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Locked in Revel's End (RG)
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<blockquote data-quote="JustinCase" data-source="post: 8094784" data-attributes="member: 6776182"><p><strong>Burton Cragsmere</strong></p><p>CN human noble eldritch knight fighter</p><p><strong>Prisoner 287</strong></p><p></p><p><img src="https://uploads.tapatalk-cdn.com/20200924/b2548f4e5d5eccfbe1f4422e53eb0fc6.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>[spoiler=General]</p><p><strong>Name:</strong> Burton Daffyd Cragsmere</p><p><strong>Gender:</strong> male</p><p><strong>Alignment:</strong> Chaotic Neutral</p><p><strong>Class:</strong> fighter (eldritch knight) 3</p><p></p><p><strong>AC</strong> 13 (16 with Mage Armor, +5 with Shield)</p><p><strong>HP</strong> 28/28</p><p><strong>Hit Dice:</strong> 3d10+6</p><p><strong>Speed:</strong> 30 feet</p><p><strong>Passive Perception:</strong> 13</p><p><strong>Proficiency </strong>+2</p><p><strong>Languages:</strong> Common, Elvish, Dwarvish</p><p></p><p><strong>Stats:</strong></p><p><strong>*Str</strong> 11 (+0)</p><p><strong>*Dex</strong> 16 (+3)</p><p><strong>*Con</strong> 15 (+2)</p><p><strong>Int</strong> 12 (+1)</p><p><strong>Wis</strong> 12 (+1)</p><p><strong>Cha</strong> 12 (+1)</p><p></p><p><strong>Saves:</strong> Str +2, Dex +5, Con +4</p><p>[spoiler=Rolls]<a href="http://roll.coyotecode.net/lookup.php?rollid=242239" target="_blank">Stats Blizzard at Revels End: </a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=242239" target="_blank">4D6.HIGH(3) = [3, 1, 3, 6] = 12 > int</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=242239" target="_blank">4D6.HIGH(3) = [2, 5, 4, 1] = 11 > str</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=242239" target="_blank">4D6.HIGH(3) = [6, 3, 5, 1] = 14 > dex (+1 race, +1 feat)</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=242239" target="_blank">4D6.HIGH(3) = [5, 3, 1, 6] = 14 > con (+1 race)</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=242239" target="_blank">4D6.HIGH(3) = [4, 2, 4, 3] = 11 > rerolled</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=242239" target="_blank">4D6.HIGH(3) = [5, 2, 4, 3] = 12 > cha</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=242239" target="_blank">4D6.HIGH(3) = [2, 5, 2, 5] = 12 > wis (rerolled)</a>[/spoiler][/spoiler]</p><p>[spoiler=Combat]<strong>Actions:</strong></p><p><strong>- Rapier:</strong> melee attack +5, 1d8+5 piercing damage</p><p><strong>- Dagger:</strong> melee or ranged attack +5, 1d4+5 (melee) or 1d4+3 (ranged) piercing damage. Range 20/60</p><p><strong>- Booming Blade:</strong> As melee attack, but if hit target takes 1d8 thunder damage if it moves voluntarily before you next turn</p><p><strong>- Cast spell:</strong> Friends, Minor Illusion, Mage Hand, or Mage Armor; see spell descriptions</p><p></p><p><strong>Action Surge:</strong> Take an extra Action after your first Action, once per Short Rest</p><p></p><p><strong>Bonus actions:</strong></p><p><strong>- Hex:</strong> Target within 90 feet gets 1d8 extra necrotic damage when hit by an attack by you. Additionally it has Disadvantage on ability checks using the ability you choose. Can switch to a new target as a Bonus action when original target drops to 0 hp. Concentration up to 1 hour, usable once per Long Rest</p><p><strong>- Second Wind:</strong> Regain 1d10+lvl hitpoints. Once per Short Rest</p><p><strong>- Summon bonded weapon:</strong> Can summon to your hand one weapon you have bonded with (rapier, dagger) as long as it is on the same plane of existence</p><p></p><p><strong>Reactions:</strong></p><p><strong>- Shield:</strong> Cast the Shield spell, increasing your AC by 5, effective against the triggering attack and lasting until start of your next turn. <strong>Trigger: </strong>Being hit by an attack or targeted by Magic Missile</p><p><strong>- Absorb Elements:</strong> Resistance to the triggering elemental damage until start of your next turn, and add 1d6 of that type of damage to the first melee attack that you hit with on your next turn. <strong>Trigger:</strong> Taking