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Rogues' Gallery: Rise of Tiamat
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<blockquote data-quote="mips42" data-source="post: 7938617" data-attributes="member: 6746242"><p>Updated</p><p>[ATTACH=full]122885[/ATTACH]</p><p><strong>Name: Dumos Muchitel</strong></p><p><strong>Tiefling Eldritch Knight 7</strong></p><p><strong>Str </strong>16 (+3)</p><p><strong>Dex</strong> 14 (+2)</p><p><strong>Con</strong> 16 (+3)</p><p><strong>Int</strong> 14 (+2)</p><p><strong>Wis</strong> 13 (+1)</p><p><strong>Cha</strong> 12 (+1)</p><p></p><p><strong>Armor Class</strong> 13 (Leather)</p><p><strong>Hit Points</strong> 61</p><p><strong>Speed</strong> 30 feet</p><p><strong>Initiative</strong> +2</p><p></p><p><strong><u>Saving Throws </u></strong></p><p><strong>Str</strong> +6, <strong>Dex</strong> +2, <strong>Con</strong> +6, I<strong>nt</strong> +1, <strong>Wis</strong> +1, <strong>Cha</strong> +1</p><p></p><p><strong>Skills</strong> Animal Handling <strong>+3</strong>, Athletics <strong>+5</strong>, History <strong>+3</strong>, Survival <strong>+3</strong></p><p><strong>Senses</strong> Darkvision 60’, passive Perception <strong>11</strong></p><p><strong>Tools</strong> Drum, Leather working tools</p><p><strong>Languages</strong> Common, Infernal, Sylvan</p><p><strong>Fire resistance</strong></p><p><strong></strong></p><p><strong><u>Actions </u></strong></p><p><strong>Hand Crossbow</strong> +7 1d6+2 Piercing 30/120</p><p><strong>Warhammer </strong>+3 1d8 bludgeoning 5'</p><p><strong>Unarmed Strike</strong> +6 1d4+3 Bludgeoning 5'</p><p><strong>Spell attack</strong> +3</p><p></p><p><strong>Bonus Actions</strong></p><p>Second Wind 1d10+6</p><p>Action Surge (1/Short Rest)</p><p></p><p><strong>Reactions</strong></p><p>Opportunity Attack</p><p></p><p><strong>Equipment:</strong></p><p>Hand crossbow, Leather Armor, Explorers pack(a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin), a large tusk, a set of traveler's clothes, and a belt pouch containing 510 gp</p><p></p><p><strong>Encumbrance: </strong>80lbs with coinage</p><p></p><p><strong>Spells: Attack +3, saves=13</strong></p><p><u>1/Long Rest </u></p><p>Darkness 15-foot radius sphere</p><p>Hellish Rebuke 2d10 fire damage dc13 dex save</p><p>Thaumaturgy Special</p><p></p><p><u>Cantrips </u></p><p>Firebolt <strong>+3</strong> attack, 2d10 dmg, 120’ (doubled)</p><p>Vicious Mockery 1d4 psychic damage and have disadvantage dc13 wis save</p><p></p><p><u>1st Level </u></p><p>Burning Hands 3d6 fire</p><p>Cause Fear DC13 Wis save or be frightened</p><p>Magic Missile +3 attack 1d4 + 1 force</p><p>Witch Bolt +3 attack 1d12 lightning damage</p><p></p><p><strong>Description</strong></p><p><strong>Hair </strong>Black, short cropped <strong>Eyes</strong> Yellow <strong>Skin Tone</strong> Dusky red <strong>Height</strong> 6’3” <strong>Weight</strong> 250 lbs <strong>Age</strong> 22</p><p><strong>Alignment</strong> Chaotic Good</p><p> Dumos is large for a Tiefling, over 6 feet tall and heavily muscled. he has a small amount of black hair on top of his head between his horns, thick sideburns and a chin-beard. His skin is a darkish red in color as is his leather armor, which he has inscribed with designs using his leather tools. He has a medium deep voice and tends to be sarcastic and does not get along well with others.</p><p></p><p><strong>Personality </strong></p><ul> <li data-xf-list-type="ul">I don't run from evil. Evil runs from me.</li> <li data-xf-list-type="ul">Thinking is for other people. I prefer action.</li> </ul><p><strong>Ideals: </strong>Greater Good. I kill monsters to make the world a safer place, and to exorcise my own demons.</p><p><strong>Bonds: </strong>My torment drove away the person I love. I strive to win back the love I’ve lost.</p><p><strong>Flaws: </strong>I speak without really thinking through my words, invariably insulting others.</p><p></p><p><strong>Background Story</strong>: I don't know how I got here but the badlands is where I grew up. Shunned from nearly every civilized land, I learned the land that I lived in. When a small village was razed by a band of marauding monsters, I took it upon myself to hunt them down and take their heads back to the few surviving townsfolk, keeping a large tusk as a souvenir of that first bounty. The people had little but food to offer, but they did, and I took it.