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Eckard "The Masked Player" O'Hurley

Fighter (Arcane Archer) 4 Class & Level
Entertainter Background
Aasimar (Scourge) Race
Lawful Neutral Alignment

Strength 10
+0
Dexterity 16
+3
constitution 14
+2
intelligence 15
+2
wisdom 8
-1
charisma 14
+2
Total Hit Dice 4
Hit Die
1d10+2
+2 proficiency bonus
+2 Strength
+3 Dexterity
+4 Constitution
+2 Intelligence
-1 Wisdom
+2 Charisma
saving throws
+5 Acrobatics
-1 Animal Handling
+4 Arcana
+0 Athletics
+2 Deception
+4 History
-1 Insight
+4 Intimidation
+2 Investigation
-1 Medicine
+2 Nature
-1 Perception
+4 Performance
+2 Persuasion
+2 Religion
+3 Sleight of Hands
+3 Stealth
-1 Survival
skills Acrobatics, Arcana, Performance, History, Intimidation proficiencies

 
14
Armor Class
39
Hit Points
+3
Initiative
30 ft.
Speed
WeaponAttackDamageTypeRange
Longbow 1d20+8 1d8+3 Piercing150/600
Shortsword 1d20+6 1d6+3 PiercingMelee
Whip 1d20+6 1d4+3 SlashingReach
Handaxe 1d20+6 1d6 Slashing20/60
Attacks
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Disguise Kit, Lyre
Languages: Common, Celestial
Proficiences
Light Cantrip
Prestidigitation
Aasimar Healing Hands: Adds hit points equal to Eckard's level on touch as an action. Long Rest Cooldown
Spellcasting
Entertainment Gear: A Lyre, an old love letter from a fan, a dramatic cape and a less sinister mask.
Combat Gear: Leather armor, a longbow with 21 arrows, a shortsword, two handaxes, whip, health potion, 2 vials of imp poison vials.
General Gear: Dungeoneer's Pack, commoner's clothes, a cloak, and an iron mask, a holy water for each member of the party except Eckard.
Carriage Supplies: Redcap Sickle, Demon Trident, Demon Book, Bent Dagger from Highwayman, Health Potion.
Pets: Breeding Pair of Arctic Toucans

Group Gold Total: 753

Magic Items: Scroll of Comprehend Languages.
Equipment
Quiet and brooding outside of his performances, usually thinking about the weight of his divine task.
Upon donning the mantle of The Masked Player, he comes alive and becomes an excellent orator and performer.
He usually either practices playing his lyre or firing his longbow in his downtime during travels.
Never takes his mask off unless he absolutely must. The cloak comes off whenever he plays though.
Personality Traits
A person needs to work hard to become good at something.
People should make their own path and stop blaming their past.
The world is dangerous, and I plan to make it less so.
Ideals
Reluctant follower of the the god Torm, god of courage and self-sacrifice. It was he who "blessed" Eckard with the traits of the scourge aasimar.
His horse, Strad.
Ithuriel, his angelic guide who tries to gently guide him along his destined path. She can be a bit mothering at times which bugs him. He doesn't like her because he doesn't feel like his birth was a blessing.
Bonds
By acting in my own interest several times, my god has grown exasperated with me.
I have a hard time showing true emotion, especially to strangers.
Flaws
Archery: You gain a +2 bonus on attack rolls you make with ranged weapons
2nd Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge (one use): On your turn gain an extra action and bonus action. Long rest cool down.
Arcane Shot: Two Uses (recharge on short rest)
Piercing Arrow: 30 Foot Range, Dex Save, 1d6 bonus damage.
Bursting Arrow: 2d6 bonus force damage to creatures within 10 feet.
Celestial Resistance: Resistance to Radiant and Necrotic Damage
Radiant Consumption: pg 105. Shed light 10 feet, dim light 10 feet. Creatures within 10 feet on me and myself take damage equal to half my level rounded up. Once per turn add your level in radiant damage to a an attack or spell. Lasts one minute and recharges on a long rest.
Darkvision 60 feet.

Entertainer Routines: Instrumentalist, Storyteller, Poet
By Popular Demand: Can get modest or comfortable lodging in any place that can accommodate guests as long as I play nightly for as long as I stay. If I play publicly, those who have seen or heard my performances in the area will usually take a liking to me.
Features & Traits

Heroes Enabled

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

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

DnD 5e SRD SRD

Handaxe

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Slashing 20/60 ft Light, Thrown

Cost: 5 gp Weight: 2 lb


 

DnD 5e SRD SRD

Shortsword

Melee Weapon Finesse, Light Common

Type Damage Damage Range Properties
Martial 1d6 Piercing Finesse, Light

Cost: 10 gp Weight: 2 lb


 

DnD 5e SRD SRD

Longbow

Ranged Weapon Ammunition, Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d8 Piercing 150/600 ft Ammunition, Heavy, Two-Handed

Cost: 50 gp Weight: 2 lb


 

DnD 5e SRD SRD

Whip

Melee Weapon Finesse, Reach Common

Type Damage Damage Range Properties
Martial 1d4 Slashing Finesse, Reach

Cost: 2 gp Weight: 3 lb


 

Dungeoneer's Pack

Adventuring Gear Common

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

Cost: 12 GP Weight: 61 1/2 lbs


 

The statblocks of your class features

Fighter


Hit Points

Hit Dice: d10 per Fighter level
Hit Points at first Level: 1d10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

Proficiences

Armor: All armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Starting Equipment

You start with the following equipment in addition to the equipment granted by your background   (a) chain mail or (b) leather armour, longbow and 20 arrows (a) a martial weapon and shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneers pack or (b) explorers pack

Statblocks for your familiars, mounts etc.

SRD

Draft Horse

Large beast, unaligned
Armor Class 10
Hit Points 19 3d10+3
Speed 40ft

STR
18 +4
DEX
10 0
CON
12 +1
INT
2 -4
WIS
11 0
CHA
7 -2

Senses passive Perception 10
Challenge 1/4 (50 XP)


Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 2d4+4 bludgeoning damage.


 

Statblocks for race/species of the character.

Aasimar (scourge)

Ability Score Increase +2 Cha, +1 Con
Size Medium
Speed 30ft

Age: Aasimar mature at the same rate as humans, but they can live up to 160 years.   Size: Aasimar have the same range of height and weight as humans.   Darkvision: Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Celestial Resistance: You have resistance to necrotic damage and radiant damage.   Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.   Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it.   Radiant Consumption: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.   Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.   Once you use this trait, you can't use it again until you finish a long rest.

Languages. Common, Celestial

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, M
Materials A firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Class(es): Bard, Cleric, Sorcerer, Wizard

Basic Rules , pg. 267

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 10ft
Components: V, S
Duration: 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

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

[block: Named performances: The Imperial Romance: A sultry tale of love between a groom and bridesmaid on the day of the wedding.]

Created by

risaskolir.

Statblock Type

Character Sheet (Legacy)

Link/Embed