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#13197957 Apr 18, 2017 at 01:05 PM · Edited 1 minute ago
47 Posts

Dawnward | The Conqueror | The Templar | Phoenix Guard | Hero of Azeroth | Bloodbourne


55 HP | 1d22+3: crit on 16-22 +3

Character Stats:
Commander: +25 troops in Command Mode
Iron Fist (Passive): Grants Immunity to Routing

Arcanic Affinity: You are naturally gifted with Arcane magics.
You have a +4 to Arcane based challenge checks.
Born Leader (Beautiful Negated): Your presence inspires those around you.
While your character is alive, players within 10ft of your character have -2 threshold for CC checks.

Stalwart: Your resolve is unshakeable.
Whenever your character successfully passes a physical challenge check, gain 1d15+5 HP
Endurance: You are able to withstand the exhaustion of battle.
Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event)

Free Virtue:
Battleborn: You were born to war.
While engaged in combat, your character gain +8 to physical challenge checks.
Unbroken (RBG S22): You do not easily bow, bend, or break.
Your character may reroll any failed physical challenge rolls. (Only one success per event)
Iron Command (PROVEN) COMMANDER:Your authority in battle is unquestioned.
You may attempt to rally a routing allied unit by rolling 1d20>8 within 20ft of them to restore order in their ranks. This is a minor action.
Protector (RBG S23): You care for your allies and will fight to the end for them.
Your character no longer has their movement hindered when carrying another player on the battlefield.
Famous (Antorus AOTC): Your exploits have gained you a following.
Your character gains 1 Diplomacy Point.
Athletic (RENOWN BOUGHT): You have high stamina.
Allows your character to reroll a failed sprint check. (Only one success per event)
Immunity (HEROIC ULDIR):
When targeted by a Damage Over Time ability, roll 1d3 to prevent the DOT from applying to your character. A roll of 1 is considered to be successful"
Adventurer (RENOWN BOUGHT): You seize the day at any chance.
Allows the player to reroll an initiative roll once per event. They will keep the second of the two rolls.

Traded Virtues:

Brave: You are able stare fear into its face.
Decreases the required threshold to pass a fear CC check by -2.
Survivor: You are not easily defeated.
The player may attempt to reroll a wounding roll. They will keep the second of the two rolls.
Inventive: You know that success requires trial and error.
Decreases the threshold of all challenge checks by -2.
Expert:You have mastered a particular area of study.
Your character may choose to reroll any failed non-diplomacy challenge rolls during an event.(Can only be used once per event)
Swift: You are light on your feet.
Increases your character’s walk and sprint by +5ft.
Light Kissed: The Light has blessed you.
Your character have a +4 to light based challenge checks.
Drilled Formations COMMANDER: Your forces are well trained to march and fight in formation.
Whenever an allied unit is on both your right and left flank adjacent (touching), you become impervious to Penetrating Assaults and gain the Fortified buff.
Marathon Training COMMANDER:Your forces have trained to run great distances together.
In Commander Mode, you may attempt to reroll any failed Forced March checks. Only one success per event.

