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Orma

Fighter (Eldritch Knight) 3 Class & Level
Guild Artisan Background
Half Dragon (Red) Race
Neutral Alignment

Strength 16
+3
Dexterity 8
-1
constitution 18
+4
intelligence 15
+2
wisdom 12
+1
charisma 7
-2
Total Hit Dice 3
Hit Die
1d10+4
+2 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
++1 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+0 Insight
+0 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
18
Armor Class
32
Hit Points
-1
Initiative
30ft
Speed
Greataxe 1d20+3 1d12+5
Heavy Crossbow 1d20 1d10
Attacks
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Intimidation, Acrobatics
Proficiences
Intelligence is your spellcasting ability for your Eldritch Knight spells. You use your Intelligence whenever a spell refers to your spellcasting ability.

Spell save DC = 8 + proficiency bonus + Intelligence mod

Spell attack mod = proficiency bonus + Intelligence mod
Spellcasting
Plate mail armor, Heavy crossbow, Earth seeker (Greataxe), Explorers pack
Equipment
I am very grumpy in the way I act and I try to hide most emotion.
Personality Traits
Honor. I don't steal from others, ever.
Ideals
I need to defend sapphire at all costs.
Bonds
I can be distant in the way I act.
Flaws
Weapon Bond
Over the course of 1 hour short rest, you can bond a weapon to you. Once bonded, you cannot be disarmed unless you are incapacitated and if the weapon is on the same plane of existence, you can summon it to your hand as a bonus action. You can bond up to two weapons at once.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Plate Armor

Heavy Armor Common

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Type AC STR Req. Stealth Dis. Properties
Heavy 18 15+ YES

Cost: 1,500 gp Weight: 65 lb


 

DnD 5e SRD SRD

Crossbow, heavy

Ranged Weapon Ammunition, Heavy, Loading, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d10 Piercing 100/400 ft Ammunition, Heavy, Loading, Two-Handed

Cost: 50 gp Weight: 18 lb


 

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

DnD 5e SRD SRD

Greataxe

Melee Weapon Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d12 Slashing Heavy, Two-Handed

Cost: 30 gp Weight: 7 lb


 

The statblocks of your class features

Eldritch Knight


Hit Points

Hit Dice: d10 per Eldritch Knight level
Hit Points at first Level: See Fighter
Hit Points at Higher Levels: See Fighter

Proficiences

Armor: See Fighter
Weapons: See Fighter
Tools: See Fighter
Saving Throws: See Fighter
Skills: See Fighter

Starting Equipment

See Fighter


Subclass Options

Spellcasting

Fighter LevelCantripsSpells1st2nd3rd4th
3rd232
4th243
7th2542
8th2642
10th3743
11th3843
13th39432
14th310432
16th311433
19th3124331
20th3134331
 

Cantrips

You start with 2 cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip known.  

Spell Slots

The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.  

Spells Known

You know three 1st level wizard spells of your choice, two must come from the evocation and abjuration spell schools. The third spell can be from any Wizard school of magic.   The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots.   The spells you learn at 8th, 14th, and 20th level can come from any school of magic.   Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.  

Spellcasting Ability

Intelligence is your spellcasting ability for your Eldritch Knight spells. You use your Intelligence whenever a spell refers to your spellcasting ability.   Spell save DC = 8 + proficiency bonus + Intelligence mod   Spell attack mod = proficiency bonus + Intelligence mod  

Weapon Bond

Over the course of 1 hour short rest, you can bond a weapon to you. Once bonded, you cannot be disarmed unless you are incapacitated and if the weapon is on the same plane of existence, you can summon it to your hand as a bonus action. You can bond up to two weapons at once.  

War Magic

At level 7, you can use your action to cast a cantrip and make one weapon attack as a bonus action.  

Eldritch Strike

At level 10, any creature you hit with a weapon attack has disadvantage on its next save it makes against a spell you cast before the end of your next turn.  

Arcane Charge

At level 15, you can teleport up to 30 feet to a space you can see when using your Action Surge. The teleport can take place before or after the Action Surge.  

Improved War Magic

At level 18, you can make one weapon attack as a bonus action whenever you use your action to cast a spell.
 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Firebolt

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Class(es): Sorcerer, Wizard

Player's Handbook

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components Verbal, Somatic


Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.   The spell's damage increases by 1d8 when you reach 5th level 2d8 , 11th level 3d8 , and 17th level 4d8 .

Class(es): Sorcerer, Wizard

Level 1 Spells

Player's Handbook

Shield

1-level Abjuration

Casting Time 1 reaction*
Range Self
Duration 1 round
Components Verbal, Somatic


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.   * - which you take when you are hit by an attack or targeted by the magic missile spell

Class(es): Sorcerer, Wizard, The Hexblade

Player's Handbook

Magic Missile

1-level Evocation

Casting Time 1 action
Range 120ft
Duration Instantaneous
Components Verbal, Somatic


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 them to hit one creature or several.   At 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.

Class(es): Sorcerer, Wizard, Arcana Domain

Burning Hands

1-level Evocation

Casting Time 1 Action
Range Self (15ft cone)
Duration Instantaneous
Components V, S

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.   The fire ignites any flammable objects in the area that aren’t being worn or carried.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Sorcerer, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Rpgmaster1.

Statblock Type

Character Sheet (Legacy)

Link/Embed