</p><p>The following years I spent moving from place to place, hunting bounties wherever I could find them and, eventually, I became known and tolerated. It was during those years that I met her. the only female ever to look at me with something other than fear or disgust. We were friendly though, to be honest, I wanted more but could never manage to tell her how I felt. Over the years, I've managed to gather some coin and a bit of reputation and it's time to see what else may lie in front of me.</p><p></p><p>[spoiler=Race]</p><p> Ability Score Increase. Your Intelligence score increases by 1, and your Charisma score increases by 2.</p><p> Age. Tieflings mature at the same rate as humans but live a few years longer.</p><p> Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p><p> Size. Tieflings are about the same size and build as humans. Your size is Medium.</p><p> Speed. Your base walking speed is 30 feet.</p><p> Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.</p><p> Hellish Resistance. You have resistance to fire damage.</p><p> Infernal Legacy. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</p><p> Languages. You can speak, read, and write Common and Infernal.</p><p>[/spoiler]</p><p></p><p>[spoiler=Background]</p><p> * OUTLANDER *</p><p> You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.</p><p> </p><p> <strong>Skill Proficiencies</strong> Athletics, Survival</p><p> <strong>Tool Proficiencies </strong>One type of musical instrument</p><p> <strong>Languages</strong> One of your choice</p><p> <strong>Equipment</strong> A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp</p><p> <strong>Feature:</strong> Origin - Bounty hunter</p><p> You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.</p><p> </p><p> <strong> Feature</strong>: Wanderer</p><p> You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.</p><p>[/spoiler]</p><p> </p><p>[spoiler=Class FEATURES]</p><p> <u>FIGHTER </u></p><p> <strong>Hit Dice:</strong> 1d10 per fighter level</p><p> Hit Points at 1st Level: 10 + your Constitution modifier</p><p> Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st</p><p> </p><p> <u>Proficiencies</u></p><p> <strong>Armor:</strong> All armor, shields</p><p> <strong>Weapons: </strong>Simple weapons, martial weapons</p><p> <strong>Tools:</strong> None</p><p> <strong>Saving Throws:</strong> Strength, Constitution</p><p> <strong>Skills:</strong> Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival</p><p> </p><p> <strong>Equipment</strong></p><p> • (a) chain mail or (b) leather, longbow, and 20 arrows</p><p> • (a) a martial weapon and a shield or (b) two martial weapons</p><p> • (a) a light crossbow and 20 bolts or (b) two handaxes</p><p> • (a) a dungeoneer's pack or (b) an explorer's pack</p><p> </p><p> <strong>Fighting Style</strong></p><p> You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.</p><p> • Archery You gain a +2 bonus to attack rolls you make with ranged weapons.</p><p> </p><p> <strong>Second Wind</strong></p><p> 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.</p><p> Once you use this feature, you must finish a short or long rest before you can use it again.</p><p> </p><p> <strong>Action Surge</strong></p><p> Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.</p><p> 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.</p><p> </p><p> <strong>Extra Attack</strong></p><p> Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p> </p><p> <strong>Fighter:</strong> Eldritch Knight</p><p> </p><p> <strong>Spellcasting</strong></p><p> When you reach 3rd level, you augment your martial prowess with the ability to cast spells.</p><p> <strong><u>Eldritch Knight Spellcasting Spell Slots per Spell Level </u></strong> </p><p> <u>Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th</u></p><p> 6th 2 4 3 - - -</p><p> </p><p> <strong>Cantrips</strong></p><p> You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.</p><p> </p><p> <strong>Spell Slots</strong></p><p> The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your 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.</p><p> 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.</p><p> You know three 1st-level wizard spells of your choice.</p><p> 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.</p><p> The spells you learn at 8th, 14th, and 20th level can come from any school of magic.</p><p> 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.</p><p> </p><p> <strong>Spellcasting Ability</strong></p><p> 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.</p><p> Spell save DC = 8 + your proficiency bonus + your Intelligence modifier</p><p> Spell attack modifier = your proficiency bonus + your Intelligence modifier</p><p> </p><p> <strong>Weapon Bond</strong></p><p> 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.</p><p> 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.