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Fa Mulan, Human (Half-Elf) Samurai Fighter/Hexblade Warlock


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Samurai Fighter 3; Hexblade Warlock 3

Mulanimage.jpeg.421859a4dd606481497dabfb175ebd0c.jpeg

"Reflect before you snack—act!"

 

Samurai Fighter 3; Hexblade Warlock 3


Medium humanoid female (half-elf), Neutral Good


Armor Class 17 (splint)

Hit Points 49 ( 3d10 + 3d8 + 12 )
Speed 30 ft.


Special Senses Darkvision 60 ft.

Languages Common, Dwarvish, Elvish

Proficiency Bonus +3

 

ABILITIES & SKILLS
Proficiency Bonus: +3


Strength 15 (+2)
Save +5
Athletics +5


Dexterity 10 (+0) 
Save +0
Acrobatics +3 | Sleight of Hand +0 | Stealth +0 (d)


Constitution 14 (+2)
Save +5
Checks +2


Intelligence 12 (+1)
Save +1
Arcana +1 | History +4 Investigation +4 | Nature +1 | Religion +1


Wisdom 10 (+0)
Save +0
Animal Handling +3 | Insight +0 | Medicine +0 | Perception +3 | Survival +0


Charisma 18 (+4) 
Save +4
Deception +10Intimidation +7Performance +7Persuasion +7

Bold denotes proficiency / Underline denotes expertise / (d) denotes disadvantage

 

PROFICIENCIES & ABILITIES


PROFICIENCIES

  • Tools Chess Set, Land Vehicles
  • Instruments None
  • Weapons Simple Weapons, Martial Weapons 
  • Armor Light, Medium, Heavy, Shields

FIGHTER CLASS ABILITIES
Skill ProficienciesYou gain proficiency in Acrobatics and Animal Handling. | Fighting Style (Unarmed Fighting)Second Wind | Action Surge | Martial Archetype (Samurai)

Bonus Proficiency | Fighting Spirit


WARLOCK CLASS ABILITIES
Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword)At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

Eldritch Invocations | Pact Boon (Pact of the Chain)


BACKGROUND FEATURES
Skill Proficiencies


RACIAL TRAITS
Languages | Darkvision (60 ft.)Thanks to your elf blood, you have superior vision in dark and dim conditions. You 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 can’t discern color in darkness, only shades of gray. | Fey AncestryYou have advantage on saving throws against being charmed, and magic can’t put you to sleep. | Skill Versatility


FEATS
Actor | Skill Expert

 

WEAPONS


WEAPONS

  • Jian (Longsword), +1 (Hex Weapon): +8 to hit for (1d8+5) slashing damage. | Versatile (1d10+5)
  • Dagger: +5 to hit for (1d4+4) piercing damage. | Finesse | Light | Thrown (20/60)
  • Handaxe: +6 to hit for (1d6+4) slashing damage. | Light | thrown (20/60)
  • Longbow: +3 to hit for (1d8) piercing damage. | Ammunition | Two-Handed | Ranged (150/600)

 

PACT MAGIC


Casting Ability: Charisma (+4)
Attack Bonus: +7
Save DC: 15

SPELL SLOTS 
Second Level: 2 Spell Slots


CANTRIPS

  1. Create BonfireConjuration Cantrip
    Casting Time: 1 action
    Range/Area: 60ft./5ft.
    Components: V, S
    Duration: Concentration, up to 1 minute
    Attack/Save: DEX 15
    Source: EE, pg. 152

    You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

    The bonfire ignites flammable objects in its area that aren’t being worn or carried.

    The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  2. Green-Flame BladeEvocation Cantrip
    Casting Time: 1 action
    Range/Area: Self/5ft.
    Components: S, M(a melee weapon worth at least 1 sp)
    Duration: Instantaneous
    Source: SCAG, pg. 142

    You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

    This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

SECOND LEVEL (2 Slots)

  1. Armor of Agathys1st Level Abjuration
    Casting Time: 1 action
    Range/Area: Self
    Components: V, S, M(a cup of water)
    Duration: 1 hour
    Source: PHB, pg. 215

    A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
    *
  2. Blur2nd Level Illusion
    Casting Time: 1 action
    Range/Area: Self
    Components: V
    Duration: Concentration, up to 1 minute
    Source: PHB, pg. 219

    Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
    (c)
  3. Find Familiar1st Level Conjuration
    Casting Time: 1 hour
    Range/Area: 10ft.
    Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous
    Source: PHB, pg. 240

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
    *(R)
  4. Suggestion2nd Level Enchantment
    Casting Time: 1 action
    Range/Area: 30ft.
    Components: V, M(a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
    Duration: Concentration, up to 8 hours
    Attack/Save: WIS 15
    Source: PHB, pg. 279

    You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

    The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

    You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

    If you or any of your companions damage the target, the spell ends.
    (c)
  5. Shield1st Level Abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range/Area: Self
    Components: V, S
    Duration: 1 round
    Source: PHB, pg. 275

    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
    *

* denotes an upcasted spell / (c) denotes concentration / (R) denotes ritual spell

 

EQUIPMENT

CURRENCY

Copper: 5 | Silver: 9 | Gold: 23


EQUIPMENT

  • On Person Splint | Clothes, Common | Dagger | Handaxe (2) | Jian (Longsword), +1 | Longbow | Lucky cricket (Arcane focus) | Signal whistle | Quiver (20 arrows)
  • In Backpack Backpack | Ball bearings (bag of 1000) | Bedroll | Bell | Blanket | Candle | Case, map or scroll | Clothes, fine | Crowbar | Dice set | Grappling hook | Hammer | Healer's kit | Lantern, hooded | Mess kit | Oil (10 flasks) | Perfume (vial) | Piton (10) | Rations (10 days) | Rope, hempen (50 ft.) | Sack | Shovel | Soap | Spikes, Iron | String (10 ft.) | Tent, two-person | Tinderbox | Waterskin
  • Khan (Draft Horse) Bit and bridle | Saddle, military | Saddlebags | Feed (10 days)

* Denotes magic item (see below)

 

MAGIC ITEMS


NON-ATTUNED

Jian (Longsword), +1


ATTUNED (0/3)

 

 

BACKGROUND


SOLDIER
Source 
PHB, p. 140


  • Personality Traits:
    I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
    I’m usually polite and respectful, but I always speak my mind.
  • Ideals: Nation. My family, my comrades, and my nation are all that matter. (Good)
  • Bonds:
    My honor is my life.
    I fight for those who cannot fight for themselves.
  • Flaws: I often make decisions on impulse without considering their consequences.

Background Feature: MILITARY RANK

You 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.


DESCRIPTION

Age: 17 | Height: 5' 6" | Weight: 120 lbs. | Hair: Black | Eyes: Dark brown | Complexion: Fair

Mulan typically wears either her armor or hanfu-style dresses. She typically keeps her hair in a bun and rarely wears makeup. She is androgynous enough to pass herself off as a man and beautiful enough for the local matchmaker to name it as her sole redeeming feature as a bride candidate. She carries her father's sword and travels with Mushu the dragon spirit, Khan the horse, and Cri-kee the lucky cricket.

She is courageous, self-reliant, and outspoken. She cares about her family more than anything. She received military training from Captain Li Shang and has the supernatural support of her ancestors.


BACKSTORY

Mulan was born to the family of a minor official in the Land of Dragons. Her father, Fa Zhou, a war hero, along with her mother and grandmother hoped for Mulan to grow up to be a "perfect bride." However, Mulan ended up being a free-spirited, clumsy girl who struggled to follow her society's rules, expectations, and traditions.

Just after failing the matchmaker's examination, Mulan learned that her ailing father was conscripted to fight in the army to fend off Shan Yu's invasion. To prevent her father from going to certain death and hoping to bring honor to her family, she joined the army in his place, disguising herself as a man. She cut her hair shorter, took her father's sword and armor, and rode off on the family's horse, Khan. Outside the army camp, she met Mushu, a fast-talking, travel-sized lizard (dragon!) "sent" by her ancestors to help her. With Mushu's assistance, she successfully passed herself off as her fictional brother "Ping."

Mulan's first foray into military life and life as a man were difficult, even with Mushu's assistance. She made a bad first impression on the other recruits, including and on the Emperor's Advisor Chi Fu; she initially failed to keep up with Captain Li Shang's intense training regimen. However, despite being ordered to go home by Shang (thereby ensuring her father's safety from the draft), she refused to accept defeat. Instead, she did what no other recruit could, retrieving Shang's arrow from the top of a wooden pole using the required weights to her advantage. With that, Shang gave her another chance. The unit's training made good progress and Mulan bonded with fellow soldiers Yao, Ling, and Chien Po.