  • Combat:
  • Implacable (Tier II): Your tenacity narrows your vision.At the start of combat, your character must choose a singular target and can only damage that singular target until it is defeated. Once defeated, they must choose another target to defeat.
  • Blind (Tier I): Your eyes can't see much.
  • Your character has a -30 to perception rolls and -5ft to range.
  • Addict (Tier I): You are prone to overconsumption to the point of danger.
  • At the start of each turn, your character must attempt to manage the side effects of withdraw. Roll 1d2 to attempt manage the symptoms, if your characters rolls a 2, they take 1d20 damage. If your character fails an addict check, they will be forced to take the check until they pass.
  • Social:
  • Plain (Tier I): There isn't much to write home about you.(Negates Beautiful) Your character has a -3 to charm and seduction social challenge rolls.
  • Mean (Tier II): You are kind of a jerk.
  • Your character can no longer plead or persuade other characters.
  • Arrogant (Tier I): You are better than others. Or so you think.
  • Whenever your character attempts a social challenge against another character, they will have a +4 to the threshold if that character does not have the same background as your character.
  • Stubborn (Tier I): There is only one way, your way.
  • When using a social challenge against a character, you can only use that same social option against that character for the remainder of the event
  • Wanton (Tier I): You are prone to more sensual interactions when given a chance.
  • Opponents have a -4 threshold for successful charm and seduction attempts against your character.
  • Crass (Tier II): Your uncouth demeanor is not to be admired.
  • Your character cannot successfully pass an etiquette challenge check.
  • Context:
  • Dishonorable (Tier II): You find that honor is as meaningful as a fart in the wind.(Negates Honorable) When the party chooses the honorable route, your character must roll a 1d4, where a roll of 4 means you will challenge the party leader in the direction of the action. This challenge can be verbal or through a duel.
  • Weakness to Shadow (Tier I): Your body cannot handle shadow magics.
  • (Negates Touched by Shadow) Your character suffers a -8 to shadow challenge checks.
  • Weakness to Decay (Tier II): Your body cannot handle decay magics.
  • (Negates Speaker of the Dead) Your character cannot pass decay magic challenge checks
  • Violent (Tier I): You crave bloodshed.
  • Whenever your character enters a situation that becomes overly tedious, they must roll a violence check of 1d4. If they roll a 4, they will then violently attack someone present.
  • Hotheaded (Tier I): You're over confident and quick to anger.
  • Every failed social challenge used against your character will force your character to roll 1d3 to prevent challenging them to a duel. A roll of 1 is considered to be successful.

Spears: 1d22+3: crit on 16-22 +3
Leg Sweep[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player may attempt to stun an enemy, non-boss, target by rolling 1d20<12. A 12+ is considered to be successful. Stunned enemies cannot walk or attack for a turn.
Shield: (May be equipped with single handed weapons and polearms.)
Guardian[1]: Target player within 5ft takes half damage until their next turn. May be used as an instant.
Spell-shield(Spell): (Not an actual shield but an ability used by magical casters).
Spell-Barrier[1]: Add a spell barrier to self that absorbs 15hp damage. Spell-Barrier lasts until it is broken. Can be used as an instant.

Movement and Range:
35ft Walk/55ft Sprint/30ft Spells/10ft Auras

Class Abilities:
Aura of Protection[1]: The paladin gains a shield of protection to halve the damage to a single allied unit or self for one turn. Can be used as an instant.
Range: 10 Feet
Vigilant Bulwark[2]: The paladin tosses forward their shield charged in holy light. The shield will strike an enemy target and up to two adjacent targets. Dealing 3d5+5 damage each enemy target. The initial target is taunted in the process. Adjacent targets must be within 5ft of the original target.
Range: 10 Feet
Crusader’s Seal[1]: Blessing an ally, the paladin gives them great speed and purpose. The paladin blesses an ally unit by removing any CC effects on them and doubling the distance they can travel in a single turn. Can be used as an instant.
Range: 30 Feet

Prestige Classes:
Bloodsworn [Combatant]
In the wake of the Third War, the Blood Knights were established as the spine of the Thalassian Army, meant to ensure peace for Quel’thalas. These Bloodsworn knights, hardened through trials that most would deem inhumane, were the Thalassian answer to the Scourge and those who tread the path of evil. These are men and women who do more than merely respond to the Light, they are masters of it.

Bonus Skills:
Art of War [1]: In the midst of battle, the Knight may find inspiration to drive their forces to victory. This increases base damage/healing by +10 for three turns. This skill may be used in Commander Mode.
Range: Self

Battle-Hardened[1]: Rigorous training has left each knight more than capable of standing their own. If defeated in combat with minor wounds or less, the player will be able to continue to the fight with 10hp. Action Type: Instant
Range: Self

+8 max and +8 mod damage when fighting undead or demon units. Increases initiative by +20.