</p><p> 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.</p><p> [/spoiler]</p><p></p><p>[spoiler=Feats]</p><p> <strong>Spell Sniper </strong></p><p> <strong>Prerequisite:</strong> The ability lo cast at least one spell</p><p> You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:</p><p> • When you cast a spell that requires a ranged attack roll, the spell's range is doubled.</p><p> • Your ranged spell attacks ignore half cover and three-quarters cover.</p><p> • You learn a single cantrip that requires an attack roll from a class of your choice: bard, cleric, sorcerer, warlock, or wizard. Your spellcasting modifier for these spells is the same as the class you chose (Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; Intelligence for wizard)</p><p></p><p><strong>Tavern Brawler</strong> </p><p> Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:</p><p> • Increase your Strength or Constitution by 1, to a maximum of 20. (CON)</p><p> • You are proficient with all improvised weapons.</p><p> • Your unarmed strike uses a d4 for damage.</p><p> • When you hit a creature with an unarmed strike or improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.</p><p>[/spoiler]</p><p> </p><p>[spoiler=Spell Details]</p><p> Special 1/Long rest</p><p> Darkness</p><p> Casting Time: 1 action</p><p> Range: 60 feet</p><p> Components: V, M (bat fur and a drop of pitch or piece of coal)</p><p> Duration: Concentration, up to 10 minutes</p><p> Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and non-magical light can’t illuminate it.</p><ul> <li data-xf-list-type="ul"> If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.</li> <li data-xf-list-type="ul"> If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.</li> </ul><p> </p><p> Thaumaturgy</p><p> Casting Time: 1 action</p><p> Range: 30 feet</p><p> Components: V</p><p> Duration: Up to 1 minute</p><p> You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:</p><ul> <li data-xf-list-type="ul">Your voice booms up to three times as loud as normal for 1 minute.</li> <li data-xf-list-type="ul">You cause flames to flicker, brighten, dim, or change color for 1 minute.</li> <li data-xf-list-type="ul">You cause harmless tremors in the ground for 1 minute.</li> <li data-xf-list-type="ul">You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.</li> <li data-xf-list-type="ul">You instantaneously cause an unlocked door or window to fly open or slam shut.</li> <li data-xf-list-type="ul">You alter the appearance of your eyes for 1 minute.</li> </ul><p> If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.</p><p> </p><p> Hellish Rebuke</p><p> Casting Time: 1 reaction, which you take when you are damaged by a creature within 60 feet of you that you can see</p><p> Range: 60 feet</p><p> Components:</p><p> Duration: Instantaneous</p><p> You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.</p><p> </p><p> Cantrips: </p><p> Firebolt</p><p> Casting Time: 1 action</p><p> Range: 120 feet</p><p> Components: V, S, Duration: Instantaneous</p><p> 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 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.</p><p> At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10)</p><p> </p><p> Vicious Mockery</p><p> Casting time: 1 action</p><p> Range: 60 feet</p><p> Components: V</p><p> Duration: Instantaneous</p><p> You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.</p><p> </p><p> 1st-level</p><p> Burning Hands</p><p> Casting Time: 1 action</p><p> Range: Self (15-foot cone)</p><p> Components: V, S</p><p> Duration: Instantaneous</p><p> 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.</p><p> The fire ignites any flammable objects in the area that aren’t being worn or carried.</p><p> </p><p> Cause Fear</p><p> Casting Time: 1 action</p><p> Range: 60 feet</p><p> Components: V, S</p><p> Duration: Concentration, up to 1 minute</p><p> You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success</p><p> </p><p> Magic Missile</p><p> Casting Time: 1 action</p><p> Range: 120 feet</p><p> Components: V, S</p><p> Duration: Instantaneous</p><p> You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.