Difference between revisions of "Darrak Fireforge"
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*Component Pouch | *Component Pouch | ||
*Diamond (50gp) | *Diamond (50gp) | ||
+ | *Potion of Healing | ||
==Possessions, Treasure== | ==Possessions, Treasure== |
Revision as of 21:04, 13 August 2016
Contents
Background and Timeline
Military Experience (Personality Trait):
- Had to fight Dwarves which prompted leaving military.
- Fighting common bandit raids showed importance of origination.
- Fought large groups from rebellious feudal lord, thus the military used support of many peasants to support the defense.
- The inexperienced fighters were on the flanks, they pushed in and it made hard to fight in interior due to lack of space.
- Many more lives were lost than necessary, to this day, I especially dislike fighting with inexperienced troops and avoid it unless necessary.
- The inexperienced fighters were on the flanks, they pushed in and it made hard to fight in interior due to lack of space.
Stat Block
STR | DEX | CON | INT | WIS | CHA |
16 | 10 | 14 | 15 | 8 | 13 |
+3 | +0 | +2 | +2 | -1 | +1 |
- Level: 5
- Race: Dwarf
- Class: Fighter
- Eldritch Knight
- Alignment: Lawful Good
- Background: Military Engineer
- Proficiency bonus: +3
- Total Hit Points: 54
- Passive Perception: 11
- Armor Class: 21
- Personality: Strong, enjoys breaking things, telling military service stories.
- Ideal: Greater Good. Our lot is to lay down our lives in defense of others.
- Bond: Somebody saved my life in battle; to this day, I never leave a friend behind.
- Flaw: I overlook obvious solutions in favor of complicated ones.
Proficiencies and Skills
- Acrobatics (Dex) +0
- Animal Handling (Wis) +2
- Arcana (Int) +2
- Athletics (Str) +6
- Deception (Cha) +1
- History (Int) +5
- Insight (Wis) -1
- Intimidation (Cha) +1
- Investigation (Int) +2
- Medicine (Wis) -1
- Nature (Int) +2
- Perception (Wis) +2
- Performance (Cha) +1
- Persuasion (Cha) +1
- Religion (Int) +2
- Sleight of Hand (Dex) +0
- Stealth (Dex) +0
- Survival (Wis) -1
- Saving Throws: Str, Con
- Languages: Common, Dwarvish
- Tools: Smithing, masonry, leatherworking
- Training: ---
- Weapons and Armor: all
Item Formulas
Items cost 500 gold and take 20 days a piece to make.
Uncommon (Can be made at third level)
- Cloak of Protection: +1 to AC and saving throws
- Braces of Archery: Bow Proficiency and +2 Damage
- Pearl of Power: Once per day, use an action to regain one spell up to third level
- Saddle of the Cavalier: Cannot be dismounted if conscious, attack rolls against mount have disadvantage
Rare (Can be made at sixth level)
- Belt of Dwarven Kind: +2 Con, advantage to persuasion with Dwarves. Non-Dwarves get advantage to save versus poison and poison resistance, dark vision to 60 feet, and know Dwarvish. Every day, 50% chance of growing beard or a current beard thickening.
- Dragon Slayer: Sword, does 3d6 extra damage to draconic beings, +1 to hit and damage
- Horseshoes of Speed: Increase horse walk speed by 30 feet
- Ring of Protection: +1 to saving throws and +1 AC
- Shield +2
- Weapon +2
Feats, Spells, and Features
- Feats
- War Caster
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportuninty attack. The spell must have a casting time of 1 action and must target only theat creature.
- War Caster
- Dwarven Resilience, advantage and resistance to poison
- Stonecunning, double proficiency when looking at stonework.
- Darkvision 60.
- Second Wind, once per rest, spend bonus action to regain hp = 1d10 + fighter level.
- Fighting Style: Defense. + 1 AC.
- Action Surge (1 use)
- Spells
- Cantrips
- Shocking Grasp
- Casting Time: 1 Action
- Range: Touch
- Components: VS
- Duration: Instantaneous
- Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. ou have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lighting damage, and it can't take reactions until the start of its next turn.
- Higher Levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
- Thunderclap
- Casting Time: 1 Action
- Range: Self (5 Foot Radius)
- Components: S
- Duration: Instantaneous
- You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failded save, the creature takes 1d6 thunder damage.
- Higher Levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
- Shocking Grasp
- Level 1 (3 slots)
- Chromatic Orb
- Casting Time: 1 Action
- Range: 90 Feet
- Components: VSM
- Duration: Instantaneous
- You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire lighting, poison, or thunder for the type of orb you create, and you make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
- Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
- Magic Missile
- Casting Time: 1 Action
- Range: 120 Feet
- Components: VS
- Duration: Instantaneous
- You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct the to hit one creature or several.
- Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
- Grease
- Casting Time: 1 Action
- Range: 60 Feet
- Components: VS
- Duration: 1 Minute
- Stick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its arrea must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
- Shield
- Casting Time: 1 Action
- Range: Shield
- Components: VS
- Duration: 1 Round
- An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
- Chromatic Orb
- Cantrips
Weapons and Armor
- Warhammer (Versatile)
- +5 to hit
- 1d8+3 blunt damage
- Long Bow (ammo, heavy, 2H)
- +2 to hit
- 1d8 piercing damage
- Range 150/600
- Ammo 20/20
- Plate and shield
- AC 18+2
Retainers, Familiars, and Mounts
- Mule
Possessions, Mundane
- Saddlebags and halter
- Traveling clothes
- Smithing tools
- Masonry tools
- Leatherworking tools
- Oil Flasks (10)
- Butter
- Component Pouch
- Diamond (50gp)
- Potion of Healing
Possessions, Treasure
Gold: 362 gp
Silver: 0