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Lola Daev'Yana, Drow Echo Knight


BobtheWizard

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Lola Daev'yana

Drow Echo Knight

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"If you are going to roll the dice with a devil, I say go all the way!"

character sheet

FIGHTER 4

Medium humanoid male (Drow, using Shader Kai Stats), Neutral Good


Armor Class 16

Hit Points 47 ( 4/4 d10+4)
Speed 30' ft.


Senses darkvision 60'

Languages common, elf

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 20 (+5)
Save +7
Athletics +7


Dexterity 14 (+2) 
Save +2
Acrobatics +2 | Sleight of Hand +2 | Stealth +2


Constitution 18 (+4)
Save +6
No skills associated.


Intelligence 11 (+0)
Save +0
Arcana +0 | History +2 | Investigation +0 | Nature +0 | Religion +0


Wisdom 15 (+2)
Save +2
Animal Handling +2 | Insight +4 | Medicine +2 | Perception +4 | Survival +2


Charisma 14 (+2) 
Save +2
Deception +2 | Intimidation +2 | Performance +2 | Persuasion +4

Bold denotes Proficiency(E) denotes expertise

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools cartographers, navigators
  • Instruments none
  • Weapons all simple and martial
  • Armor all

CLASS ABILITIES
Fighting StyleYou adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Great Weapon Fighting (PHB). When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
 | Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.
 | Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
 | Manifest EchoAt 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
 | Unleash IncarnationAt 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.


RACIAL TRAITS
DarkvisionYou can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. | Fey AncestryYou have advantage on saving throws you make to avoid or end the charmed condition on yourself. | Blessing of the Raven QueenAs a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
 | Necrotic ResistanceYou have resistance to necrotic damage. | Trance You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.


FEATS
SlasherYou've learned where to cut to have the greatest results, granting you the following benefits:

Increase your Strength or Dexterity by 1, to a maximum of 20.
Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

 

WEAPONS

WEAPONS

  • Dagger +7 to hit for (1d4+5) piercing | Finesse, Light, Thrown (20/60)
  • Greatsword +7 to hit for (2d6+5) slashing damage. | Heavy, Two-Handed (reroll 1,2. -10' speed, On Crit disadvantage on attacks)

 

SPELLS

none

(C) denotes Concentration, (R) denotes Reaction, (B) denotes Bonus Action, (Rit) denotes Ritual

 

EQUIPMENT

 

MONEY POUCH

Copper: 0 | Silver: 10 | Gold: 9 | Obsidian: 0 | Platinum: 0


EQUIPMENT READIED

Equipped items can be retrieved with a manipulate item interaction.

  • Armor Scale Mail (Chitin), Travelers Clothes
  • Weapons Dagger x6, Greatsword
  • Readied Items  Extra Daggers, Map of Xendros

EQUIPMENT STORED

Stored items can be retrieved with an action.

  • In Backpack Backpack | Mess Kit | Tinderbox | Rations x 10 | Navigators Tools | Cartographers Tools
  • Strapped to Backpack Waterskin | 50' Hemp Rope | Bedroll & Blanket

EQUIPMENT NOT CARRIED (--)

  • At Home  none

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

none


ATTUNED (0/3)

none

 

APPEARANCE

Age 180 | Height 5'8" | Weight 150 lbs. | Skin grey | Hair black | Eyes pale blue


She carries herself with confidence and maybe a little arrogance. She dresses in the chitin armor of a Kryn soldier but does not have any identifying insignia and could be from several different houses. With her travels, she has lost any noble accent and mannerisms she once had from the Kryn Dynasty.

Lola is haunted by her past and the friends she lost. she often talks to them as if they are still here, but her conversations with them aren't somber. Instead it is the reminiscing and jokes of old friends. While she is haunted by her past, she is carefree and optimistic for her present and future. She often pays for a round of drinks, jokes with strangers, and enjoys the pleasures of life. 

 

BACKGROUND

SOLDIER
Source PHB


  • Personality Traits: I don't pay attention to the risks in a situation. Never tell me the odds. I spend money freely and live life to the fullest, knowing that tomorrow I might die.
  • Ideals: Everyone needs to find joy and purpose in this life. Reincarnation will eventually lead to personal ruin. 
  • Bonds: A terrible guilt consumes me. I hope that I can find redemption through my actions.
  • Flaws: I made a terrible mistake which cost many lives. I'm haunted by memories of war. I can't get the images of violence out of my mind. 

Background Feature: SoldierYou have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.


BACKSTORY

Lola was a loyal soldier for the Kryn Dynasty and a noble daughter from the Daev'yana family. She was preparing for the ritual of Luxon and had just started to remember some of her past lives when she learned the ugly truth about rebirth. She was a mid-level officer with little practical war experience thrown into a battle with the Dwendelians. It was clear that the unit needed to retreat, but her general, a drow with many generations of past lives, became enraged with fury and succumbed to typhros. The general threw her troops into the fight, despite being outnumbered and at a strategic disadvantage. While Lola, through great risk to herself, was able to save most of her unit, almost the entire rest of the battalion was killed. Somehow Lola survived and made her way home with the remnants of her company. The general did not survive. Lola still regrets not recognizing the madness in her superior in order to stop the inevitable slaughter. 

Lola had never heard of this madness of typhros before. When she returned home, she researched it and decided that the entire religion of Luxon was wrong. She believes that Luxon is good, that the followers have good intentions, but that they are making a terrible mistake. She believes that reincarnation is not the path to salvation but that living a good live here and now is the best path. We should make the world better and pass it on to the next generation, free from our reincarnated spirits. She thinks we should find joy and purpose in our current life. 

When she told others of her revelation, she was outcast - not officially banished, but shunned from both high society and the military. Eventually, she gave up trying to reform her fellow drow and left Kryn about 40 years ago. While there were some in Kryn who shared her views, none were willing to leave their lives and join her. But she now enjoys her life of working as a mercenary for just causes. She doesn't own much more than her sword and her armor, but she is happy. She will gladly join any adventure if she thinks it is worthwhile or interesting. 

 

Edited by BobtheWizard (see edit history)
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