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Vesper Sinclair in Dungeons & Dragons 5e

Vesper Sinclair

9 Level (0/64000 XP for level-up) Noble|The Hope-Bringers (Mending/Wishes) Background Human Race / Species / Heritage Neutral Good Alignment
Fighter Eldritch Knight
Level 9
Hit Dice: 9/9
1d10+5 Class 1

STR 20

+5

DEX 12

+1

CON 20

+5

INT 14

+2

WIS 9

-1

CHA 10

+0

98
Hit Points
+1
Initiative (DEX)
16
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
9
Passive Perception
1 / 1
Second Wind
1 / 1
Action Surge
Spellcasting ...
+6 Attack mod
INT Ability
+2 Abi Mod
14 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+9 Strength
+1 Dexterity
+9 Constitution
+2 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+5 Acrobatics DEX
-1 Animal Handling WIS
+6 Arcana INT
+9 Athletics STR
+0 Deception CHA
+10 History INT
-1 Insight WIS
+0 Intimidation CHA
+2 Investigation INT
-1 Martial WIS
skills
-1 Medicine WIS
+2 Nature INT
+7 Perception WIS
+0 Performance CHA
+4 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Fighter


Level 1: 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.
Level 1: Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Level 2: Action Surge
Starting 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.

Level 4: Ability Score Improvement
ASI: +1 STR and +1 CON
Feat:
Fey Touched
Your exposure to the Feywild's magic has changed you, granting you the following benefits:

Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Level 5: 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.
Level 6: Ability Score Improvement
ASI: +2 STR
Level 8: Ability Score Improvement
ASI: +2 INT
Feat
Resilient (Wis)
Choose one ability score. You gain the following benefits:

  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.
  • Level 9: 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.

    Subclass


    Level 3: Martial Archetype
    At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

    Eldritch Knight


    The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic—abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

    Level 3: Spellcasting
    When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
    Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

    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.
    For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

    Spells Known of 1st-Level and Higher.

    You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. 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. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. 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 from any school of magic.

    Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
    Spell save DC = 8 + Intelligence modifier + Proficiency Bonus
    Spell attack modifier = Intelligence modifier + Proficiency Bonus

    Level 3: Weapon Bond
    At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

    Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
    Level 7: War Magic
    Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

    Species


    Human
    Ability Scores: STR +2, Con +1
    Creature Type: Humanoid
    Size: Medium
    Speed: 30 feet
    Age. Humans reach adulthood in their late teens and live less than a century.
    Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
    Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. (Sylvan)

    Background


    Skill Proficiencies: History, Persuasion
    Tool Proficiencies: One type of gaming set(Dragonchess Set)
    Languages: One of your choice (Elvish)
    Equipment: A set of fine clothes and a purse containing 25 gp

    Eye of The Dreams


    Choose 2 Expertise from the following Insight, Martial, Religion, Perception, History, or Investigation
    Activation: Sight of The Beast: Able to copy an Overdrive once per season or Tower.

    Faction


    Architects(Mending/Wishes)
    The Hope-Bringers
    Leader:
    Luyssious Temen, Hope-Bringer, The Endspeaker, Wielder of the Black Beast Shard And Veil, and Guard of Polaris.
    Origin Skills: Choose one from Arcana, Insight, Persuasion, or Religion and learn Enporial (Language of the End or Dead)
    —-------------------
    Faction Loyalty One

    Endspeaker Scythe
    Gain Access to Polaris and the Architects Library. Gain Proficiency in Scythes and you'll be assigned a Shard of the Black Beast that will become your main weapon but, once attuned and the weapon's form cannot change the form even with an Alter Rune, Class Feature, Forger, or Ect.

    This form is considered a magic weapon that levels with you at 5, 9, and 11, and can only be attuned to you.

