Main Details
Basic Info
Name
Jaime, House of Lancaster
Class
Fighter (Banneret)
Level
2
Background
Knight
Player Name
Liam Privette
Race
Half-Elf
Alignment
Chaotic Good
Subclass
Bannerets are paragons of valor and leadership who protect the innocent and rally fellow adventurers to the causes of justice and freedom. Many are knights serving in Cormyr, the Silver Marches, Damara, Chessenta, or other lands across Faerûn. They wander the realms as knights errant, taking the fight against evil beyond their kingdom’s borders.
A Banneret relies on judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A lone Banneret is a skilled warrior, but when leading a band of allies one of these warriors can transform even a poorly equipped militia into a ferocious war band.
Ability Scores
Strength
Score
18
Modifier
+4
Dexterity
Score
16
Modifier
+3
Constitution
Score
15
Modifier
+2
Intelligence
Score
9
Modifier
-1
Wisdom
Score
10
Modifier
+0
Charisma
Score
13
Modifier
+1
Honor
Score
10
Modifier
+0
Inspiration
- [x]
Proficiency Bonus
+2
Saving Throws
Strength
- +6
Dexterity
- +3
Constitution
- +4
Intelligence
- -1
Wisdom
- +0
Charisma
- +1
Skills
Acrobatics
Inherits from: Dexterity
- +5
Animal Handling
Inherits from: Wisdom
- +0
Arcana
Inherits from: Intelligence
- -1
Athletics
Inherits from: Strength
- +4
Deception
Inherits from: Charisma
- +3
History
Inherits from: Intelligence
- +1
Insight
Inherits from: Wisdom
- +2
Intimidation
Inherits from: Charisma
- +3
Investigation
Inherits from: Intelligence
- -1
Medicine
Inherits from: Wisdom
- +0
Nature
Inherits from: Intelligence
- -1
Perception
Inherits from: Wisdom
- +0
Performance
Inherits from: Charisma
- +1
Persuasion
Inherits from: Charisma
- +3
Religion
Inherits from: Intelligence
- -1
Sleight of Hand
Inherits from: Dexterity
- +3
Stealth
Inherits from: Dexterity
- +3
Survival
Inherits from: Wisdom
- +2
Passive Wisdom (Perception)
10
Other Proficiencies & Languages
- Armor: Heavy Armor, Light Armor, Medium Armor, Shields
- Weapons: Martial weapons, Simple weapons, Stones
- Languages: Common, Draconic, Elvish, Dwarvish (feat*)
Combat Stats
Armor Class
16
Initiative
+3
Speed
30 ft
Hit Point Max
20
Current Hit Points
20
Temporary Hit Points
0
Hit Dice
2d10
Death Saves
Successes
- ☺️
- ☺️
- ☺️
Failures
- 💀
- 💀
- 💀
Attacks and Spellcasting
Weapon 1
Name
Handaxe
Attack Bonus
+6
Damage Type
1d6+6 Slashing
Weapon 2
Name
Double-Bladed Scimitar
Attack Bonus
+6
Damage Type
2d4+6 Slashing
Weapon Notes
- Second wind (1/short rest)
- Action surge (1/short rest)
- Group recovery (1/short rest)
Inventory
Copper Pieces (CP)
0
Silver Pieces (SP)
0
Electrum Pieces (EP)
0
Gold Pieces (GP)
25
Platinum Pieces (PP)
0
Equipment
| Quantity | Item | Weight |
|---|---|---|
| 1 | Chain Mail Armor | 55 |
| 2 | Handaxe | 4 |
| 1 | Explorer’s Pack | 0 |
| 1 | Backpack | 5 |
| 1 | Bedroll | 7 |
| 1 | Mess Kit | 1 |
| 1 | Tinderbox | 1 |
| 10 | Torch | 10 |
| 10 | Rations | 20 |
| 1 | Waterskin | 5 |
| 1 | Hempen Rope | 10 |
| 2 | Double-Bladed Scimitar | 12 |
| 1 | Fine Clothes | 5 |
| 1 | Scroll of Pedigree | 1 |
| 1 | Gold Purse | 1 |
| 1 | Dice Set | 1 |
| 138 |
Characteristics
Personality Traits
Despite my noble birth, I do not place myself above other folk. We all have the same blood.
If you do me an injury, I will crush you, ruin your name, and salt your fields.
Ideals
Noble Obligation. It is my duty to protect and care for the people beneath me.
Bonds
My family died tragically in a mass invasion of my kingdom.
Flaws
I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.
Features & Traits
- Second Wind (Fighter): 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.
- Darkvision (Half-Elf): Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- Fey Ancestry (Half-Elf): You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
- Retainers (Knight): You have the service of three retainers loyal to your family.
- These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.
- A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).
- As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart – in a chaste sort of devotion. (This person could be your bond.)
- Fighting Style: Dueling (Fighter): When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Action Surge (Fighter): Starting at 2nd level, you can push yourself beyond your normal limits for a moment.
- On your turn, you can take on additional action.
- Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
- Knightly Envoy (Banneret):
- You know how to conduct yourself with grace as a noble ambassador. You gain the following benefits.
- Comprehension. You can cast the Comprehend Languages spell but only as a Ritual. Charisma is your spellcasting ability for it.
- Polyglot. You learn one language from the language tables in the Player’s Handbook or chapter 2 of this book. When you finish a Long Rest, you can replace a language learned from this benefit with another language you have heard, seen signed, or read in the past 24 hours.
- Well Spoken. You gain proficiency in one of the following skills of your choice: Insight.
- Group Recovery (Banneret): When you use your Second Wind to regain Hit Points, you can choose a number of allies within a 30-foot Emanation originating from yourself, up to a number of allies equal to your Strength modifier (minimum of one). Each of those allies regains Hit Points equal to 1d4 plus your Fighter level. Once you use this ability, you can’t use it again until you finish a Short or Long Rest.
Personal Details
Basic Info
Name
Age
Height
Weight
Eyes
Skin
Hair
Character Appearance
Allies & Organizations
Allies
- Patron: The Protector
Organizations
Character Backstory
- Former Status: Knight
- Past Life: Forced to leave his life after dwarves overthrew his town, has heavy hatred and resentment towards the people that took everything from him
- Goal: Reclaim his honor
Additional Features and Traits
- Pledge of Loyalty (Arrival): You hold yourself with the highest honor capable of man: you pledge yourself to a kingdom you can no longer remember, that may no longer exist. Your undying devotion radiates when you speak of your cause. If you are ever in need, people will listen, because you have answered their cries before. You may soon find out how…
- Glass Houses and Stones (Finesse): “He that is without sin among you, let him first cast a stone.” You didn’t throw first, but were the only able to fulfil the task at hand. For aiming true with a stone at a glass house, matching the frequency of the barrier perfectly, you demonstrated aptitude in your skills. You gain proficiency in “stones” as a weapon, and have the uncanny ability to always find a stone around you, as long as there is a glass structure nearby.
- Shard of Memory
- Self Destruct
Treasure
- Signet Ring with Family Sigil
- Emblem with a Foreign Crest
- Solid Onyx Stone
- Inspiration Sheep
- Indestructible Pylons