| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +3 | Strength | |
| +1 | Dexterity | |
| +1 | Constitution | |
| +2 | Intelligence | |
| -1 | Wisdom | |
| +0 | Charisma |
| +1 | Acrobatics | DEX | |
| -1 | Animal Handling | WIS | |
| +4 | Arcana | INT | |
| +1 | Athletics | STR | |
| +0 | Deception | CHA | |
| +4 | History | INT | |
| -1 | Insight | WIS | |
| +0 | Intimidation | CHA | |
| +2 | Investigation | INT |
| -1 | Medicine | WIS | |
| +2 | Nature | INT | |
| +1 | Perception | WIS | |
| +0 | Performance | CHA | |
| +2 | Persuasion | CHA | |
| +2 | Religion | INT | |
| +1 | Sleight of Hand | DEX | |
| +1 | Stealth | DEX | |
| +1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| shortsword | +3 | STR | 1d6+1 | piercing | |
| mastery-vex:If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. | |||||
| longbow | +3 | DEX | 1d8+1 | piercing | |
| mastery-slow: if you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet. range-150/600 ft | |||||
Level 2: Action Surge You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action(For this campaign, you regain +2 Action points) Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
Level 2: Tactical Mind You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
darkvision-120feet
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Interception When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d10 plus your Proficiency Bonus. You must be holding a Shield or a Simple or Martial weapon to use this Reaction.
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
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. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but you can summon only one at a time with a Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Studded Leather Armor, Scimitar, Shortsword, Longbow, 14 Arrows, Quiver, Dungeoneer's Pack A Dungeoneer's Pack contains the following items: Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin. Strange ring 10 lightning arrows 1 talisman of dispel magic 50ft rope
severed hands(alive)
deer bones and antlers 3 raw meat
mythacron
common, elvish
rapiers, shortswords, and hand crossbows.
Alchemist's Supplies
Brewer's Supplies
Cartographer's Tools
jeweler's tools
Simple and Martial weapons Armor Training: Light, Medium, and Heavy armor and Shields
Intellectually curious and compassionate, He feels out of place in his world, troubled, sarcastic, intelligent, well spoken,
Knowledge. The path to power and self-improvement is through knowledge.
Beauty. What is beautiful points us beyond itself toward what is true.
Logic. Emotions must not cloud our logical thinking.
Aspiration. I'm going to prove that I'm worthy of a better life.
seek to preserve magical knowledge
hotheaded
plagued by severe boredom, a tendency to be cruel, tendency to disregard my allies, depressed, inferiority complex hesitation to act
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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