Phoenix Guard [Commander]
The Phoenix Guard are the elite of the armed forces of Quel’thalas. They work alongside Inquisitors to root out treason. Where the Inquisitors are responsible for interrogation, it is the Phoenix Guard that deposit the traitors at their feet. These soldiers wear feathered broaches from Dragonhawks and ride brightly plumed white Hawkstriders.

Bonus Skills:
Burning Devotion[1]: The Phoenix Guard thrusts a burning assault at an enemy dealing 4d12+5 damage to.
Phoenix Strike[2]: Deal 2d10+5 fire damage to an enemy target. Deals an additional 1d7 damage on the target for the next three turns.

+3 max and +2 mod damage. Increases initiative by +20. Unlocks the Phoenix Guard troop option.

Sturdy Chainmail (FORTIFIED):
  • +1 to Dueling Saving die - Crafted
Standard of Tyr's Hand (MYTHIC):
  • +10 to Max damage
  • +5 to Mod damage
  • +10 to March and Forced March distance
Heraldry of Autumnvale (MYTHIC):
  • [Begin Combat with a 10hp shield]
  • [+2 to Avoiding CC attempts]
  • [Archmage’s Blessing:] When taking melee damage, roll 1d5 if you roll a 1, then your character will blink behind the enemy target and dodge the assault

1x Fortified
1x Heroic
9x Mystical

1x Windfury
1x Revitalisation Potion
1x Splints

34x Renown

Alchemist Bag and Soldier Pack:

Veteran Traits:
Proven: One free virtue for 1800 PVP S4 Legion.
Legionfall: +5 HP in Hero Mode


130 HP | 1d45+25 | 1d70+25 | 1d90+40 | 1d98+48

Sunspear Battalion


Troop Choice:
Blood Knight Lancers: 85 HP A C T I V E
Damage: 1d35+10

Troop Abilities:
Penetrating Assault:
Lancers are able to drive through enemy infantry upon an attack. Their heavy lances and horses can plough through most opposing infantry(save spearmen etc). They are able to then roll a 1d3 where a roll of 1 is considered successful, to attempt to continue their remaining movement through an enemy target.
Flanking Charge:
If attacking an enemy target from the sides or rear then you max damage on that attack is increased by +25.
Iron Fist (Thanidiel):
Grants Immunity to Routing

Movement and Range:
75ft March/95ft Forced March

Commander Points:
Cost: 1 Commander Point
Bonus: Increases mod damage by 10.
“Having a squire is critical to a knight’s renown, utility, and of course having someone watch your back is important.”
Light Mastery
Cost: 1 Commander Point
Bonus: Blood Knight Lancers may heal targeted player for 1d35+10.
“Sometimes in order to bend the light to your will, you have to use it for its true purpose.”
Cost: 1 Commander Point
Bonus: Increase max damage by 20 and mod damage by 15 for a single turn. May be used as an instant.
“A warhorn heralds the charge of any contingent of horse. Its sound echoes in the minds of all warriors.”
Heroic Barding
Cost: 1 Commander Point
Bonus: Increase troop total by +20 and March/Forced March range by +10ft.
“The most heroic lancers require the most heroic mounts.”
Sanguine Traditions
Cost: 1 Commander Point
Bonus: At the end of each turn, Blood Knight Lancers may roll for a self heal of 1d20.
“The Blood Knights have a long tradition of manipulating the light for their purposes. Even when it comes to healing wounds.”

