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: 4
  • Race: Dwarf
  • Class: Fighter
    • Eldritch Knight
  • Alignment: Lawful Good
  • Background: Military Engineer
  • Proficiency bonus: +2
  • Total Hit Points: 43
  • Passive Perception: 11
  • Armor Class: 20
  • 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) +1
  • Arcana (Int) +2
  • Athletics (Str) +5
  • Deception (Cha) +1
  • History (Int) +4
  • Insight (Wis) -1
  • Intimidation (Cha) +1
  • Investigation (Int) +2
  • Medicine (Wis) -1
  • Nature (Int) +2
  • Perception (Wis) +1
  • 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.
      • Sleep
        • Casting Time: 1 Action
        • Range: 90 Feet
        • Components: VSM
        • Duration: 1 Minute
        • This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or som eone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
        • Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

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 17+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)

Possessions, Treasure

Gold: 362 gp

Silver: 0

Possessions, Party Loot

Possessions, Magical


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