After completing their training, Shang's unit moved to face the advancing army. Again, Mulan demonstrated recklessness and inventiveness when she used a rocket to trigger an avalanche. She was wounded by Shan Yu, but managed to take out nearly the entire invading army. She also saved Shang's life from the avalanche using her impressive horse-riding and archery skills. However, the others discovered her true identity when treating her wounds. To repay her heroics, Shang decided not to execute her for impersonating a soldier.

When Mulan discovered that Shan Yu and his generals survived, she rushed to the capital to warn people. No one believed her until Shan Yu appeared and abducted the emperor. Mulan joined Shang and her former comrades-in-arms in breaking into the imperial palace, saving the emperor, and using fireworks to blow up Shan Yu. Having saved China yet again, she was rewarded with the imperial crest, Shan Yu's sword, and a high-ranking position. She refused the latter, choosing to return home instead, having brought honor to her family in her own way.

However, before long, Mulan found herself in service of the emperor again, this time as an envoy to the other kingdoms of light.

 

FAMILIARmb_character-mushu_launch_1x.jpg.f3ac442ebd78ce05252194284c178508.jpg

The powerful, the pleasurable, the indestructible Mushu is a travel-sized dragon spirit. Hoping to regain his position among the guardians of the Fa family (and make up for his breaking the Great Stone Dragon), he assists Mulan in her journeys, although he tends to get her into trouble almost as much as he gets her out of it. Mushu is Mulan's steadfast supporter. Despite being self-centered initially, he has grown to care about Mulan and even puts himself in danger to help her.

Talkative, comical, and impulsive, Mushu rarely reveals himself to other humans. He can breathe fire, but not enough for it to be useful.

Stat Block

Mushu
Tiny celestial (Imp), chaotic good

Armor Class: 13

Hit Points: 10(3d4+3)
Speed: 20 ft., fly 40 ft.

STR 6(-2)

DEX 17(+3)
CON 13(+1)
INT 11(+0)
WIS 12(+1)
CHA 14(+2)

Skills: Stealth +5, Insight +3, Deception +4, Persuasion +4

Damage Resistances: Cold, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities: Poison, Fire
Condition Immunities: Poisoned
Senses: Darkvision 120 ft., Passive Perception 11
Languages: Infernal, Common
Challenge: 1 (200 XP)

Shapechanger. Mushu can use his action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into his true form. His statistics are the same in each form, except for the speed changes noted. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies.

Devil's Sight. Magical darkness doesn't impede Mushu's darkvision.

Magic Resistance. Mushu has advantage on saving throws against spells and other magical effects.

Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.

Actions

Attack Restriction. A familiar can't attack, but it can take other actions as normal.

Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Invisibility. Mushu magically turns invisible until he attacks or until his concentration ends (as if concentrating on a spell). Any equipment Mushu wears or carries is invisible with him.


ALLIES

Mushu: Mulan's guardian spirit sent by her ancestors

General Li Shang: Mulan's former captain (and love interest), Shang is a skilled leader and warrior.

Yao, Ling, and Chien Po: Mulan's army buddies

The emperor: Emperor of The Land of Dragons, he is grateful to Mulan for saving his life and stopping Shan Yu's invasion.

ENEMIES

Shan Yu: Ruthless, arrogant, and powerful leader of the army which invaded the Land of Dragons, he was defeated in battle twice by Mulan. His pet falcon is named Hayabusa.

Chi Fu: The emperor's cantankerous advisor, dismissive of women in general and Mulan in particular

Edited by morgan_ (see edit history)
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Posted (edited)

Mulan TokenFa Mulan Samurai Fighter 3; Hexblade Warlock 3

AC:
HP:
Speed:

17
49/49
30 ft.

