Abyssal Scion

Ord (Adepte de L'étrange)
Class: Fighter (Eldritch Knight): 11   Proficiency BonusPB: +4
Alignment: Chaotic Neutral Speed: 30 feet
Hit PointsHP: 145   Hit DiceHD: 11d10 AC: 20
Resistances: Fire, Poison, Necrotic
STR: 12 (+1) Save: +5
Athletics: +5
INT: 19 (+4) Save: +4
Arcana: +8
DEX: 20 (+5) Save: +5
Initiative: +5, Stealth: +9
WIS: 11 (+0) Save: +0
Perception: +4
CON: 17 (+3) Save: +7
CHA: 15 (+2) Save: +2
Other Info
Height: 5' 10'' Weight: 165 lbs Lineage: Cambion (humanoid, fiend) Gender: Male Size: Medium
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
Attuned: Void Echo Armor, Cambio Repentino, Doomfang Dagger
Gear: Dimensional Satchel
Lineage
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
Starjamming Prodigy: +2 Dexterity, +1 Intelligence, Arcana, Stealth, Tough.
Feats
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)
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) []/LR and recover 1/SR, Weapon Mastery (Greatsword, Dagger, Hand Crossbow, Rapier, Scimitar), Action Surge []/SR, Spellcasting (INT, Spell Save DC: 16), ASI: Warcaster (+1 Int), Two Extra Attacks, ASI: Stylish Fighting (+1 Dex), ASI: Mage Slayer (+1 Dex), Indomitable (reroll failed save w/ +11 bonus) []/LR, Tactical Master (swap Weapon Mastery for Push, Sap, or Slow)
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
Level 3: War Bond: You can perform a 1 hour ritual during a Short Rest to bond with a weapon within your reach that no other creature is bonded or attuned to. Your bonded weapon cannot be disarmed from you unless you are Incapacitated. If it is on the same plane of existence you can teleport it into your hand as a Bonus Action.
  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.
Level 7: War Magic: When you take the Attack action on your turn you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.
Level 10: Eldritch Smite: Once per turn when you hit a creature with one of your bonded weapons, you can expend a spell slot to deal an extra 1d8 Force damage to the target, plus 1d8 per level of the spell slot. If you expend a 3rd level or higher spell slot, you can also give the target the Prone condition if it is Huge or smaller.
Armor and Attacks
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