File:Peryn.jpg
Peryn - Level 4 Eldritch Knight Fighter/ Level 2 Alchemist Artificer
Background:
Feature
Traits
Ideals
Bonds
Flaws
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)
- ?(origin)
- ?(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