Darrak Fireforge

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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.

DarrakTimeline.png

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.
  • 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).
    • 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.

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: 1883 gp

Silver: 0

Possessions, Party Loot

Possessions, Magical


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