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Elric Andor

4 Level (4535/6500 XP for level-up) Mythalkeeper Background Drow(elf-albino) Race / Species / Heritage chaotic N Alignment
Eldritch Knight
Level 4
Hit Dice: 4/4
1d10-1 Class 1

STR 13

+1

DEX 12

+1

CON 9

-1

INT 15

+2

WIS 8

-1

CHA 11

+0

28
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
/
2nd wind 3
Spellcasting ...
+4 Attack mod
INT Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+1 Dexterity
+1 Constitution
+2 Intelligence
-1 Wisdom
+0 Charisma
saving throws
+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
skills
-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
Skills
  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
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
dancing lights +4 2ap 120 CONC 1 min 0
 Notes:You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
FireBolt +4 2ap 120 Instantaneous 1d10
 Notes:You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.
element absorb 1ap Self 1 round 1d6
 Notes:Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
Protection from Evil and Good 2ap V, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes) CONC 100 rounds
 Notes:Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
Silvery Barbs 1ap 60 Instantaneous
 Notes:You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
(unstable)Detect Magic 2ap 30 conc 10 minutes
 Notes:For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
create mold Bonus Action 30 ft A Small Piece of Mold
 Notes:You can grow a patch of mold on any non-living object up to 1ft wide. The Mold takes the form of the strain used to cast the spell.

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.


War 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. 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.




Features & Traits

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




Equipment Copper: 55, Silver: 0, Electrum: 0, Gold: 24, Platinum: 0 Money

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




Languages & Proficiencies

Intellectually curious and compassionate, He feels out of place in his world, troubled, sarcastic, intelligent, well spoken,





Personality Traits

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.




Ideals

  • I will someday get revenge on the corrupt ones who branded me a heretic.

seek to preserve magical knowledge




Bonds

hotheaded


plagued by severe boredom, a tendency to be cruel, tendency to disregard my allies, depressed, inferiority complex hesitation to act




Flaws
<p>Your uncle was plotting to stage a coup against the king of Saldivar, you ratted them out, and now your family wants you dead.</p>
<p>has mastery of longswords</p>
<p></p>
<p></p>

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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