acid, cold, fire, lightning or thunder damage</p><p><strong>- Opportunity attack:</strong> Make a melee attack against the triggering opponent. <strong>Trigger:</strong> An opponent moves out of my threat range[/spoiler]</p><p>[spoiler=Feats and skills]<strong>Feats:</strong></p><p><strong>Resilient (dexterity)</strong> (variant human bonus)</p><p>Add 1 to Dexterity and gain proficiency in Dexterity saving throws. </p><p></p><p><strong>Magic Initiate (warlock)</strong> (DM bonus)</p><p>Add two cantrips and one spell (1/LR) from warlock spell list: Friends, Mage Hand, Hex</p><p></p><p><strong>Skills:</strong></p><p>Acrobatics (dex) +5</p><p>History (int) +3</p><p>Perception (wis) +3</p><p>Persuasion (cha) +3</p><p>Stealth (dex) +5[/spoiler]</p><p>[spoiler=Features]<strong>Racial features: human (variant)</strong></p><p><strong>Abilities:</strong> +1 to two abilities (dex, con)</p><p><strong>Skills:</strong> Extra skill proficiency (stealth)</p><p><strong>Feats:</strong> Extra feat (Resilient (dex))</p><p></p><p><strong>Class features: fighter</strong></p><p><strong>Proficiencies:</strong> All weapons and armor, shields, Str and Con saves, two skills (acrobatics, perception)</p><p><strong>Fighting style: Dueling:</strong> +2 damage on melee attacks when only wielding a weapon in one hand</p><p><strong>Second Wind:</strong> Regain 1d10+level hitpoints once per short rest</p><p><strong>Action Surge:</strong> Additional Action on your turn, once per short rest</p><p><strong>Archetype:</strong> Eldritch Knight</p><p><strong>Spellcasting:</strong> 2 cantrips, 3 spells known, 2 spell slots, DC 11, spell attack +3</p><p><strong>Weapon Bond:</strong> Can bond with up to two weapons (rapier, dagger). Cannot be disarmed. Can summon a bonded weapon to your hand as a bonus action. </p><p></p><p><strong>Background features: noble</strong></p><p><strong>Proficiencies:</strong> History, persuasion, gaming set (dice), language (Elvish)</p><p><strong>Position of privilege:</strong> Welcome in high society, can secure an audience with local nobles[/spoiler]</p><p>[spoiler=Equipment]</p><p>Rapier (bonded weapon)</p><p>Dagger (bonded weapon)[/spoiler]</p><p>[spoiler=Spells]<strong>Spellcasting (eldritch knight):</strong></p><p>2 cantrips: Booming Blade, Minor Illusion</p><p>3 spells known: Absorb Elements, Mage Armor, Shield</p><p>Spell slots, level 1: 2/2</p><p>DC 11, spell attack +3</p><p></p><p><strong>Magic Initiate (warlock):</strong></p><p>2 cantrips: Friends, Mage Hand</p><p>1 spell usable 1/LR: Hex</p><p>DC 11, spell attack +3</p><p></p><p>[spoiler=Spells]</p><p><strong>Absorb Elements</strong></p><p>1st-level abjuration</p><p>Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage</p><p>Range: Self</p><p>Components: S</p><p>Duration: 1 round</p><p>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.</p><p></p><p><strong>Booming Blade</strong></p><p>Evocation cantrip</p><p>Casting Time: 1 action</p><p>Range: 5 feet</p><p>Components: V, M (a weapon)</p><p>Duration: 1 round</p><p>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.</p><p>On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.</p><p>At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.</p><p></p><p><strong>Friends</strong></p><p>Enchantment cantrip</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: S, M (a small amount of makeup applied to the face as this spell is cast)</p><p>Duration: Concentration, up to 1 minute</p><p>For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.</p><p></p><p><strong>Hex</strong></p><p>1st-level enchantment</p><p>Casting Time: 1 bonus action</p><p>Range: 90 feet</p><p>Components: V, S, M (the petrified eye of a newt)</p><p>Duration: Concentration, up to 1 hour</p><p>You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.</p><p>If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.</p><p>A Remove Curse cast on the target ends this spell early.</p><p></p><p><strong>Mage Armor</strong></p><p>1st-level abjuration</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Components: V, S, M (a piece of cured leather)</p><p>Duration: 8 hours</p><p>You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.