+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+5 | Strength | |
+0 | Dexterity | |
+4 | Constitution | |
-1 | Intelligence | |
+1 | Wisdom | |
+2 | Charisma |
+0 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+5 | Athletics | STR | |
+2 | Deception | CHA | |
+1 | History | INT | |
+3 | Insight | WIS | |
+2 | Intimidation | CHA | |
-1 | Investigation | INT | |
+3 | Strategy | WIS |
+1 | Medicine | WIS | |
-1 | Nature | INT | |
+1 | Perception | WIS | |
+2 | Performance | CHA | |
+4 | Persuasion | CHA | |
-1 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Aurum's Blade | +5 | STR | 1d8/1d10+3 | Slashing | |
Versatile, Sap (FIGHTER THINGY) | |||||
Dagger | +5 | STR | 1d4+3 | Piercing | |
Simple, finesse, light, thrown, nick | |||||
Staff | +5 | STR | 1d6/1d8+3 | Bludgening | |
Simple, versatile, Topple | |||||
Unarmed strike | +5 | STR | Bludgening | ||
4 damage |
Fighter Features (Eldritch Knight)
Fighting Style:
You gain a Fighting Style feat of your choice, and you can replace it with a different Fighting Style feat whenever you gain a Fighter level.
Great Weapon Fighting:
When you roll damage for an attack with a melee weapon that has the Two-Handed or Versatile property, you can treat any roll of 1 or 2 as a 3.
Second Wind:
As a Bonus Action, you regain 1d10+2 HP. You can use this feature twice per Long Rest, regaining one use after a Short Rest.
Weapon Mastery:
You have mastered the use of certain weapons, granting special properties:
Longsword (Sap) – When you hit a creature, it has Disadvantage on its next attack roll before your next turn.
Dagger (Nick) – The extra attack granted by the Light property can be made as part of the Attack action instead of a Bonus Action, but only once per turn.
Handaxe (Vex) – When you hit and deal damage, you have Advantage on your next attack against that creature before the end of your next turn.
Action Surge:
Once per Short or Long Rest, you can take an additional action on your turn, except the Magic action.
Tactical Mind:
When you fail an ability check, you can expend a use of Second Wind. Instead of regaining HP, roll 1d10 and add it to your check. If the check still fails, this use of Second Wind isn’t expended.
Sorcerer Features (Draconic Bloodline)
Spellcasting:
You can cast known sorcerer spells using Charisma as your spellcasting ability (Spell DC 12, Spell Attack +4). You can use an arcane focus as a spellcasting focus.
Sorcerous Origin: Draconic Bloodline:
You have a draconic ancestor, granting unique abilities.
Dragon Ancestor:
You can speak, read, and write Draconic. Your proficiency bonus is doubled for Charisma checks involving dragons. Your chosen ancestor is the Blue Dragon.
Draconic Resilience:
Your max HP increases by 1 per sorcerer level. When you aren’t wearing armor, your AC equals 13 + Dexterity modifier.
Species Traits (Draconic Ancestry: Gold Dragon)
Breath Weapon:
Once per Short Rest, you can exhale a 15 ft. cone of fire. Creatures in the area must make a Dexterity saving throw (DC 12), taking 2d6 fire damage on a failure or half on success. Damage increases at higher levels (3d6 at 6th, 4d6 at 11th, 5d6 at 16th).
Damage Resistance:
You have resistance to fire damage.
Darkvision:
You can see in dim light within 60 feet 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.
Eye for Money:
When making an Intelligence (Investigation) check related to gold, magical items, or gemstones, you are considered proficient. If you are already proficient, your proficiency bonus is doubled.
Shapechange:
You can use the Polymorph spell as a legacy feature.
Feats
Great Weapon Fighting:
When rolling damage for an attack with a melee weapon that has the Two-Handed or Versatile property, any roll of 1 or 2 is treated as a 3.
Aurum's Blade
Dagger
Dagger
Longsword
Handaxe
Backpack
Clothes, Fine
Signet Ring
Staff
Bedroll
Mess Kit
Rations (1 day)
Rope Hempen (50 feet)
Tinderbox Torch
Waterskin
[B]Armor:[/B]
Heavy Armor, Light Armor, Medium Armor, Shields
Weapons:
Martial Weapons, Simple Weapons
Tools:
Dragonchess Set
Languages:
Celestial, Common, Draconic, Infernal
Quite charming in regular conversation. (British charm: think Loki or smt along those lines)
The charm is more of a scam. He doesn’t think that highly of most higher ups. He finds them entitled and easy to manipulate. (part of the reason he likes Kyldra so much)
I don’t trust people closest to me because they can stab me in the back just like Geralt did.
People regardless of station deserve to be treated by their actions not title.
Will sacrifice people for the “greater good”. He has a twisted view of people, he’ll always believe ends justify the means.
Duromir and Aloryn: My dads
Queen Kyldra and Queen Qira: My half-sister and her wife
Geralt of Misty Hills: caretaker/head of staff. He used to babysit me and teach me things about cities where he has been. How he used to work as a farmer in hillston long ago, etc.
William: My dead childhood friend (I called him will”)
My patron sword: I always call him sword: I never bothered trying to figure out what it’s name was.
Nirnian Grand Army: I am enrolled in the army.
I have lived amongst humanity for not that long, so I often don't know typical things humanity does. (To give an example my character wouldn't know you should be silent in a library.)
I have weird habits that I inhabited from my parents.
Psychopathic tendencies, ends justify the means. Cold and calculated.
I’ll hallucinate about Will sometimes (played by the dm)
Sometimes my dislike for higher ups makes me question my superiors in the army. I have found out they are less easy to manipulate the nobles.
-GREAT WEAPON FIGHTING:
When you roll damage for an attack with a melee weapon that has the Two-Handed or Versatile property, you can treat any roll of 1 or 2 as a 3.
_
-WEAPON MASTERIES
LONGSWORD (Sap) – When you hit a creature, it has Disadvantage on its next attack roll before your next turn.
_
DAGGER (Nick) – The extra attack granted by the Light property can be made as part of the Attack action instead of a Bonus Action, but only once per turn.
_
HANDAXE (Vex) – When you hit and deal damage, you have Advantage on your next attack against that creature before the end of your next turn.
_
-TACTICAL MIND:
When you fail an ability check, you can expend a use of Second Wind. Instead of regaining HP, roll 1d10 and add it to your check. If the check still fails, this use of Second Wind isn’t expended.
_
-EYE FOR MONEY:
When making an Intelligence (Investigation) check related to gold, magical items, or gemstones, you are considered proficient. If you are already proficient, your proficiency bonus is doubled.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.