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Quartz

High Elf Race
Haunted One Origin
Fighter 1 Class & Level
Lawful Neutral Alignment
Nacht (ish) Deity
Faction
Rank/Position
Loyalty
Company

Strength 8
-1
Dexterity 17
+3
constitution 14
+2
intelligence 16
+3
wisdom 8
-1
charisma 10
+0
Total Hit Dice 1
Hit Die
1d10+2
+2 proficiency bonus
+1 Strength
+3 Dexterity
+4 Constitution
+3 Intelligence
-1 Wisdom
+0 Charisma
saving throws
+5 Acrobatics
-1 Animal Handling
+5 Arcana
-1 Athletics
+0 Deception
+5 History
-1 Insight
+0 Intimidation
+5 Investigation
-1 Martial
-1 Medicine
+3 Nature
+1 Perception
+0 Performance
+0 Persuasion
+3 Religion
+3 Sleight of Hands
+3 Stealth
-1 Survival
skills

 

MV

Prestige

Attunement Slots
16
Armor Class
12
Hit Points
+3
Initiative
30
Speed
Rapier 1d20+6 1d8+6
Longbow 1d20+6 1d8+4
Attacks
Languages
Common, Elvish, Dwarvish, Gnomish, Infernal
Armor
light armor, medium armor, heavy armor, shields
Weapons
simple weapons, Martial weapons
Saving Throws
Strength and Constitution
Skills
Acrobatics, History, Perception (racial), Investigation (BG), Arcana (BG)

Proficiences
Build Path and plan
Fighter 1 > Wizard 2 (Bladesinger) > Fighter x (psi warrior)

Cantrips: Prestidigitation (Racial), Mending, Message, Booming Blade

First level Spells:
Wizard 1 free spells: Shield and Find Familiar
Wizard 2 free spells: Unseen Servant and tensors floating disk (Both rituals)

Feat plans:
Total level 6: Skill Expert to get Arcana and Expertise in another skill, OR, take Elven Accuracy for familiar help action cheese
Total level 8: +2 int for 18 int, 18 dex.
Total level 10: +2 dex
Total level 14: +2 int
Consider Alert so you *always* go first.
Also 'Fey Teleportation'

PLAN 2: Fighter 1/Wizard X, and just play a full bladesinger, but with a stronger start. Same feat options. Seems like it'd be stronger if we are not caster heavy.

Spellcasting
COINS: 1sp
ENCUMBRANCE: 117.5 / 120

On Person
Leather Armor,
Rapier (1d8 Piercing)
Shield (flavored as a small buckler)
Common clothes
In Backpack
Long bow
20 Arrows
hammer
10 pitons
13 torches
a tinderbox
10 days of rations
a waterskin
50 feet of hempen rope
a set of manacles
a steel mirror
a flask of oil
a tinderbox
in Chest
Holy Symbol of Nacht
Little Black Book (Haunted One Trinket)
Flask of Holy Water
Wooden Stakes x3

Equipment
27 point buy
Stat Array
RACIALS
Darkvision
Accustomed to twilit forests and the night sky, 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.
Keen Senses
You have proficiency in the Perception skill.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance
Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Elf Weapon Training
You have proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip
You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. CHOSEN CANTRIP: Prestidigitation
Extra Language
You can speak, read, and write one extra language of your choosing.


BACKGROUND FEATURES
Heart of Darkness
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Harrowing Event
Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you: Your family has a history of practicing the dark arts. You dabbled once and felt something horrible clutch at your soul, whereupon you fled in terror. (Note. This is what led to the collapse of her noble house. Perhaps her family had something to do with the Demon portal in the Empire?


CLASS FEATURES
Blind Fighting Style
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
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.


ASI'S AND FEATS
None :)

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

teardown137.

Statblock Type

Verum Character Sheet

Link/Embed