    Disclaimer/DM Note: Yes, Emily and Luy have the Same Level one Loyalty but they will have different functions in RP and play. Plus, they are married, what do you expect?
    —----------------------
    Faction Loyalty Two
    Cascading Veil Polaris
    Whenever as a Bonus Action a trail of stars and crystal lotus protects you and your allies; as you rush into battle towards double your movement to a hostile creature or summon an aura of double your movement as the radius. Allied creatures within 10 feet of the Rush or in the aura gain half of your Constitution Mod (Rounded Down) to all saves without proficiency for 2 rounds and you gain Expertise in one save you have proficiency in for 3 rounds. The damage increases You may use this twice per Long Rest.

    —--------------
    Faction Loyalty Three
    Hope-Bringers Walk
    Whenever you reap a broken soul (Those Corrupted by the White Death), you may send them to where they can be reincarnated. You gain a benefit dependent on the Gate you send the soul to. Reaping requires you to use a bonus action and can target souls within 30 ft of you. Each benefit cannot be stacked.

    Eternites- Heal 2D10 hit points and Gain Temp hp Equal to Double your Level.

    Polaris- If you roll a total of 23 on any dice it's considered a critical success, and you gain an Inspiration Dice till your next long rest. This lasts until you roll a critical success.

    Oblivion- Your first roll of the day for Arcana, Insight, Persuasion, or Religion is an auto success.

    Fólkvangr- As a bonus action you can teleport up to 500 ft into the air then slam down onto a hostile creature with 500 ft. Dealing, Critical Damage with your Scythe if you hit the creature's AC the first time that turn.

    Chains of Zaralythia
    After using Cascading Polaris you can do an additional bonus action that turn that can be used to do an additional extra attack one or, any bonus action economy. If you used that bonus action roll a d20 for a random Void Effect. You can use this once per long rest.
    ==================

    Features & Traits
    - chain mail
  • a Longsword and a shield
  • a light crossbow and 20 bolts
  • an explorer's pack
  • a backpack
    a bedroll
    a mess kit
    a tinderbox
    10 torches
    10 days of rations
    a waterskin
    50 feet of hempen rope
    GP: 6,000
    Tickets: 3
    Faction Points: 100 Points
    ======================
    Constellation Obscur: Wisdom
    Range: 10 Ft Reach
    +1 Scythe
    Faction: Hope Bringers
    -------------------
    Star Forged
    Once attuned to this Weapon you gain a +1 to Weapon Attacks and Damage with this weapon, Spellcasting, and +10 Movement.

    Polaris Shift
    Whenever once per turn and during your attack action if you hit a creature you may cleave the damage in a 15 ft radius while moving up to 10 feet from your location. If you critically hit this radius increases to 30 ft and if you bonus action your Cascading Veil Polaris this radius is also increase to 30 ft.

    Cogsnitive Ascension
    As an action you become enveloped in a cascade of stars creating almost a veil over you as spectral wings sprout out your back. For 10 rounds or 5 minutes out of combat you gain a fly speed up to your movement and whenever you pass an ally in your flight path they may heal 2d6 hp or, gain advantage to saving throws
    You may do this once per long rest.
    ======================
    The Obsidian Onyx
    +4 to Constitution
    Warcaster feat
    War Caster
    Prerequisite: The ability to cast at least one spell
    You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

  • Divine intervention-- One time use, if used it Auto suceeds and the gem destroys itself.

    Caution, using against God might cause some issues

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

    Cantrip


    Booming Blade
    Chill Touch

    1st Spell


    Shield
    Absorb Elements
    Find Familliar
    Tasha's Hideous Laughter
    Misty Step(Fey)
    Compelled Duel(Fey)

    2nd Spell


    Mirror Image
    Spellcasting
    Skill Prof: Acrobatics, Athletics, Arcana(Faction), Persuasion(BG), History(BG)
    Language Prof: Common, Elvish(BG), Sylvan(SPEC), Enporial(FACTION)
    Saving Profs: STR & CON

    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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