Anto Singh Feagh's Character Sheet
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Anto Singh Feagh, Human Fighter
Ability Scores
- Str: 9
- Dex: 16
- Con: 15
- Int: 14
- Wis: 11
- Cha: 8
- Proficiency Bonus: +2
- Save Proficiencies: Str, Con
- Skill Proficiencies: Perception, Acrobatics, Insight, Stealth, Arcana
- Tool Proficiencies: Thieves' Tools, Dice, Cobbler's Tools
Features
Human (Variant)
- Size: Medium
- Speed: 40
- Feat: Mobile
- Gain 10ft base movement speed
- When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
- When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
- Languages: Ubrekti, Odessan
- Ability Score Increases: +1 to any two (Dex and Con)
- Tool proficiency: Smith's Tools
Advancement
- Fighter Level 1
- Hit Die: 1d10
- Proficiencies: Light armor, medium armor, heavy armor, shields, simple weapons, martial weapons, Acrobatics, Insight
- Initial HP: 10 + Con
- Fighting Style: Dueling (+2 to attacks when wielding only a single one-handed weapon)
- Second Wind: Use a Bonus Action to regain hit points equal to 1d10 + fighter level. Regain on short or long rest.
- Fighter Level 2
- HP/Level: 6 + Con
- Action Surge: Can take one additional action on top of regular action (and bonus action if applicable). Regain on long rest.
Upcoming
- Fighter Level 3
- HP/Level: 6 + Con
- Martial Archetype: Eldritch Knight Choose a specialty that will shape your Fighter career from this point onward
- Weapon Bond: You can perform a ritual that takes an hour and can be done over short rest to bond with a weapon. Once bonded, you can never be disarmed of that weapon unless incapacitated, and you can summon it to your hand from any point in the same plane of existence as a bonus action. You can bond up to two weapons this way; bonding a third will remove the bond from one of the first two. Only one bonded weapon can be summoned at a time per bonus action.
- Spellcasting: Learn two cantrips from the Wizard spell list (and one more at level 10). Gain spell slots as you increase in levels (starting with 2 1st-level slots at level 3). You begin at 3rd level with three spells known, two of which must be from the abjuration or evocation spells. As you progress you will gain more spells, which must be of levels you have slots for and which must be abjuration or evocation, with exceptions at 8th, 14th, and 20th levels, which may be from any school. Whenever gaining a level, you may change out one spell known for another, and must follow the same school restrictions as applied when you learned the spell being replaced.
- Spellcasting Ability: Intelligence is your ability for calculating effects and save DCs based on your spells, or for targeting spell-based attacks.
- Spells:
- 2 Cantrips
- booming blade
- message or minor illusion
- 3 1st level
- absorb elements
- earth tremor
- shield (any school choice)
- 2 Cantrips
- Fighter Level 4
- HP/Level: 6 + Con
- Ability Score Improvement: Choose a feat, or get +2 to a stat, or get +1 to two stats (candidates are +2 dex, war magic, resilient (wis), mage slayer)
- Spells:
- 1 1st level
- magic missile or chromatic orb
- 1 1st level
Background: Urban Bounty Hunter
- Proficiencies: Arcana (replacing Insight), Stealth, Dice, Thieves' Tools
- Feature Ear to the Ground: You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Gear
- Studded leather, longbow, rapier, shield. Daggers and sling in backup.