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Sir Fritz Valeniwin
The Fighter

Level 7 Half-Elf True Neutral Fighter 7
(Noble)
60 / 66 HP

Parties & Groups

The Furious Six

Storytelled by Informal_Informant
Played by
InformalInformantChaDump

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Fritz Valeniwin

Fighter 7 7 Class & Level
Noble Background
Half-Elf Race
True Neutral Alignment

Strength 18
+4
Dexterity 14
+2
constitution 19
+4
intelligence 16
+3
wisdom 13
+1
charisma 13
+1
Total Hit Dice 7
Hit Die
1d10+4
+3 proficiency bonus
+8 Strength
+3 Dexterity
+8 Constitution
+4 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+5 Acrobatics
+1 Animal Handling
+3 Arcana
+7 Athletics
+1 Deception
+6 History
+1 Insight
+1 Intimidation
+6 Investigation
+1 Medicine
+3 Nature
+1 Perception
+1 Performance
+4 Persuasion
+3 Religion
+2 Sleight of Hands
+2 Stealth
+4 Survival
skills Acrobatics, Athletics, History, Investigation, Persuasion, Survival proficiencies

 
22
Armor Class
66
Hit Points
+2
Initiative
30ft
Speed
Attacks
-ARMOR: Heavy Armor, Light Armor, Medium Armor, Shields
-WEAPONS: Martial Weapons, Simple Weapons
-TOOLS: Playing Card Set
-LANGUAGES: Thandian, Elvish, Goblin, Undercommon
Proficiences
My favor, once lost, is lost forever.
If you do me an injury, I will crush you, ruin your name, and salt your fields.
Personality Traits
Family. Blood runs thicker than water.
Ideals
The common folk must see me as a hero of the people.
Bonds
I secretly believe that everyone is beneath me.
Flaws

Heroes Enabled

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

The statblocks of your class features

Fighter


Hit Points

Hit Dice: d10 per Fighter level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiences

Armor: All light, medium, heavy, shields
Weapons: All simple, martial
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Overview & Creation

Level Prof. Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (x1)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack(x1)
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable (x1)
10th +4 Martial Archetype feature
11th +4 Extra Attack (x2)
12th +4 Ability Score Improvement
13th +5 Indomitable (x2)
14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (x2), Indomitable (x3)
18th +6 Martial Archetype improvement
19th +6 Ability Score Improvement
20th +6 Extra Attack (x3)

 


Class Features

Fighting Style

At first level, choose one of the following options:
  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: 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.
  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
 

Second Wind

At first level, 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 Surge

Starting at second level, on your turn, you can take one additional action on top of your regular action and a possible 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.  

Martial Archetype

At third level, you choose an archetype that you strive to emulate in your combat  s and techniques. It grants you a feature at 3rd level, and again at 7th, 10th, 15th, and 18th level.    

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.  

Extra Attack

Beginning 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.  

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.


Starting Equipment

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack
  Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.


Subclass Options

Fighter: Samurai

Fighter: Dragon Knight

Fighter: Eldritch Knight

Fighter: Champion

Fighter: Cavalier

Fighter: Battle Master

Fighter: Arcane Archer

 
 

Fighter: Eldritch Knight


Hit Points

Hit Dice: d10 per Fighter: Eldritch Knight level
Hit Points at first Level: See Fighter
Hit Points at Higher Levels: See Fighter

Proficiences

Armor: See Fighter
Weapons: See Fighter
Tools: See Fighter
Saving Throws: See Fighter
Skills: See Fighter

Subclass Options

Spellcasting

 
Fighter Level Cantrips Spells 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
16th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Cantrips

You start with 2 cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip known.  

Spell Slots

The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.  

Spells Known

You know three 1st level wizard spells of your choice, two must come from the evocation and abjuration spell schools. The third spell can be from any Wizard school of magic.   The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots.   The spells you learn at 8th, 14th, and 20th level can come from any school of magic.   Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.  

Spellcasting Ability

Intelligence is your spellcasting ability for your Eldritch Knight spells. You use your Intelligence whenever a spell refers to your spellcasting ability.   Spell save DC = 8 + proficiency bonus + Intelligence mod   Spell attack mod = proficiency bonus + Intelligence mod  

Weapon Bond

Over the course of 1 hour short rest, you can bond a weapon to you. Once bonded, you cannot be disarmed unless you are incapacitated and if the weapon is on the same plane of existence, you can summon it to your hand as a bonus action. You can bond up to two weapons at once.  

War Magic

At level 7, you can use your action to cast a cantrip and make one weapon attack as a bonus action.  

Eldritch Strike

At level 10, any creature you hit with a weapon attack has disadvantage on its next save it makes against a spell you cast before the end of your next turn.  

Arcane Charge

At level 15, you can teleport up to 30 feet to a space you can see when using your Action Surge. The teleport can take place before or after the Action Surge.  

Improved War Magic

At level 18, you can make one weapon attack as a bonus action whenever you use your action to cast a spell.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Half Elf

Ability Score Increase +2 Cha
Size Medium
Speed 30ft

Spell-casting Ability
  Proficiency Bonus'
  Ability Score Increase
Two different ability scores of your choice increase by 1.
Source: Player's Handbook, p. 39
  Darkvision
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.
Source: Player's Handbook, p. 39
  Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Source: Player's Handbook, p. 39
  Skill Versatility
You gain proficiency in two skills of your choice.
Source: Player's Handbook, p. 39
  Variant: Elf Weapon Training
You have proficiency with the longsword, shortsword, shortbow, and longbow. A half-elf of high elf or wood elf ancestry can select this feature in place of Skill Versatility.
Source: Sword Coast Adventurer's Guide, p. 116
  Variant: Fleet of Foot
Your base walking speed increases to 35 feet. A half-elf of wood elf ancestry can select this feature in place of Skill Versatility.
Source: Sword Coast Adventurer's Guide, p. 116
  Variant: Mask of the Wild
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. A half-elf of wood elf ancestry can select this feature in place of Skill Versatility.
Source: Sword Coast Adventurer's Guide, p. 116
  Variant: Cantrip
You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.A half-elf of high elf ancestry can select this feature in place of Skill Versatility.
Source: Sword Coast Adventurer's Guide, p. 116
  Variant: Drow Magic
You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. You must finish a long rest before casting these spells again using this trait. Charisma is your spellcasting ability for these spells. A half-elf of dark elf ancestry can select this feature in place of Skill Versatility.
Source: Sword Coast Adventurer's Guide, p. 116
  Variant: Aquatic
You have a swimming speed of 30 feet. A half-elf of aquatic elf ancestry can select this feature in place of Skill Versatility.
Source: Sword Coast Adventurer's Guide, p. 116

Languages. Thandian, Elvish, and a language of your choosing

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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

The major events and journals in Fritz's history, from the beginning to today.

The list of amazing people following the adventures of Fritz.

Played by
InformalInformantChaDump

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