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Elf Fighter 4 Character Name Actions

I apologize for cutting off your Attack. You can attack when you take
Medium humanoid (high elf), Eldritch
fascinating diatribe with my blade this action, using the following:
in your belly. Small talk was Knight martial archetype, lawful neutral
Rapier. Melee Weapon Attack: +6 to
never my strong suit. hit, reach 5 ft., one target.
Armor Class 18
You have spent decades studying the Hit: 1d8 + 6 piercing damage.
Hit Points 32 (Hit Dice 4d10)
art of combat, refining your skills with Dart. Ranged Weapon Attack: +6 to
Speed 30 ft.
relentless vigor. Cunning and patient, hit, range 20/60 ft., one target. Hit:
your mind plays out each attack and 1d4 + 4 piercing damage.
STR DEX CON
counter before you strike for maximum 10 (0) 18 (+4) 13 (+1)
effect. Though your magical repertoire
is extremely limited, the spells you
Options
INT WIS CHA
have chosen enhance your already 16 (+3) 12 (+1) 8 (-1) Fey Ancestry. Elf trait
prodigious ability.
Trance. Elf trait
Proficiencies (+2 proficiency bonus)
Background (Sage) Saving Throws Str +2, Con +3; Action Surge. Fighter feature.
You are a serious student of all forms of advantage on saves against
Spellcasting. Eldritch Knight feature.
combat. Despite your studious nature, being charmed.
you are aware that there are limits to Spell Save DC: 13
Skills Arcana +5, Athletics +2, History
practice and simulation. It is time to Spell Attack Modifier: +5
+5, Insight +3, Perception +3,
conduct some real-world application of Spell Slots: 1st-level (3)
Survival +3.
your deadly art. Adventuring companions Armor All, shields.
are usually the type who will need
Weapons Simple, martial.
a steady hand and quick wits to bail
Senses Darkvision, Passive
them out, often. Thankfully, you have
both to spare. Perception 13
Researcher. If you do not know a piece Languages Common, Dwarvish,
of information, you usually know where Draconic, Elvish, Halfling
and from whom that knowledge can
be obtained. Fighter Features Spellbook
Faction. You are a member of the Cantrips (at-will): blade ward, fire bolt,
Lords Alliance, a group of allied political Fighting Style: Dueling. When you are
shocking grasp, true strike
powers concerned with mutual security wielding a melee weapon in one hand and
1st-level spells: magic missile,
and prosperity. no other weapons, you gain a +2 bonus to
shield, thunderwave
Personality Trait. You use polysyllabic damage rolls with that weapon.
words that convey the impression of Second Wind. On your turn, you can Equipment
great erudition. use a bonus action to regain 1d10 + 4 hit
points. Once you use this feature, you Rapier, studded leather, dart (20), shield,
Ideal. The path to power and self-
must finish a short or long rest before you scholars pack, component pouch, fishing
improvement is through knowledge.
can use it again. tackle, book on fighting techniques,
Bond. Your lifes work is the Tome
Action Surge. On your turn, you can spellbook, money (39 gp, 8 sp)
of Battle, a treatise related to your
theories on combat. take one additional action on top of
Flaw. You speak without really your regular action and a possible
thinking through your words, invariably bonus action.
insulting others.
Martial Archetype: Eldritch
High Elf Traits Knight
Spellcasting Ability. You have the ability
Fey Ancestry. You have advantage on to cast arcane spells. Intelligence is your
saving throws against being charmed, spellcasting ability for your wizard spells.
and magic cant put you to sleep. You use your Intelligence whenever a
Darkvision. You can see in dim light spell refers to your spellcasting ability.
within 60 feet of you as if it were bright To cast a spell, you must expend a slot
light, and in darkness as if it were dim of the spells level or higher. You regain
light. You cant discern color in darkness, all expended spell slots when you finish
only shades of gray. a long rest.
Trance. You dont require sleep. Instead, You may only learn spells of the
you meditate deeply, semiconscious, for 4 abjuration and evocation schools.
hours a day. After resting in this way, you Spell Save DC: 13
gain the same benefit that a human does Spell Attack Modifier: +5
from 8 hours of sleep. Spell Slots: 1st-level (3)