setting. Now I have decided to expand on that.
Basically, I've bolted Gamma World 7th Edition's Origins onto 5E using this site.
Follower of He-Man and rebellious Gar
Armor Class 12 (Studded Leather Armor)
Hit Points 23 (4d10-4)
Hit Points 23 (4d10-4)
Speed 25 ft.
Initiative +0
Initiative +0
Str Dex Con Int Wis Cha
17 (+3) 10 (+0) 8 (-1) 18 (+4) 15 (+2) 7 (-2)
Background Hermit
Skills Athletics +5, Arcane +1, History
Saves Strength +5, Constitution +1
Tools Herbalism Kit, Mechanic's Tools
Senses passive Perception 12
Languages Common, Gar, Uncommon
Proficiency +2
Fighting Style Great Weapon Fighting
Second Wind
Action Surge
Martial Archetype Champion
Improved Critical
Proficiency +2
Fighting Style Great Weapon Fighting
Second Wind
Action Surge
Martial Archetype Champion
Improved Critical
Melee Attack—Battleaxe +5 to hit (reach 5 ft.; one creature).
Hit: 1d8+3 (1H) or 1d10+3 (2H) slashing damage.
Melee Attack—Nasty Bite +5 to hit (reach 5 ft.; one creature).
Hit: 2d6 piercing damage and on a critical hit heal 9 (5 + Level) hit points.
Ranged Attack—Lodestone Lure (range 25 ft.; one creature).
Effect: Target must make a DC 10 Constitution save or take 1d8 force damage and be pulled toward up to 15 ft. toward you.
Hit: 2d6 piercing damage and on a critical hit heal 9 (5 + Level) hit points.
Ranged Attack—Lodestone Lure (range 25 ft.; one creature).
Effect: Target must make a DC 10 Constitution save or take 1d8 force damage and be pulled toward up to 15 ft. toward you.
Magnetic
Advantage when using Mechanic's Tools.
Advantage when using Mechanic's Tools.
When pushed or pulled, you can reduce the distance by 5 ft.
Magnetic Critical 1d10 extra force damage and the target is restrained until the end of their next turn.
Magnetic Critical 1d10 extra force damage and the target is restrained until the end of their next turn.
REANIMATED
Advantage on Dexterity (Athletics) checks.
Advantage on Dexterity (Athletics) checks.
Undead Recuperation You are immune to disease and when you start your turn with at least 1 hit point, as a reaction heal your level in hit points.
Zombie Surprise When you start your turn with 0 hit points, heal your level in hit points. You may not use this ability again until you complete a short or long rest.
Zombie Surprise When you start your turn with 0 hit points, heal your level in hit points. You may not use this ability again until you complete a short or long rest.
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