</p><p></p><p><strong>Mage Hand</strong></p><p>Conjuration cantrip</p><p>Casting Time: 1 action</p><p>Range: 30 feet</p><p>Components: V, S</p><p>Duration: 1 minute</p><p>A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.</p><p>You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.</p><p>The hand can’t attack, activate magical items, or carry more than 10 pounds.</p><p></p><p><strong>Minor Illusion</strong></p><p>Illusion cantrip</p><p>Casting Time: 1 action</p><p>Range: 30 feet</p><p>Components: S, M (a bit of fleece)</p><p>Duration: 1 minute</p><p>You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.</p><p>If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.</p><p>If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.</p><p>If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.</p><p></p><p><strong>Shield</strong></p><p>1st-level abjuration</p><p>Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell</p><p>Range: Self</p><p>Components: V, S</p><p>Duration: 1 round</p><p>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.[/spoiler][/spoiler]</p><p>[spoiler=Background]</p><p><strong>Traits:</strong></p><p><strong>Personality: </strong>I take great pains to always look my best and follow the latest fashions. </p><p><strong>Ideal: </strong>Family. Blood runs thicker than water. </p><p><strong>Bond:</strong> I am guilty of a terrible crime, and I hope I can redeem myself for it. </p><p><strong>Flaws: </strong>By my words and actions, I often bring shame to my family. I have a weakness for drinks and pleasant company. </p><p></p><p><strong>Appearance and personality:</strong></p><p>A charming but somewhat arrogant man, Burton carries himself like he’s a nobleman from Waterdeep - which he is. The youngest Cragsmere son loves his fashion almost as much as his ornate rapier and sharing a drink too many with interesting people...</p><p></p><p><strong>Background:</strong></p><p>As the third and youngest son of the Waterdhavian lord Cragsmere, Burton grew up without a worry and spent his life following his many whims. When his father passed away, however, his oldest brother Rhys Arvid privately told Burton that the family funds would no longer be available for his revelries unless business demanded it. </p><p></p><p>Frustrated, Burton spent his entire personal funds in one night, picking a fight with another family’s butler. The fencing duel was an easy win for one with his fine training, and the butlers master Lord Victoro Cassalanter was sufficiently impressed to offer Burton a job —under the guise of an agreement between friends, of course— to tutor his son Osvaldo in the art of fencing. </p><p></p><p>Despite his resentment towards Lord Cassalanter, Burton found himself genuinely fond of the boy. But when he discovered the location of what he believed to be a safe containing many valuables, the man who was so used to living without financial worries got very greedy. </p><p></p><p>Calling upon Py’Cott, a half-orc he had met in one of the taverns of less than pristine reputation, Burton set out to rob the Cassalanter estate. </p><p></p><p>It should have been easy. It was a good plan. </p><p></p><p>The Cassalanters would be having a party at their estate, uninvited Burton would distract the guards so he and Py’Cott could slip into the house and sneak out with enough money to secure a comfortable lifestyle for many years. </p><p></p><p>But Burton triggered a magical alarm in the arcane study —some whisper he discovered a great secret, but neither would-be robber has publicly admitted to such a thing— and in a panic, he accidentally dropped a necklace of fireballs and started a fire. </p><p></p><p>A fire that nearly killed Osvaldo. </p><p></p><p>Burton and Py’Cott fled, but were quickly caught by the Watch. Both were convicted to prison in Revel’s End for attempted robbery that caused death, the death of partygoers who were unlucky enough to get between them and the way out. </p><p></p><p>Burtons biggest regret is hurting the boy, even though he later heard Osvaldo was fine. Money can really buy the best healing. </p><p></p><p>[spoiler=Spoilers]From the DM, unedited (<strong>spoilers for Waterdeep: Dragon Heist!