Leonie Mario Martin (Leonie Mario Martin (D&D))

digitalduckie

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Created
3 years, 5 months ago
Creator
digitalduckie
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Basics

Name Leonie Mario Martin
Called Leo
Race Human
Age 31
Gender Cis Female; She/Her/Hers
Height 5'9"
Class Fighter; Champion
Theme Pinterest

Leonie isn't stupid, she's just dumb. Raised by book merchants, she and her siblings were taught to value knowledge and the written word to carry on the family business. While she can handle her words, she can handle virtually any weapon just as well and finds herself with a fondness for raucus situations and often leaping before she looks.


Likes

  • Books
  • Brawls
  • Nature
  • Languages

Dislikes

  • Worrying
  • Negativity
  • Cleaning

About

Previous Campaign

When her brother, Royce, is accused of murdering his husband and child, Leonie steps in to help him flee their home. She believes his innocence but also has her doubts about his intentions for revenge. She finds herself no longer traveling Kai Rohn to acquire goods for the family bookstore and instead in search of her brother. Along the way she ends up teaming up with Ink, Sofia, and Grim forming the adventuring group, SIGIL. Together the group unwittingly finds themselves embroiled in a cult of Vecna.

Current Campaign (NPC)

Twenty years after the events of the previous campaign, Leonie is a legendary fighter (lvl 20) who helped disband a sect of the cult of Vecna. She has since reunited with Royce who has ascended to godhood. She keeps in touch with his new husband Ru'sel, their child Lavey, and her long lost nibling, Rat. While some of the members of SIGIL have essentially retired, Leo lives for the adventure and continues to roam Kai Rohn. It's not unusual for her to be stopped for autographs. Among others, she does odd jobs for or with the Brekker Guilds founded by Royce.

Sheet

BACKGROUND: Far Traveler/Cloistered

RACE: Human

CLASS: Fighter

SUBCLASS: Champion

LEVEL: 7 (as of 3/21)

STATS: Strength: +4 (19) / +7 (Saving Throw) Dexterity: +1 (13) / +1 (Saving Throw) Constitution: +3 (16) / +6 (Saving Throw) Intelligence: +3 (16) / +3 (Saving Throw) Wisdom: +1 (13) / +1 (Saving Throw) Charisma: +2 (15) / +2 (Saving Throw)

Proficiency Bonus: +3

Armour Class: 21 Initiative: 1 Speed: 30ft

Hit Dice: 7d10

Passive Perception: 11

SKILLS: Acrobatics (Dex): 3 Animal Handling (Wis): 1 Arcana (Int): 3 Athletics (Str): 7 Deception (Cha): 2 History (Int): 6 Insight (Wis): 4 Intimidation (Cha): 5 Investigation (Int): 3 Medicine (Wis): 1 Nature (Int): 6 Perception (Wis): 1 Performance (Cha): 2 Persuasion (Cha): 2 Religion (Int): 3 Sleight of Hand (Dex): 3 Stealth (Dex): 3 Survival (Wis): 1

PROFICIENCIES: Tools:Calligrapher's Supplies (Int) Leatherworker's Tools (Dex) Painter's Supplies (Dex) Languages: Common, Dwarven, Coastal Dwarven, Human, Giant, Gob, Centauri, Elvish, Draconic, Infernal Weapons: Simple, Martial, and Improvised Weapons (Str) Armour: All Armor/Shields (Str)

FEATURES: Interception (race): When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. Second Wind (class): 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. Dueling (class): 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 (class): Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one 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. Improved Crit (subclass): Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Tavern Brawler (4th level): Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: Increase your Strength or Constitution by 1, to a maximum of 20. You are proficient with improvised weapons. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Linguist (race): You have studied languages and codes, gaining the following benefits: Increase your Intelligence score by 1, to a maximum of 20. You learn three languages of your choice. You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it. Extra Attack (class): Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Remarkable Athlete (class): Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Shelter the Faithful (Vecna Cult): You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Gloves of Missile Snaring (item): These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. Fey-Land Princess (homebrew talent table): You may cast Speak With Animals as many times as equal proficiency bonus times per day. Description

Relationships

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Jacob  [ Partner ]

Leo meets Jacob when she lets herself into his home, having thought it had been unoccupied. She spends much of his time at his home, making a mess of it with things she's collected in her journeys.

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Royce  [ Brother ]

While Leo and Royce are two of five, they are particularly close to each other. She isn't exactly thrilled that he's become a god, but she's still devoted to their family bond and does odd jobs for his guild.

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Rat  [ Nibling ]

Leo is Rat's aunt and she's relieved to learn they're alive. They may be a handful but fortunately she can strong arm them into behaving... mostly.

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Lavey  [ Nephew ]

Another of Royce's children, he's younger than Rat. Leo loves to have Lavey visit and finds him sweet.

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Sofia, Ink, Grim  [ SIGIL ]

The co-members of SIGIL, Leo adventured with them in the previous campaign. She keeps in touch with all of them, occassionally calling or writing if not meeting up in person.

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Roscoe  [ Pet ]

Leo's pet bat. As of the current campaign, he has passed and she keeps his ashes in a necklace she wears.

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Palmer, Joseph, Nicole  [ Siblings ]

Other siblings in Leo's family.

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