morgan_ Posted April 14 Clone Share Posted April 14 (edited) Fa Mulan Samurai Fighter 3; Hexblade Warlock 3 "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 +10 | Intimidation +7 | Performance +7 | Persuasion +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)Unarmed Fighting (TCoE 42) Your unarmed strikes can deal bludgeoning damage equal to 1d6+2 on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. | 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. | Martial Archetype (Samurai)At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Bonus ProficiencyWhen you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. Choose a Samurai Skill: Performance | Fighting SpiritStarting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times, and you regain all expended uses of it when you finish a long rest. WARLOCK CLASS ABILITIES Otherworldly Patron (Hexblade)You have struck a bargain with an otherworldly being. (The Hexblade) | Pact MagicYour arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list. Cantrips You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. Spell Slots The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell. Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells. | Expanded Spell ListThe Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Hexblade Expanded Spells Spell Level Spells 1st shield, wrathful smite 2nd blur, branding smite 3rd blink, elemental weapon 4th phantasmal killer, staggering smite 5th banishing smite, cone of cold | Hexblade's CurseStarting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: * You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. * Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. * If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. | 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 InvocationsIn your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Beguiling Influence (PHB 110) You gain proficiency in the Deception and Persuasion skills. Investment of the Chain Master (TCoE 71) Prerequisite: Pact of the Chain feature When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits: * The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet. * As a bonus action, you can command the familiar to take the Attack action. * The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. * If the familiar forces a creature to make a saving throw, it uses your spell save DC. * When the familiar takes damage, you can use your reaction to grant it resistance against that damage. | Pact Boon (Pact of the Chain)At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. Pact of the Chain You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. BACKGROUND FEATURES Skill ProficienciesYou gain proficiency in Chess Set, Athletics, Intimidation, Vehicles (Land) RACIAL TRAITS LanguagesYou can speak, read, and write Common, Elvish, and one extra language of your choice (Dwarvish). | 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 VersatilityYou gain proficiency in two skills of your choice. History Investigation FEATS ActorSkilled at mimicry and dramatics, you gain the following benefits: * Increase your Charisma score by 1, to a maximum of 20. * You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. * You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. | Skill ExpertYou have honed your proficiency with particular skills, granting you the following benefits: * Increase one ability score of your choice by 1, to a maximum of 20. (Charisma Score) * You gain proficiency in one skill of your choice. (Perception) * Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. (Deception) 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 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). 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) 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.* 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) 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) 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) 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. FAMILIAR 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 April 18 by morgan_ (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
morgan_ Posted April 15 Author Clone Share Posted April 15 (edited) Fa Mulan — Samurai Fighter 3; Hexblade Warlock 3 ACMage Armor AC: 15: HPHit Dice: 5d6 Temp HP: —: SpeedWalking: 30 ft.: 17 49/49 30 ft. StrengthStrength Save: +5 Athletics: +5: DexterityDexterity Save: +0 Acrobatics: +3 Sleight of Hand: +0 Stealth: +0 (disadvantage): ConstitutionConstitution Save: +5 Constitution Checks: +2: 15 10 14 (+2) (+0) (+2) IntelligenceIntelligence Save: +1 Arcana: +1 History: +4 Investigation: +4 Nature: +1 Religion: +1: WisdomWisdom Save: +0 Animal Handling: +3 Insight: +0 Medicine: +0 Perception: +3 Survival: +0: CharismaCharisma Save: +4 Deception: +10 Intimidation: +7 Performance: +7 Persuasion: +7: 12 10 18 (+1) (+0) (+4) LanguagesCommon, Dwarvish, Elvish Combat ProficienciesArmor Proficiencies: Light Armor, Medium Armor, Heavy Armor, Shields Weapon Proficiencies: Simple Weapons, Martial Weapons Tool ProficienciesDice Set, Land Vehicles 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. (1d10+3) | 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. (1/1) | Fighting SpiritStarting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times, and you regain all expended uses of it when you finish a long rest. (3/3) | Hexblade's CurseStarting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: * You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. * Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. * If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. (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 InvocationsIn your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Beguiling Influence (PHB 110) You gain proficiency in the Deception and Persuasion skills. Investment of the Chain Master (TCoE 71) Prerequisite: Pact of the Chain feature When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits: * The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet. * As a bonus action, you can command the familiar to take the Attack action. * The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. * If the familiar forces a creature to make a saving throw, it uses your spell save DC. * When the familiar takes damage, you can use your reaction to grant it resistance against that damage. Description. | "Speech." | 'Thought.' | OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Spells Spellcasting Modifier (Cha): +4 Spell Attack: +7 Save DC: 15 Cantrips 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). 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 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.* 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) 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) 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. 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 Splint Clothes, common Dagger Handaxe (2) Longbow Jian (Longsword), +1 Lucky cricket (Arcane focus) Signal Whistle Quiver (20 arrows) 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) Edited April 18 by morgan_ (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
SMARTAgentKC Posted April 15 Clone Share Posted April 15 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? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
morgan_ Posted April 15 Author Clone Share Posted April 15 That was a copying error, have corrected it to backpack. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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