Anto Singh Feagh's Character Sheet: Difference between revisions

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**'''HP/Level:''' 6 + Con
**'''HP/Level:''' 6 + Con
**'''Martial Archetype: Eldritch Knight''' Choose a specialty that will shape your Fighter career from this point onward
**'''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 wepaons 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.
***'''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:''' 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.
***'''Spellcasting Ability:''' Intelligence is your ability for calculating effects and save DCs based on your spells, or for targeting spell-based attacks.
Bureaucrats, smwadministrator, smwcurator, Administrators
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