Strength:
Dexterity:
Constitution:

15
10
14

(+2)
(+0)
(+2)

Intelligence:
Wisdom:
Charisma:

12
10
18

(+1)
(+0)
(+4)

Languages
Combat Proficiencies
Tool Proficiencies

  Second Wind (1d10+3) | Action Surge (1/1) | Fighting Spirit (3/3) | Hexblade's Curse (1/1) | Hex WarriorAt 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
| Eldritch Invocations

Description. | "Speech." | 'Thought.' |

OOC

Action:
Bonus Action:
Movement:
Reaction:
Object Interaction:

Spells

Spellcasting

Modifier (Cha): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Create BonfireConjuration Cantrip
    Casting Time: 1 action
    Range/Area: 60ft./5ft.
    Components: V, S
    Duration: Concentration, up to 1 minute
    Attack/Save: DEX 15
    Source: EE, pg. 152

    You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

    The bonfire ignites flammable objects in its area that aren’t being worn or carried.

    The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  2. Green-Flame BladeEvocation Cantrip
    Casting Time: 1 action
    Range/Area: Self/5ft.
    Components: S, M(a melee weapon worth at least 1 sp)
    Duration: Instantaneous
    Source: SCAG, pg. 142

    You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

    This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

2nd-Level

  1. Armor of Agathys1st Level Abjuration
    Casting Time: 1 action
    Range/Area: Self
    Components: V, S, M(a cup of water)
    Duration: 1 hour
    Source: PHB, pg. 215

    A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
    *
  2. Blur2nd Level Illusion
    Casting Time: 1 action
    Range/Area: Self
    Components: V
    Duration: Concentration, up to 1 minute
    Source: PHB, pg. 219

    Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
    (c)
  3. Find Familiar1st Level Conjuration
    Casting Time: 1 hour
    Range/Area: 10ft.
    Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous
    Source: PHB, pg. 240

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
    *(R)
  4. Shield1st Level Abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range/Area: Self
    Components: V, S
    Duration: 1 round
    Source: PHB, pg. 275

    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
  5. Suggestion2nd Level Enchantment
    Casting Time: 1 action
    Range/Area: 30ft.
    Components: V, M(a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
    Duration: Concentration, up to 8 hours
    Attack/Save: WIS 15
    Source: PHB, pg. 279

    You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

    The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

    You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

    If you or any of your companions damage the target, the spell ends.
    (c)

Stats

[b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You 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. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility
Fa Mulan
Human (Half-Elf) Fighter 3 / Warlock 3 6 NG

AC 17 HP 49 Speed 30ft

Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)

Attacks
Jian (Slashing/5) +8 1d8+5(1d10+5)
Dagger (Piercing/20/60) +5 1d4+2
Handaxe (Slashing/20/60) +5 1d6+2
Longbow (Piercing/150/600) +3 1d6
Unarmed Strike (Bl./5) +5 1d6(1d8)

Fighter Features
Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit

Warlock Features
Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)

Soldier Feature
Military Rank: You 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.

Half-Elf Features
Darkvision (60 ft.) | Fey Ancestry | Skill Versatility

Links: Sheet | Application

Inventory

Gp: 23 Sp: 9 Cp: 5

Equipped

  1. Splint
  2. Clothes, common
  3. Dagger
  4. Handaxe (2)
  5. Longbow
  6. Jian (Longsword), +1
  7. Lucky cricket (Arcane focus)
  8. Signal Whistle
  9. Quiver (20 arrows)

Backpack

  1. Ball bearings (bag of 1000)
  2. Bedroll
  3. Bell
  4. Blanket
  5. Candle
  6. Case, map or scroll
  7. Clothes, fine
  8. Crowbar
  9. Dice set
  10. Grappling hook
  11. Hammer
  12. Healer's kit
  13. Lantern, hooded
  14. Mess Kit
  15. Oil (10 flasks)
  16. Perfume (vial)
  17. Piton (10)
  18. Rations (10 days)
  19. Rope, hempen (50 ft.)
  20. Sack
  21. Shovel
  22. Soap
  23. Spikes, Iron
  24. String (10 ft.)
  25. Tent, two-person
  26. Tinderbox
  27. Waterskin

Khan (Draft Horse)

  1. Bit and bridle
  2. Saddle, military
  3. Saddlebags
  4. Feed (10 days)
Edited by morgan_ (see edit history)
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Overall looks alright, enough that I'll give it a pass,

Although I did note you put Bag of holding in your inventory slot on your post format. Is that a clone slash copy-paste from another game or something?

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