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Zenith

Scaleheart Race
The Rift - Gri'id Origin
Fighter (Eldritch Knight) 7 Class & Level
Neutral Alignment
- Deity
Factionless Faction
- Rank/Position
0 Loyalty
- Company

Strength 20
+5
Dexterity 10
+0
constitution 16
+3
intelligence 16
+3
wisdom 11
+0
charisma 11
+0
Total Hit Dice 7
Hit Die
1d10+3
+3 proficiency bonus
+8 Strength
+0 Dexterity
+6 Constitution
+3 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+6 Arcana
+11 Athletics
+0 Deception
+3 History
+3 Insight
+0 Intimidation
+3 Investigation
+0 Martial
+0 Medicine
+3 Nature
+3 Perception
+0 Performance
+0 Persuasion
+3 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
17
Armor Class
67
Hit Points
+0
Initiative
30/30 Swim
Speed
+1 Daborakian Claymore 1d20+9 2d6+6 bludgeoning/slashing 1d6 cold
Javelin 1d20+8 1d6+5 piercing
Attacks
Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Cook's Utensils
Skills: Arcana, Athletics, Insight, Perception, Survival
Languages: Common, Sylvan (Moon)
Proficiences
Spell DC: 14
Spell Attack Bonus: +6

Cantrips:
Green Flame Blade
Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap 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.
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Damage: 1d8 Fire
Secondary Damage: 1d8+3 Fire

 


Ray of Frost
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Damage: 2d8 Cold

 


1st Lvl Spells:
Shield
1st-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: 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.

 


Absorb Elements
1st-level abjuration
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Components: S
Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

 


Burning Hands
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
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.
Damage: 3d6 Fire
DC: 14 Dexterity Save

 


Protection from Evil and Good
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

 


2nd Lvl Spells:
Enlarge/Reduce
2nd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge:
The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.

Reduce:
The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

 

Spellcasting
Armor:
Radiant Kindness (Splint Armor) - Attunement
AC: 17
Strength: 15
Stealth: Disadvantage
Weight: 60 lbs

Effects:
Your Strength score increases by 2, up to a maximum equal to your ability score cap.
When you restore hit points from an allied source, you can heal yourself for an additional 1d6. This can be done four times, regaining all uses after finishing a long rest.

 


Weapons:
+1 Daborakian Claymore
Type: Exotic weapon, melee weapon
Strength: 17
Damage: 2d6 bludgeoning/slashing+ 1d6 cold
Properties: Heavy, Reach, Two-Handed
Special: You can use this weapon to make the Shove action on a creature, dealing damage to the target equal to the weapon’s damage dice on a success. You have advantage on the ability check to shove a target off of a mount with this weapon.

 


Javelin
Type: Simple weapon, melee weapon
Damage: 1d6 piercing
Properties: Thrown (range 30/120)

 


Inventory:
2x Bandoliers

Explorer's Pack
1x Backpack
1x Bedroll
1x Mess Kit
1x Tinderbox
10x Torches
10x Days of Rations
1x Waterskin
1x 50 ft. Hempen Rope

 

Equipment
Factionless
Faction
The Mad Man
Stat Array
Origin:
The Rift
+1 to any (Strength)
Denying locks away a skill, removing proficiency from it and denying it from ever gaining proficiency or expertise. It may also not receive advantage or be augmented in any beneficial way.

 


Sub-origin:
Gri’id
Skill Denied – History
+1 to Intelligence

 


Faction:
Factionless
Starting as Factionless at 1st level grants 1 Tool and 1 Skill proficiency of your choice. You cannot choose a class critical tool, such as thieves' tools for rogues unless, you are of that class. If a character later becomes Factionless, this bonus is not granted.
Tool Prof – Cook's Utensils
Skill Prof – Arcana

 


Racial Traits:
Advanced Lung Capacity
You can hold your breath for up to one hour.

 


Musclebound
You gain proficiency in Athletics.

 


Improved Senses
You gain 60 ft. Darkvision and you gain Tremorsense of 30 ft. when in a body of water at least two feet deep. This Tremorsense can only detect creatures in the same body of water as you.

 


Suit of Scales
You gain a swim speed of 30 ft. You have advantage on Dexterity (Stealth) checks while motionless in a body of water at least two feet deep.

 


Ten-Thousand Pound Bite
For the purposes of grappling, you count as one size category larger. You can use your mouth to grapple. While you have a creature grappled in your mouth, you cannot perform the verbal components of spells. You can deal bludgeoning damage equal to your strength modifier at the start of your turn against one target you are grappling in your mouth.

 


Languages
Scalehearts can speak, read, and write Common and Sylvan (Moon).

 


Class Features:
Fighter Skills
Skill Prof – Perception
Skill Prof – Survival

 


Fighting Style
Great Weapon Fighting – When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

 


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 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
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

 


Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips:
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
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.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher:
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
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. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
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 from any school of magic.
Spellcasting Ability:
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

 


Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

 


Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

 


War Magic
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

 


Feats:
Lvl 4 Feat – War Caster
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
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 opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

 


Lvl 6 Feat – Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20. (Strength)
You gain proficiency in one skill of your choice. (Insight)
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. (Athletics)

 

Class/Racial Features & Traits

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

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Drag0n0us.

Statblock Type

Verum Character Sheet

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