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Eliza (Lizzy) Brekkar

Fighter (Echo Knight) 10 Class & Level
Entertainer Background
Pallid Elf Race
Alignment

Strength 9
-1
Dexterity 20
+5
constitution 16
+3
intelligence 14
+2
wisdom 13
+1
charisma 12
+1
Total Hit Dice 8
Hit Die
1d10+3
+4 proficiency bonus
-1 Strength
+9 Dexterity
+7 Constitution
+1 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+9 Acrobatics
+1 Animal Handling
+2 Arcana
+3 Athletics
+1 Deception
+2 History
+5 Insight
+1 Intimidation
+2 Investigation
+1 Medicine
+2 Nature
+5 Perception
+5 Performance
+1 Persuasion
+2 Religion
+5 Sleight of Hands
+5 Stealth
+1 Survival
skills Passive Perception 15
Darkvision 60feet
Disguise Kit +4
Shamisen +6
Tinker Tools +9 proficiencies

 
15
Armor Class
115
Hit Points
+5
Initiative
30ft
Speed
WeaponAttackDamage
Mind SliverInt Save DC 142d6 Psychic
Saint Inej(Rifle)+111d12 Piercing +1d6 Psychic
Saint Kaz (pepperbox)+111d6 piercing
Pepperdagger+91d4 piercing
Mini cherry bombs+91d4 fire
Attacks
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Disguise Kit, Shamisen
Languages: Common, Elvish
Saving Throws: Strength, Constitution
Skills: Acrobatics, Insight, Performance, Athletics *Perception
Feature; By Popular Demand. You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Proficiences

  • Cantrips; Mind Sliver, Message, Light

  • 1st Level; Mage Armor, Sleep

  • 2nd Level; Invisibility



*Mind Sliver- You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save.
Spellcasting

Fighter(Echo Knight)


Fighting Style; Archery. You gain +2 bonus to attack rolls you make with ranged weapons.
Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit poitns equal to 1d10 + Fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge. you can push yourself beyond your nromal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Manifest Echo. You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see wihtin 15 feet of you. This echo is a magical, translucent gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.
Your echo has AC 14 + Your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destoryed.
You can use the echo in the following ways:

  • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.

  • When you take the attack action on your turn, any attack you make with the action can originate from your space or the echo's space. You can make this choice for each attack

  • When a creature that you can see within 5 feet of your echo moves at least 5 feet from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.



Unleashed Incarnation. You can heighten your echo's fury. Whenever you take the attack action, you can make one additional melee attack from the echo's position.
You can use this feature a number of times equal to your Con mod. You regain all expended uses when you finish a long rest.

Ability Score Improvement (lvl4 Elven Accuracy. Dex +1. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Extra Attack. You can attack twice, instead of once, whenever you take the attack action on your turn.

Ability Score Improvement (lvl6 Magic Initiate: Sorcerer.
Cantrip- Mind Sliver, Message
1st- Mage Armor

Echo Avatar. You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1000feet away from you withhout being destroyed.

Ability Score Improvement (lvl8 Sharp Shooter.
  • Attacking at long rage doesn't impose disadvantage on your ranged weapon attack rolls.

  • Your ranged weapons ignore half cover and three-quarters cover.

  • Before you make a ranged attack with a ranged weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.


Indomitable. YOu can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

Shadow Martyr. You can make your echo throw itself in front of an attack directed at another creautre that you can see. Before the attack roll is made, you can use your reaction to Teleport the echo to an unoccupied spave within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made gaisnt your echo.
Once you use this feature, you can't use it again until you finish a long rest.

Features & Traits

Heroes Enabled

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

MadKano.

Statblock Type

Character Sheet (Legacy)

Link/Embed