</p><p> </p><p> Witch Bolt</p><p> Casting Time: 1 action</p><p> Range: 30 feet</p><p> Components: V, S, M (a twig from a tree that has been struck by lightning)</p><p> Duration: Concentration, up to 1 minute</p><p> A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="mips42, post: 7938617, member: 6746242"] Updated [ATTACH type="full" align="right" width="345px"]122885[/ATTACH] [B]Name: Dumos Muchitel Tiefling Eldritch Knight 7 Str [/B]16 (+3) [B]Dex[/B] 14 (+2) [B]Con[/B] 16 (+3) [B]Int[/B] 14 (+2) [B]Wis[/B] 13 (+1) [B]Cha[/B] 12 (+1) [B]Armor Class[/B] 13 (Leather) [B]Hit Points[/B] 61 [B]Speed[/B] 30 feet [B]Initiative[/B] +2 [B][U]Saving Throws [/U] Str[/B] +6, [B]Dex[/B] +2, [B]Con[/B] +6, I[B]nt[/B] +1, [B]Wis[/B] +1, [B]Cha[/B] +1 [B]Skills[/B] Animal Handling [B]+3[/B], Athletics [B]+5[/B], History [B]+3[/B], Survival [B]+3 Senses[/B] Darkvision 60’, passive Perception [B]11 Tools[/B] Drum, Leather working tools [B]Languages[/B] Common, Infernal, Sylvan [B]Fire resistance [U]Actions [/U] Hand Crossbow[/B] +7 1d6+2 Piercing 30/120 [B]Warhammer [/B]+3 1d8 bludgeoning 5' [B]Unarmed Strike[/B] +6 1d4+3 Bludgeoning 5' [B]Spell attack[/B] +3 [B]Bonus Actions[/B] Second Wind 1d10+6 Action Surge (1/Short Rest) [B]Reactions[/B] Opportunity Attack [B]Equipment:[/B] Hand crossbow, Leather Armor, Explorers pack(a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin), a large tusk, a set of traveler's clothes, and a belt pouch containing 510 gp [B]Encumbrance: [/B]80lbs with coinage [B]Spells: Attack +3, saves=13[/B] [U]1/Long Rest [/U] Darkness 15-foot radius sphere Hellish Rebuke 2d10 fire damage dc13 dex save Thaumaturgy Special [U]Cantrips [/U] Firebolt [B]+3[/B] attack, 2d10 dmg, 120’ (doubled) Vicious Mockery 1d4 psychic damage and have disadvantage dc13 wis save [U]1st Level [/U] Burning Hands 3d6 fire Cause Fear DC13 Wis save or be frightened Magic Missile +3 attack 1d4 + 1 force Witch Bolt +3 attack 1d12 lightning damage [B]Description Hair [/B]Black, short cropped [B]Eyes[/B] Yellow [B]Skin Tone[/B] Dusky red [B]Height[/B] 6’3” [B]Weight[/B] 250 lbs [B]Age[/B] 22 [B]Alignment[/B] Chaotic Good Dumos is large for a Tiefling, over 6 feet tall and heavily muscled. he has a small amount of black hair on top of his head between his horns, thick sideburns and a chin-beard. His skin is a darkish red in color as is his leather armor, which he has inscribed with designs using his leather tools. He has a medium deep voice and tends to be sarcastic and does not get along well with others. [B]Personality [/B] [LIST] [*]I don't run from evil. Evil runs from me. [*]Thinking is for other people. I prefer action. [/LIST] [B]Ideals: [/B]Greater Good. I kill monsters to make the world a safer place, and to exorcise my own demons. [B]Bonds: [/B]My torment drove away the person I love. I strive to win back the love I’ve lost. [B]Flaws: [/B]I speak without really thinking through my words, invariably insulting others. [B]Background Story[/B]: I don't know how I got here but the badlands is where I grew up. Shunned from nearly every civilized land, I learned the land that I lived in. When a small village was razed by a band of marauding monsters, I took it upon myself to hunt them down and take their heads back to the few surviving townsfolk, keeping a large tusk as a souvenir of that first bounty. The people had little but food to offer, but they did, and I took it. The following years I spent moving from place to place, hunting bounties wherever I could find them and, eventually, I became known and tolerated. It was during those years that I met her. the only female ever to look at me with something other than fear or disgust. We were friendly though, to be honest, I wanted more but could never manage to tell her how I felt. Over the years, I've managed to gather some coin and a bit of reputation and it's time to see what else may lie in front of me. [spoiler=Race] Ability Score Increase. Your Intelligence score increases by 1, and your Charisma score increases by 2. Age. Tieflings mature at the same rate as humans but live a few years longer. Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment. Size. Tieflings are about the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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. Hellish Resistance. You have resistance to fire damage. Infernal Legacy. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Languages. You can speak, read, and write Common and Infernal. [/spoiler] [spoiler=Background] * OUTLANDER * You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild. [B]Skill Proficiencies[/B] Athletics, Survival [B]Tool Proficiencies [/B]One type of musical instrument [B]Languages[/B] One of your choice [B]Equipment[/B] A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp [B]Feature:[/B] Origin - Bounty hunter You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character. [B] Feature[/B]: Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. [/spoiler] [spoiler=Class FEATURES] [U]FIGHTER [/U] [B]Hit Dice:[/B] 1d10 per fighter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st [U]Proficiencies[/U] [B]Armor:[/B] All