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Bones

Eldritch Knight 5 Class & Level

Mercenary Veteran

As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band of sell-swords, maybe even more than one. Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a different way.

Skill Proficiencies Athletics, Persuasion
Tool Proficiencies One type of gaming set, vehicles (land)
Equipment A uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10 gp)

Features

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).

Background
Kemri (Canine Folk) Race
Chaotic Good Alignment

Strength 20
+5
Dexterity 16
+3
constitution 16
+3
intelligence 16
+3
wisdom 13
+1
charisma 11
+0
Total Hit Dice 5
Hit Die
1d10+3
+3 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+3 Arcana
+7 Athletics
+0 Deception
+3 History
+1 Insight
+0 Intimidation
+6 Investigation
+1 Medicine
+3 Nature
+4 Perception
+0 Performance
+3 Persuasion
+3 Religion
+3 Sleight of Hands
+3 Stealth
+4 Survival
skills Weapon Bond Quick Learner - half the time to learn new languages, tool profs, skill profs Keen Hearing/ Smell - ADV on wisdom checks 2 weapon fighting Second Wind - bonus action, 1d10 + Level. Short rest Action surge - additional action - short rest Extra Attack proficiencies

 
16
Armor Class
53
Hit Points
+3
Initiative
30
Speed
Attacks
Green Flame Blade
Firebolt 2d10 Ranged
Lvl 1
Disguise Self
Shield
Expeditious Retreat
Thunderwave
Spellcasting
Chain Shirt
Backpack, Crowbar, Hammer, 10 Pitons, 10 Rations, Waterskin, 50' Hempen Rope, 2 bags caltrops, Silver Flask, Diamond 50 GP, Component pouch, Lantern, Blanket/ Bedroll, 2 handaxes (1d6 slash, 20/60), Pair of old dice made of bones
Equipment
I've lost everyone I've loved and I don't know who to trust
Personality Traits
I failed before and I won't let that happen again
Ideals
The Memory of those I've lost is all that keeps me grounded
Bonds
I want to save everyone I fall for sob stories
Flaws
Common, Elvish, Kemri
Features & Traits

Heroes Enabled

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

Cloudstrike Katana

Weapon

Very Rare Conjuration

+1 to attack. Three times per Long Rest the bearer can, as a bonus action cast Misty step.

Single edged master crafted Katana. Shining steel blade, 3.5 feet long, square silver hilt and a black and white cotton woven handle. It is paired with the Steel Breaker Wakizashi.

Type Damage Damage Range
Martial Melee 1d6+1 / 1d8+1 Slashing 5ft


Steel Breaker Wakizashi

Weapon

Very Rare Abdjuration

When wielded with the Cloudstrike Katana the bearer gains +1 to AC.

Single edged master crafted Katana. Shining steel blade, 2.5 feet long, square silver hilt and a black and white cotton woven handle. It is paired with the Steel Breaker Wakizashi.

Type Damage Damage Range
Martial Melee 1d6 Slashing 5ft


[block: ]

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.

Level 0 Spells

SCAG pg. 143

Green-Flame Blade

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 5 Feet
Components: V, M
Materials: A weapon
Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th levell and 17th level.
Available for: Sorcerer, Warlock, WIzard

PHB: P. 241

Firebolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous

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 1*D10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
This spell’s damage increases by 1*D10 when you reach 5th level (2*D10), 11th level (3*D10), and 17th level (4*D10).
Available for: Artificer, Sorcerer, Wizard

Level 1 Spells

PHB pg. 238

Expeditious Retreat

1-level Transmutation

Casting Time: 1 Bonus Action
Range/Area: Self
Components: V, S
Duration: Concentration, Up to 10 minutes
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Available for: Sorcerer, Warlock, Wizard

PHB: P. 275

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: V, S
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.
Available for: Artificer (Artillerist, Battlesmith), Sorcerer, Wizard

PHB pg. 233

Disguise Self

1-level Illusion

Casting Time: 1 Action
Range/Area: Self
Components: V, S
Duration: 1 Hour
You make yourself - including your clothing, armor, weapons, and other belongings on you person - look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same base arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Available for: Bard, Sorcerer, Wizard

Player's Handbook 5e

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15 ft. cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: At 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.
Available for: Bard, Sorcerer, Druid, Wizard

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


Created by

DrewFarr.

Statblock Type

Character Sheet (Legacy)

Link/Embed