Oscord Ståltwarden
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Oscord Ståltwarden

King of Nostet
NPC

Title
King of Nostet

Type
NPC

Race
Human

Families
Ståltwarden

Age
65

Gender
Male

Feats

Fury of the Frost Giant - Feat

Prerequisite: 4th Level, Strike of the Giants (Frost Strike) Feat

You’ve manifested the icy might emblematic of frost giants, granting you the following benefits:

  • Ability Score Increase: Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
  • Born of Ice: You have resistance to cold damage.
  • Frigid Retaliation: Immediately after a creature you can see within 30 feet of you hits you with an attack roll and deals damage, you can use your reaction to retaliate with a conjured blast of ice. The creature must make a Constitution saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature takes cold damage equal to 1d8 + your proficiency bonus, and its speed is reduced to 0 until the end of its next turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Great Weapon Master - Feat

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Strike of the Giants - Feat

Prerequisite: Martial Weapon Proficiency or Giant Foundling Background

You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:

  • Cloud Strike: The target takes an extra 1d4 thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.
  • Fire Strike: The target takes an extra 1d10 fire damage.
  • Frost Strike: The target takes an extra 1d6 cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn.
  • Hill Strike: The target takes an extra 1d6 damage of the weapon’s type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition.
  • Stone Strike: The target takes an extra 1d6 force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet from you in a straight line.
  • Storm Strike: The target takes an extra 1d6 lightning damage. If the target is a creature, it must succeed on a Constitution saving throw, or it has disadvantage on attack rolls until the start of your next turn.

The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.

You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Tough - Feat

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Fighting Style

Close-Quarters Shooting - Fighting Style

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Great Weapon Fighting - Fighting Style

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.

Thrown Weapon Fighting - Fighting Style

 You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Unarmed Fighting - Fighting Style

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Maneuvers

Brace - Maneuver

When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

Disarming Attack - Maneuver

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Quick Toss - Maneuver

As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.

Sweeping Attack - Maneuver

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack - Maneuver

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Subclass Feat

Combat Superiority - Subclass Feat, Battle Master

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers: You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Improved Combat Superiority - Subclass Feat, Battle Master

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Know Your Enemy - Subclass Feat, Battle Master

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels, if any
  • Fighter class levels, if any

Relentless - Subclass Feat, Battle Master

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Student of War - Subclass Feat, Battle Master

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Demiurgic Colossus - Subclass Feat, Path Of The Giant

The primordial power of your rage intensifies. When you rage, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you can use your Mighty Impel to move creatures that are Large or smaller.

In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.

Elemental Cleaver - Subclass Feat, Path Of The Giant

Your bond with the elemental might of giants grows, and you learn to infuse weapons with primordial energy.

When you enter your rage, you can choose one weapon that you are holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.

While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to another one from the damage type options above.

Giant's Havoc - Subclass Feat, Path Of The Giant

Your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:

  • Crushing Throw: When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.
  • Giant Stature: Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change.

Giant's Power - Subclass Feat, Path Of The Giant

When you choose this path, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn a cantrip of your choice: either druidcraft or thaumaturgy. Wisdom is your spellcasting ability for this spell.

Mighty Impel - Subclass Feat, Path of the Giant

Your connection to giant strength allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.

If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.