armor, shields [B]Weapons: [/B]Simple weapons, martial weapons [B]Tools:[/B] None [B]Saving Throws:[/B] Strength, Constitution [B]Skills:[/B] Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival [B]Equipment[/B] • (a) chain mail or (b) leather, longbow, and 20 arrows • (a) a martial weapon and a shield or (b) two martial weapons • (a) a light crossbow and 20 bolts or (b) two handaxes • (a) a dungeoneer's pack or (b) an explorer's pack [B]Fighting Style[/B] You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. • Archery You gain a +2 bonus to attack rolls you make with ranged weapons. [B]Second Wind[/B] 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. [B]Action Surge[/B] Starting at 2nd level, you can push yourself beyond your normal 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. [B]Extra Attack[/B] Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. [B]Fighter:[/B] Eldritch Knight [B]Spellcasting[/B] When you reach 3rd level, you augment your martial prowess with the ability to cast spells. [B][U]Eldritch Knight Spellcasting Spell Slots per Spell Level [/U][/B] [U]Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th[/U] 6th 2 4 3 - - - [B]Cantrips[/B] You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. [B]Spell Slots[/B] The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your 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. You know three 1st-level wizard spells of your choice. 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. [B]Spellcasting Ability[/B] 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 [B]Weapon Bond[/B] 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. [/spoiler] [spoiler=Feats] [B]Spell Sniper [/B] [B]Prerequisite:[/B] The ability lo cast at least one spell You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits: • When you cast a spell that requires a ranged attack roll, the spell's range is doubled. • Your ranged spell attacks ignore half cover and three-quarters cover. • You learn a single cantrip that requires an attack roll from a class of your choice: bard, cleric, sorcerer, warlock, or wizard. Your spellcasting modifier for these spells is the same as the class you chose (Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; Intelligence for wizard) [B]Tavern Brawler[/B] Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: • Increase your Strength or Constitution by 1, to a maximum of 20. (CON) • You are proficient with all improvised weapons. • Your unarmed strike uses a d4 for damage. • When you hit a creature with an unarmed strike or improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. [/spoiler] [spoiler=Spell Details] Special 1/Long rest Darkness Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and non-magical light can’t illuminate it. [LIST] [*] If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. [*] If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. [/LIST] Thaumaturgy Casting Time: 1 action Range: 30 feet Components: V Duration: Up to 1 minute You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: [LIST] [*]Your voice booms up to three times as loud as normal for 1 minute. [*]You cause flames to flicker, brighten, dim, or change color for 1 minute. [*]You cause harmless tremors in the ground for 1 minute. [*]You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. [*]You instantaneously cause an unlocked door or window to fly open or slam shut. [*]You alter the appearance of your eyes for 1 minute. [/LIST] If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. Hellish Rebuke Casting Time: 1 reaction, which you take when you are damaged by a creature within 60 feet of you that you can see Range: 60 feet Components: Duration: Instantaneous You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. Cantrips: Firebolt Casting Time: 1 action Range: 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 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10) Vicious Mockery Casting time: 1 action Range: 60 feet Components: V Duration: Instantaneous You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. 1st-level Burning Hands 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. Cause Fear Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success Magic Missile Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several. Witch Bolt Casting Time: 1 action Range: 30 feet Components: V, S, M (a twig from a tree that has been struck by lightning) Duration: Concentration, up to 1 minute A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. [/spoiler] [/QUOTE]
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