Editing CharacterD&D 5E: Freeport 2

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*'''Level:''' 3
+
*'''Level:''' 2
 
*'''Race:''' Fire Genasi
 
*'''Race:''' Fire Genasi
 
*'''Class:''' Fighter
 
*'''Class:''' Fighter
**Subclass: Eldritch Knight
+
**Subclass:
 
*'''Alignment:''' Neutral Good
 
*'''Alignment:''' Neutral Good
 
*'''Background:''' Mercenary Veteran
 
*'''Background:''' Mercenary Veteran
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*'''Inspiration:''' Yes
 
*'''Inspiration:''' Yes
*'''Total Hit Points:''' 31
+
*'''Total Hit Points:''' 22
 
*'''Armor Class:''' 17 (19 with shield)
 
*'''Armor Class:''' 17 (19 with shield)
 
*'''Saving Throws:''' Str (+5), Con (+5)
 
*'''Saving Throws:''' Str (+5), Con (+5)
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'''Attacks'''
 
'''Attacks'''
  
*Bonded magic spear +6 melee or ranged 20/60 (1d6+4 piercing or 1d8+4 in two hands)
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*Magic spear +6 melee or ranged 20/60 (1d6+6 piercing)
*Bonded longsword +5 melee (1d8+3 slashing)
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*Longsword +5 melee (1d8+5 slashing)
*Handaxe +5 melee or 20/60 ranged (1d6+3 slashing)
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*Handaxe +5 melee or 20/60 ranged (1d6+5 slashing)
*Dagger +5 melee or 20/60 ranged (1d4+3 piercing)
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*Dagger +5 melee or 20/60 ranged (1d4+5 piercing)
*Javelin +5 melee or 30/120 ranged (1d6+3 piercing)
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*Javelin +5 melee or 30/120 ranged (1d6+5 piercing)
*Produce Flame +4 ranged spell 60 (1d8 fire)
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*Produce Flame +5 ranged spell 60 (1d8 fire)
  
 
'''Passives'''
 
'''Passives'''
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*'''Ability scores:''' +2 Con, +1 Str
 
*'''Ability scores:''' +2 Con, +1 Str
*'''Darkvision 60''''
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*'''Darkvision 60'''' (shades of red)
 
*'''Fire resistance'''
 
*'''Fire resistance'''
*'''Reach to the Blaze:''' [https://5e.d20srd.org/srd/spells/produceFlame.htm Produce Flame] cantrip; [https://5e.d20srd.org/srd/spells/burningHands.htm Burning Hands] 1/long rest and spell known. Int casting (+4 to hit, save DC 12)
+
*'''Reach to the Blaze:''' [https://5e.d20srd.org/srd/spells/produceFlame.htm Produce Flame] cantrip; Burning Hands 1/long rest at 3rd level. Con casting (+5 to hit, save DC 13)
 
*'''Mercenary Life:''' You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook).
 
*'''Mercenary Life:''' You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook).
 
*'''Fires of Fury:''' +1 Int (included); reroll 1s on fire damage spells; casting a fire spell sets you on fire until the end of your next turn, shedding bright/dim light for 30/30ft and dealing 1d4 fire damage to creatures that hit you with a melee attack from within 5 feet.
 
*'''Fires of Fury:''' +1 Int (included); reroll 1s on fire damage spells; casting a fire spell sets you on fire until the end of your next turn, shedding bright/dim light for 30/30ft and dealing 1d4 fire damage to creatures that hit you with a melee attack from within 5 feet.
*'''Fighting Style (Interception):''' Reaction: reduce by 1d10+PB the damage of an attack from a creature you can see against a target that is within 5 feet of you
+
*'''Fighting Style (Dueling):''' +2 damage with melee weapons in one hand
*'''Second Wind:''' As a bonus action heal 1d10+3 hit points
+
*'''Second Wind:''' As a bonus action heal 1d10+2 hit points
*'''Action Surge:''' Take an extra Action once on your turn, 1/rest
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*'''Action Surge:''' Take an extra Action once on your turn, 1/round
*'''Spellcasting:''' 2× Cantrips, 3× 1st level spells known, Intelligence, +4 to hit, DC 12
 
*'''Weapon Bond:''' Bond with up to 2 weapons, 1hr ritual, can't be Disarmed, can teleport one to hand as a Bonus Action (magic spear; longsword)
 
 
 
====Spells====
 
Attack +4, save DC 12
 
=====Cantrips=====
 
*Produce Flame [genasi] V, S
 
*Red-flame Blade S, M
 
*Control Flames S
 
 
 
=====1st level spells known=====
 
*Burning Hands [genasi] V, S
 
*Expeditious Retreat V, S ©
 
*Absorb Elements S
 
*Protection from Evil and Good V, S, M ©
 
  
 
===Gear etc.===
 
===Gear etc.===
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*a gaming set (bone dice)
 
*a gaming set (bone dice)
 
*a pouch containing the remainder of your last wages (8 gp)
 
*a pouch containing the remainder of your last wages (8 gp)
*Explorer's Pack (a backpack, a bedroll, a mess kit, a tinderbox, 9 torches, 10 days of rations, a waterskin, 50 feet of hempen rope)
+
*Explorer's Pack (a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, 50 feet of hempen rope)
 
*Grappling hook
 
*Grappling hook
 
*a sack
 
*a sack
*blanket
 
*Full skin of ale, 2
 
  
 
===Possessions, Treasure===
 
===Possessions, Treasure===
*A 1-pound egg with a bright red-orange shell (taken as spoils of war a couple of month ago from the locked chest of a yuan-ti pirate)
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*A 1-pound egg with a bright red shell (taken as spoils of war a month ago from the locked chest of a yuan-ti pirate)
*A tiny crown made of pure gold and set with real, if minuscule, gemstones. In terms of raw materials it's worth a few dozen gold, but the impeccable craftsmanship increases the value to at least three or four hundred if a buyer can be found. It appears to actually be a crown sized for a tiny person, rather than a ring designed to resemble a crown.
 
*Amulet of the drunkard (1/dawn recover 4d4+4hp by drinking a pint)
 
*Books: ''True Accounts of the Love Lives of the Elves'', and ''Eminent Mind Flayers And Their Kin''
 
  
Gold: 177
+
Gold: 195
  
Silver: 6
+
Silver: 18
  
 
Copper: 9
 
Copper: 9

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