Troop Choice:
Phoenix Guards: 130 HP I N A C T I V E
Damage: 1d30+20

175 HP | 1d40+25

Troop Abilities:
Hold the Line:
Phoenix Guard are unable to be penetrating assaulted, and they do not suffer from a flanking charge. They deal double damage to enemy cavalry.
Fear No More:
Phoenix Guards are immune to fear causing spells.
Iron Fist (Thanidiel):
Grants Immunity to Routing

Movement and Range:
50ft March/70ft Forced March

Commander Points:
Final Sacrament
Cost: 2 Commander Points
Bonus: The Dawnmender may select an allied target or self and for 1 turn, all damage dealt to that target will heal them instead. Action Type: Instant
The last rites are the most important.
Shield Wall[1]
Cost: 1 Commander Point
Bonus: For the next turn your target will take half damage. Action Type: Instant
“Swordsmen may clamor together after an assault to halve the next damage taken. This sort of teamwork is critical for the regiment’s survival.”
Glorious Rebirth[1]
Cost: 1 Commander Point
Bonus: On a strike that would normally defeat a unit of Phoenix Guard, you may attempt to revive your fallen unit. A roll of 1d20 is required with a 12+ to be considered successful. Revived units come back at full health. Action Type: Instant
“There is a reason that they have taken the Phoenix as their standard.”
War Drums[1]
Cost: 1 Commander Point
Bonus: Phoenix Guards may attempt to fear two adjacent enemy targets. A roll of 1d2 on each determines success. 1=success. Feared units take double damage from a Phoenix Guard’s attack. Action Type: Minor
“I can still hear the drums in my dreams. I can hear their murderous, thunderous roar.” -Guardsman Gaiden Thorne

#13233465 May 07, 2017 at 07:36 PM
47 Posts
Updated to reflect 4.4 changes.
#13341394 Jul 09, 2017 at 12:14 PM
47 Posts
Updated to reflect 5.0 changes.
#13391771 Aug 11, 2017 at 10:27 AM
47 Posts
Updated with essences and RBG + Arena Perks.
#13401559 Aug 18, 2017 at 08:43 AM
47 Posts
Prestige Class + Crafted Item + Essence recalculation.
#13411330 Aug 25, 2017 at 01:33 PM
47 Posts
Essence Recalc. + Equipment and Ability Loadout changed.
#13483845 Oct 15, 2017 at 10:57 AM
47 Posts
Updated for 5.1 + Mythic Item creation + RBG S23 reward claimed.
#13512506 Nov 04, 2017 at 12:00 PM
47 Posts
Updated for 5.2 + Mythic Item Creation and Essence recalc.
#13515872 Nov 06, 2017 at 10:18 PM · Edited over 1 year ago
47 Posts
Essence recalc. + Renown
#13574518 Dec 18, 2017 at 10:23 PM
47 Posts
Essence recalc. + Renown recalc.
#13575863 Dec 19, 2017 at 10:08 PM
47 Posts
Veteran Perk Claimed + Renown.
#13627682 Jan 29, 2018 at 11:14 AM · Edited over 1 year ago
47 Posts
Updated to 5.3.
#13639952 Feb 06, 2018 at 02:54 PM
47 Posts
Updated with Phoenix Guard Prestige Class Unlock & Appropriate Renown spent + Change of Commander Mode Troop Loadout.
#13691656 Mar 12, 2018 at 05:59 PM
47 Posts
Updated for 5.4
#13727200 Apr 09, 2018 at 10:11 AM
47 Posts
Renown recalculated. Six points added for adding the entire duration of The Blood Maul 06/04/18-09/04/18.
#13764728 May 07, 2018 at 07:02 PM
47 Posts
Duskward promotion. 1600 RBG Legion S7 rewards claimed.
#13770636 May 14, 2018 at 10:10 PM · Edited 1 year ago
47 Posts
Heroic Antorus title/perk + essences claimed.
#13795174 Jun 15, 2018 at 05:22 PM
47 Posts
Renown added for attendance through Sunday to Saturday of Shadows of Ashenvale.
#13801771 Jun 25, 2018 at 02:52 PM
47 Posts
Renown given for attendance Sunday through Saturday for Siege of Tirisfal.
#13834642 Aug 11, 2018 at 12:44 PM
47 Posts
Updated for 5.5 System Update. Renown given for Tournament of Ages attendance 05/08/18-11/08/18