</strong>):</p><p>“As I mentioned, Victoro Cassalanter (in my game) has a sister, Avelina - a PC Wizard. Avelina is the children's 'favourite aunt'. The excuse that Momma and Poppa Cassalanter gave her for why their eldest Osvaldo was 'missing' was that he had traveled to Baldur's Gate to apprentice for some high mucky-muck (can't remember the details). Of course, if you're familiar with WDH, he's been turned into a Chain Devil and is chained in the attic. (In my game, the party killed him and set fire to the Villa - through some shrewd RP & charisma checks, they managed to convince Waterdhavian society that they were actually a volunteer fire brigade and the fire was already there (they just put it out)). </p><p></p><p>To make a long story shorter, let's say for this game that the Cassalanters (not including Avelina, obviously) were having one of their Cult-of-Asmodeus parties on the night that you chose to rob them, you found that out, but set off some kind of alarm. In the chaos, another (earlier) fire was caused, and Osvaldo was burned (either to death, or near-death). You got away, enough that they didn't kill you on the spot, what with all their party-goes turning out to be cultists, but were picked up later by the city watch. They were forced to make a deal with Asmodeus to save their son (turning him into a Chain-Devil, because Asmodeus sucks). Officially, your crime was robbery that caused death (not Osvaldo's - that was covered up, but the cultists you killed trying to escape.) Your sentence to Revel's End was a plea-deal you made when you realized that the Magistrate judging your case was at the Casselanter's "Party" and your other option was to be put to death. Telling people "but... they're Cultists!" was never an option.”[/spoiler][/spoiler]</p></blockquote><p></p>
[QUOTE="JustinCase, post: 8094784, member: 6776182"] [B]Burton Cragsmere[/B] CN human noble eldritch knight fighter [b]Prisoner 287[/b] [IMG]https://uploads.tapatalk-cdn.com/20200924/b2548f4e5d5eccfbe1f4422e53eb0fc6.jpg[/IMG] [spoiler=General] [b]Name:[/b] Burton Daffyd Cragsmere [b]Gender:[/b] male [b]Alignment:[/b] Chaotic Neutral [b]Class:[/b] fighter (eldritch knight) 3 [B]AC[/B] 13 (16 with Mage Armor, +5 with Shield) [B]HP[/B] 28/28 [B]Hit Dice:[/B] 3d10+6 [B]Speed:[/B] 30 feet [B]Passive Perception:[/B] 13 [B]Proficiency [/B]+2 [b]Languages:[/b] Common, Elvish, Dwarvish [b]Stats: *Str[/b] 11 (+0) [b]*Dex[/b] 16 (+3) [b]*Con[/b] 15 (+2) [b]Int[/b] 12 (+1) [b]Wis[/b] 12 (+1) [b]Cha[/b] 12 (+1) [b]Saves:[/b] Str +2, Dex +5, Con +4 [spoiler=Rolls][url=http://roll.coyotecode.net/lookup.php?rollid=242239]Stats Blizzard at Revels End: 4D6.HIGH(3) = [3, 1, 3, 6] = 12 > int 4D6.HIGH(3) = [2, 5, 4, 1] = 11 > str 4D6.HIGH(3) = [6, 3, 5, 1] = 14 > dex (+1 race, +1 feat) 4D6.HIGH(3) = [5, 3, 1, 6] = 14 > con (+1 race) 4D6.HIGH(3) = [4, 2, 4, 3] = 11 > rerolled 4D6.HIGH(3) = [5, 2, 4, 3] = 12 > cha 4D6.HIGH(3) = [2, 5, 2, 5] = 12 > wis (rerolled)[/url][/spoiler][/spoiler] [spoiler=Combat][b]Actions: - Rapier:[/b] melee attack +5, 1d8+5 piercing damage [b]- Dagger:[/b] melee or ranged attack +5, 1d4+5 (melee) or 1d4+3 (ranged) piercing damage. Range 20/60 [b]- Booming Blade:[/b] As melee attack, but if hit target takes 1d8 thunder damage if it moves voluntarily before you next turn [b]- Cast spell:[/b] Friends, Minor Illusion, Mage Hand, or Mage Armor; see spell descriptions [b]Action Surge:[/b] Take an extra Action after your first Action, once per Short Rest [b]Bonus actions: - Hex:[/b] Target within 90 feet gets 1d8 extra necrotic damage when hit by an attack by you. Additionally it has Disadvantage on ability checks using the ability you choose. Can switch to a new target as a Bonus action when original target drops to 0 hp. Concentration up to 1 hour, usable once per Long Rest [b]- Second Wind:[/b] Regain 1d10+lvl hitpoints. Once per Short Rest [b]- Summon bonded weapon:[/b] Can summon to your hand one weapon you have bonded with (rapier, dagger) as long as it is on the same plane of existence [b]Reactions: - Shield:[/b] Cast the Shield spell, increasing your AC by 5, effective against the triggering attack and lasting until start of your next turn. [b]Trigger: [/b]Being hit by an attack or targeted by Magic Missile [b]- Absorb Elements:[/b] Resistance to the triggering elemental damage until start of your next turn, and add 1d6 of that type of damage to the first melee attack that you hit with on your next turn. [b]Trigger:[/b] Taking acid, cold, fire, lightning or thunder damage [b]- Opportunity attack:[/b] Make a melee attack against the triggering opponent. [b]Trigger:[/b] An opponent moves out of my threat range[/spoiler] [spoiler=Feats and skills][b]Feats: Resilient (dexterity)[/b] (variant human bonus) Add 1 to Dexterity and gain proficiency in Dexterity saving throws. [b]Magic Initiate (warlock)[/b] (DM bonus) Add two cantrips and one spell (1/LR) from warlock spell list: Friends, Mage Hand, Hex [b]Skills:[/b] Acrobatics (dex) +5 History (int) +3 Perception (wis) +3 Persuasion (cha) +3 Stealth (dex) +5[/spoiler] [spoiler=Features][b]Racial features: human (variant) Abilities:[/b] +1 to two abilities (dex, con) [b]Skills:[/b] Extra skill proficiency (stealth) [b]Feats:[/b] Extra feat (Resilient (dex)) [b]Class features: fighter Proficiencies:[/b] All weapons and armor, shields, Str and Con saves, two skills (acrobatics, perception) [b]Fighting style: Dueling:[/b] +2 damage on melee attacks when only wielding a weapon in one hand [b]Second Wind:[/b] Regain 1d10+level hitpoints once per short rest [b]Action Surge:[/b] Additional Action on your turn, once per short rest [b]Archetype:[/b] Eldritch Knight [b]Spellcasting:[/b] 2 cantrips, 3 spells known, 2 spell slots, DC 11, spell attack +3 [b]Weapon Bond:[/b] Can bond with up to two weapons (rapier, dagger). Cannot be disarmed. Can summon a bonded weapon to your hand as a bonus action. [b]Background features: noble Proficiencies:[/b] History, persuasion, gaming set (dice), language (Elvish) [b]Position of privilege:[/b] Welcome in high society, can secure an audience with local nobles[/spoiler] [spoiler=Equipment] Rapier (bonded weapon) Dagger (bonded weapon)[/spoiler] [spoiler=Spells][b]Spellcasting (eldritch knight):[/b] 2 cantrips: Booming Blade, Minor Illusion 3 spells known: Absorb Elements, Mage Armor, Shield Spell slots, level 1: 2/2 DC 11, spell attack +3 [b]Magic Initiate (warlock):[/b] 2 cantrips: Friends, Mage Hand 1 spell usable 1/LR: Hex DC 11, spell attack +3 [spoiler=Spells] [b]Absorb Elements[/b] 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. [b]Booming Blade[/b] Evocation cantrip Casting Time: 1 action Range: 5 feet Components: V, M (a weapon) Duration: 1 round 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 it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level. [b]Friends[/b] Enchantment cantrip Casting Time: 1 action Range: Self Components: S, M (a small amount of makeup applied to the face as this spell is cast) Duration: Concentration, up to 1 minute For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it. [b]Hex[/b] 1st-level enchantment Casting Time: 1 bonus action Range: 90 feet Components: V, S, M (the petrified eye of a newt) Duration: Concentration, up to 1 hour You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A Remove Curse cast on the target ends this spell early. [b]Mage Armor[/b] 1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. [b]Mage Hand[/b] Conjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds. [b]Minor Illusion[/b] Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. [b]Shield[/b] 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.