File:Peryn.jpg
Peryn - Level 6 Eldritch Knight Fighter 4/ Level 2 Alchemist Artificer
Background:
Feature
Traits
Ideals
- Be more than a shooter, go out and see the world
Bonds
Flaws
- Cursed name: the current Ratnot Swallow in a long line of Ratnot Swallows. All miserable lives with miserable ends. It's gotta be a curse.
- Peryn hates his birth name and becomes upset when it is used. He may have paranoid delusions about how everyone always finds out his real name anyway, but is really paranoia if it actually keeps happening?
Extended Class Background
Attributes
Attribute |
Value |
Bonus |
Save
|
Strength |
8 |
-1 |
+2
|
Dexterity |
16 |
+3 |
+3
|
Constitution |
16 |
+3 |
+6
|
Intelligence |
14 |
+2 |
+2
|
Wisdom |
12 |
+1 |
+1
|
Charisma |
8 |
-1 |
-1
|
|
Secondary Attributes
Hit Points |
56 (Level 1: 10 + 3 CON; 2,3,6: 6 + 3 CON, 4,5: 5 + 3 CON)
|
Armor Class |
usually 18 (shield + studded leather) but up to 25 (shield with enhanced defense + mage armor + shield spell)
|
Proficiency Bonus |
+3
|
Passive Perception |
14
|
Initiative |
+3
|
Base Speed |
25 Feet
|
|
Skills & Abilities
Skill |
Ability |
Score
|
Acrobatics |
DEX |
+6
|
Animal Handling |
WIS |
+1
|
Arcana |
INT |
+2
|
Athletics |
STR |
-1
|
Deception |
CHA |
-1
|
History |
INT |
+2
|
Insight |
WIS |
+1
|
Intimidation |
CHA |
-1
|
Investigation |
INT |
+2
|
Medicine |
WIS |
+1
|
Nature |
INT |
+2
|
Perception |
WIS |
+4
|
Performance |
CHA |
-1
|
Persuasion |
CHA |
-1
|
Religion |
INT |
+2
|
Sleight of Hand |
DEX |
+6
|
Stealth |
DEX |
+6
|
Survival |
WIS |
+1
|
Tinker Tools |
UNTYPED |
+3
|
Thieves Tools |
DEX |
+6
|
|
Languages
- Ubrekti (common)
- Odessan (origin)
- Orc (halfling bonus)
Class and Background Abilities
Race Abilities
- Raised on the water: You have advantage on all checks made to swim and to hold your breath.
- Halfling Luck: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- Brave: You have advantage on saving throws against being frightened.
- Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Class Abilities
- Proficiencies
- Armor: Light armor, medium armor, heavy armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: Thieves’ tools, tinker’s tools, ?, ?
- Fighting Style: Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.
- Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + 4 (your fighter level.) Once you use this feature, you must finish a short or long rest before you can use it again.
- Action Surge: you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
- Weapon Bond: 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.
- Feat: Crossbow Expert
- You ignore the loading quality of crossbows with which you are proficient.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
- Magical Tinkering
- Infusions: 4 known, 2 items
- Enhanced Repeating Shot
- Enhanced Defense
- Replicate Magic Item(?)
- ?
- Ritual Casting (Spell must be prepared)
|
Spellcasting
- Ability: Int, Spell Save DC: 13, Spell Attack Bonus: +5
- Spell Slots: 1st - 3 (refresh on long rest)
Eldritch Knight
- Cantrips (2 known)
- Mold Earth (S)
- Mending (VSM), or minor illusion or shape water or lightning lure
- Level 1 (4 known, 3 of which must be abjuration or evocation,)
- Feather Fall (transmutation, reaction, VM), or else maybe Silent Image or Thunderwave
- Mage Armor (VSM)
- Protection from Evil and Good(concentration, VSM)
- Shield (reaction, VS)
Artificer
- Cantrips (2 known)
- Guidance (concentration, VS)
- Light (VM)
- Level 1 (all known, can prepare 3/day)
Gear
Armor
- Studded Leather Armor
- Shield
Weapons
Melee Weapons
Ranged Weapons
- hand crossbow (bonded and almost always infused with Enhanced Repeating Shot allowing it to be used as a spellcasting focus as well.)
Inventory of items
- thieves' tools
- tinker's tools
Consumables