Ord (Adepte de L'étrange) | ||
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Class: Fighter |
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Alignment: Chaotic Neutral | Speed: 30 feet | |
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AC: 20 | |
Resistances: Fire, Poison, Necrotic | ||
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Initiative: +5,
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Other Info | |||
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Lineage: Cambion |
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AppearanceLooks: Pitch black skin, six fingered, yellow eyed, devilishly handsome. Obvious Graz'zt-spawn. | Temperament: Laissez faire, cavalier, and unbothered by petty details. | Flaws: You seek adventure and new challenges. Huzzah! | |
Traits: Just remember your ABG's: * Always Be Gallant * Always Be Graceful * Always Be Grandiloquent |
Ideals: Your father thinks you're not worth his attention. You put in the work to keep it that way. | Bonds: When you were young Verin assessed your worthiness. He lied and reported you as insignificant. To protect you? | |
Languages: Common, Elvish, Draconic | Proficiencies: All Weapons, All Armors, Shields, Navigator's Tools, Vehicles: Space | ||
Gear |
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Attuned: Void Echo Armor, Cambio Repentino, Doomfang Dagger |
Gear: Dimensional Satchel |
Lineage | ||
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Cambion
Darkvision. You have Darkvision with a range of 60 feet. Resistance. You have Resistance to Fire and Poison damage and Advantage to avoid or end the Poisoned condition. Spells. You know the Fire Bolt, Friends, and Thaumaturgy cantrips. As of character level 5 you always have Alter Self prepared, and can also cast it without a spell slot once per Long Rest. |
Background |
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Starjamming Prodigy: +2 Dexterity, +1 Intelligence, Arcana, Stealth, Tough. |
Feats |
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Tough: Your maximum Hit Points are increased by 2 per character level. |
War Caster: +1 Intelligence. You have Advantage on Concentration saving throws. When a creature provokes an Opportunity Attack from you by leaving your reach you can instead take a Reaction to cast a spell with a casting time of one action that targets only that creature. You can perform Somatic components while holding weapons or a Shield. |
Stylish Fighting: +1 Dexterity. Defense (You have +1 AC while wearing armor). |
Mage Slayer: +1 Dexterity. When you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration. If you fail an Intelligence, Wisdom, or Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit you can't use it again until you finish a Short or Long Rest. |
Great Weapon Fighting: When you roll damage for an attack you make with a Melee weapon you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit. |
Class: Fighter (Eldritch Knight) |
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Class Features: Fighting Style (Great Weapon Fighting), Second Wind (Bonus Action to regain 1d10+11 HP & move up to half your Speed w/o provoking Opportunity Attacks) or Tactical Mind (+1d10 to an ability check) |
Cantrips: Shocking Grasp, Minor Illusion, Mage Hand, Lineage [Fire Bolt, Thaumaturgy] |
Spells: Shield, Feather Fall, Invisibility, Spider Climb, See Invisible, Misty Step, Mirror Image, Knock, Lineage [Charm Person (1/LR), Darkness (1/LR)] |
Spell Slots: 1: 2: |
Subclass Features |
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You can have up to two bonded weapons, but you can summon only one at a time with a Bonus Action. If you try to bond with a third weapon, you must break one of your bonds. |
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Armor and Attacks |
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Armor: Void Echo Armor: 20 AC |
Attacks:
Cambio Repentino (Magical Greatsword w/ Finesse) [BONDED] 2h, 5-feet, +10 to hit, 2d6+6 Slashing damage, Finesse, Two-Handed, Graze Treat 1's and 2's on dice rolls as 3's Reaction 1/combat (when another creature starts or ends their turn) make Opportunity Attack vs any creature within reach. |
Doomfang Dagger [BONDED] 1h, 5-feet, +11 to hit, 1d4+5 Piercing +1d4 Necrotic damage, Finesse, Light, Nick ...Thrown 45/60, Returning |
Hand Crossbow +1 1h, 5-feet, 100/400, +10 to hit, 1d6+6 Piercing damage, Light, Loading, Bolt, Vex |
Shocking Grasp 5-feet, +8 to hit, 3d8 Lightning damage target can't make Opportunity Attacks until their start of next turn |
Firebolt 120-feet, +8 to hit, 3d10 Fire damage |