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Eruthros Lorafyire

Half Harpy Race
Gambler Origin
Fighter Unbreakable Chain Breaker 12 Class & Level
Chaotic Neutral Alignment
Deity
Samarach Faction
Lord & General of Samarach Rank/Position
Loyalty
Ember Lorafyire Company

Strength 20
+5
Dexterity 10
+0
constitution 20
+5
intelligence 10
+0
wisdom 10
+0
charisma 14
+2
Total Hit Dice 12
Hit Die
1d10+5
+4 proficiency bonus
+13 Strength
+0 Dexterity
+12 Constitution
+0 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+4 Acrobatics
+0 Animal Handling
+0 Arcana
+13 Athletics
+6 Deception
+0 History
+4 Insight
+2 Intimidation
+0 Investigation
+4 Martial
+0 Medicine
+0 Nature
+4 Perception
+2 Performance
+2 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 

MV
2
Prestige
0
Attunement Slots
22
Armor Class
160
Hit Points
+0
Initiative
30
Speed
Agony's Gasp 1d20+3+5 1d8+5+1+2d4
Brutish Chain 1d20+3+5 1d8+5
Attacks
Armor

• Light armor
• Medium armor
• Heavy armor
• Shields


Weapons

• Simple weapons
• Martial weapons
• Chain weapons


Language

• Common
• Elvish
• Dwarvish
• Samarian


Playing cards

Go fish?


Proficiences
Spells from Magic Initiate:

Spare the dying

Guidance

Healing word
Spellcasting
Spinel gem (100gp)
22gp
20pp

Antonius Bandalore's Wings - Permanently Attuned

  • You are granted flight which was once taken from you. You have a fly speed equivalent to your walk speed.

  • Created by Samarian craftsmen of the city these wings were given as a gift to honor Eruthros earning the title of Lord and General of Samarach.

     


    Bloodline +2 Plate Mail - Attuned

  • Your Strength score increases by 2, up to your ability score maximum

  • Crimson Aegis
    As a reaction, deal 2d6 untyped damage to yourself and reduce one incoming source of damage by the same amount. If you are conscious after both damages are applied, heal 1d4 for each charge of Coagulated Blood you have.

    Coagulated Blood
    Once per round while in true combat, when you deal melee damage, you gain 1 stack of Coagulated Blood. Lose all stacks when true combat ends.

    Exsanguinate
    Consume all charges of Coagulated Blood. Make a ranged attack against a creature within 60 feet using your Strength or Dex mod. On a hit, the target takes 1d8 Bleed damage for every charge of Coagulated Blood expended.

    Scarlet Meridian
    Consume all charges of Coagulated Blood. Every creature in a (self) 15 foot radius makes a DC 8+(Number of CB charges) Dex save. On a failed save, take 1d4 Bleed damage for every charge of Coagulated Blood expended. On a successful save, take no damage.


    Moon’s Lament - Attuned

    Sun and Moon’s Lament

    Two individuals must each equip and attune to 1 ring for either person to gain the effects.
    A pair of ornate rings, emanating magical light. The ring’s must be attuned and equipped by two separate individuals.

    Two people who equip the rings in this manner gain the following effects.
    An individual wearing this ring can use their action to teleport to a space within 5ft of the person wearing the other ring as long as the other wearer is within 120 ft.
    Both individuals wearing this ring gain 1d4 cold and 1d4 fire damage to attacks when wearing one of the two rings.

    However, when one wearer receives damage, the other wearer receives half the damage taken.


    Agony's Grasp: Brutish Chain - Attuned

  • Grappling a target with this weapon deals weapon damage.
  • Anytime a target grappled by this chain is dealt damage, not including the damage caused by grappling with this weapon, deal 1d4 psychic damage.
  • This weapon is considered Magical for the purpose of bypassing resistance.


  • Brooch of Shielding

  • While wearing this brooch, you have Resistance to force damage, and you have immunity to damage from the Magic Missile spell.


  • Backpack

    • Bedroll
    • Mess kit
    • Playing cards
    • Sentimental Brutish chain
    • 2 Brutish chains
    • Tinderbox
    • Dragonfire Whiskey
    • 10 torches
    • 10 days of Rations
    • Waterskin
    • 50 feet of Hempen rope




    Equipment
    Samarach
    Faction
    Feature : NEVER TELL ME THE ODDS.

    Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination.


    Feature : DUAL WIELDER

    You master fighting with two weapons, gaining the following benefits:
    You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
    You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
    You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.


    Trait : TWO-WEAPON FIGHTING

    When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


    Trait : SECOND WIND

    You 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.


    Trait : ACTION SURGE

    At 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action and bonus 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.


    Trait : HARD AS STEEL

    At 3rd level, you reduce all damage you would take from any source by an amount equal to your proficiency bonus. This stacks with other damage reduction sources but is applied before resistances.


    Trait : EXTRA ATTACK

    At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.


    Trait : UNCHAINED DEFENSES

    PRESTIGE 1 - While wielding a Quick Chain in your off hand or wielding a Brutish Chain in two hands (dual wielding counts), your AC is increased by 1.


    Feature : MAGIC INITIATE

    Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
    In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.

    Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.


    Trait : LEVEL 6 ASI

    +2 CON


    Trait : DEFENSIVE SURGE

    Starting at 7th level, whenever you take the attack action with Action Surge, you can sacrifice one of the attacks you'd make. If you do, you gain advantage on all saving throws for 1 minute. This effect ends early as soon as you fail a saving throw.


    Trait : PUNISHING JUSTICE

    PRESTIGE 2 - Your chain weapons gain the brutal weapon property.
    When you score a critical hit with this weapon, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.


    Trait : LEVEL 8 ASI

    +1 STR & CON


    Feature : SKILL EXPERT

    You 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. (+1 CON)
    You gain proficiency in one skill of your choice. (Acrobatics)
    Choose one skill in which you have proficiency (Athletics). 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.


    Trait : LEVEL 12 ASI

    +2 CON


    Feature : HEAVY ARMOR MASTER

    You can use your armor to deflect strikes that would kill others. You gain the following benefits:
    Increase your Strength score by 1, to a maximum of 20.
    While you are wearing heavy armor, bludgeoning, piercing, and slashing, magical, and bleeding damage that you take from attacks is reduced by 3.

    Class/Racial Features & Traits

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

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    Spacebunneh.

    Statblock Type

    Verum Character Sheet

    Link/Embed