[/spoiler][/spoiler] [spoiler=Background] [b]Traits: Personality: [/b]I take great pains to always look my best and follow the latest fashions. [b]Ideal: [/b]Family. Blood runs thicker than water. [b]Bond:[/b] I am guilty of a terrible crime, and I hope I can redeem myself for it. [b]Flaws: [/b]By my words and actions, I often bring shame to my family. I have a weakness for drinks and pleasant company. [b]Appearance and personality:[/b] A charming but somewhat arrogant man, Burton carries himself like he’s a nobleman from Waterdeep - which he is. The youngest Cragsmere son loves his fashion almost as much as his ornate rapier and sharing a drink too many with interesting people... [b]Background:[/b] As the third and youngest son of the Waterdhavian lord Cragsmere, Burton grew up without a worry and spent his life following his many whims. When his father passed away, however, his oldest brother Rhys Arvid privately told Burton that the family funds would no longer be available for his revelries unless business demanded it. Frustrated, Burton spent his entire personal funds in one night, picking a fight with another family’s butler. The fencing duel was an easy win for one with his fine training, and the butlers master Lord Victoro Cassalanter was sufficiently impressed to offer Burton a job —under the guise of an agreement between friends, of course— to tutor his son Osvaldo in the art of fencing. Despite his resentment towards Lord Cassalanter, Burton found himself genuinely fond of the boy. But when he discovered the location of what he believed to be a safe containing many valuables, the man who was so used to living without financial worries got very greedy. Calling upon Py’Cott, a half-orc he had met in one of the taverns of less than pristine reputation, Burton set out to rob the Cassalanter estate. It should have been easy. It was a good plan. The Cassalanters would be having a party at their estate, uninvited Burton would distract the guards so he and Py’Cott could slip into the house and sneak out with enough money to secure a comfortable lifestyle for many years. But Burton triggered a magical alarm in the arcane study —some whisper he discovered a great secret, but neither would-be robber has publicly admitted to such a thing— and in a panic, he accidentally dropped a necklace of fireballs and started a fire. A fire that nearly killed Osvaldo. Burton and Py’Cott fled, but were quickly caught by the Watch. Both were convicted to prison in Revel’s End for attempted robbery that caused death, the death of partygoers who were unlucky enough to get between them and the way out. Burtons biggest regret is hurting the boy, even though he later heard Osvaldo was fine. Money can really buy the best healing. [spoiler=Spoilers]From the DM, unedited ([b]spoilers for Waterdeep: Dragon Heist![/b]): “As I mentioned, Victoro Cassalanter (in my game) has a sister, Avelina - a PC Wizard. Avelina is the children's 'favourite aunt'. The excuse that Momma and Poppa Cassalanter gave her for why their eldest Osvaldo was 'missing' was that he had traveled to Baldur's Gate to apprentice for some high mucky-muck (can't remember the details). Of course, if you're familiar with WDH, he's been turned into a Chain Devil and is chained in the attic. (In my game, the party killed him and set fire to the Villa - through some shrewd RP & charisma checks, they managed to convince Waterdhavian society that they were actually a volunteer fire brigade and the fire was already there (they just put it out)). To make a long story shorter, let's say for this game that the Cassalanters (not including Avelina, obviously) were having one of their Cult-of-Asmodeus parties on the night that you chose to rob them, you found that out, but set off some kind of alarm. In the chaos, another (earlier) fire was caused, and Osvaldo was burned (either to death, or near-death). You got away, enough that they didn't kill you on the spot, what with all their party-goes turning out to be cultists, but were picked up later by the city watch. They were forced to make a deal with Asmodeus to save their son (turning him into a Chain-Devil, because Asmodeus sucks). Officially, your crime was robbery that caused death (not Osvaldo's - that was covered up, but the cultists you killed trying to escape.) Your sentence to Revel's End was a plea-deal you made when you realized that the Magistrate judging your case was at the Casselanter's "Party" and your other option was to be put to death. Telling people "but... they're Cultists!" was never an option.”[/spoiler][/spoiler] [/QUOTE]
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