Xavier Lycan | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Xavier Lycan

Fighter- Eldritch Knight 10 Class & Level
Folk Hero Background
Human Variant + Werewolf Race
Chaotic Good Alignment

Strength 18
+4
Dexterity 16
+3
constitution 14
+2
intelligence 16
+3
wisdom 12
+1
charisma 10
+0
Total Hit Dice 10
Hit Die
1d10+2
+4 proficiency bonus
+4 Strength
+3 Dexterity
+4 Constitution
+2 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+4 Animal Handling
+6 Arcana
+2 Athletics
+0 Deception
+2 History
+4 Insight
+0 Intimidation
+3 Investigation
+1 Medicine
+3 Nature
+4 Perception
+0 Performance
+0 Persuasion
+3 Religion
+2 Sleight of Hands
+2 Stealth
+4 Survival
skills Animal Handling, Insight, Perception, Survival, Arcana proficiencies

 
18
Armor Class
88
Hit Points
+8
Initiative
30
Speed
WeaponAttackDamage
Damacles Longsword 1d20+10 2d8+6 3d8
Light Crossbow 1d20+6 1d8+5
Unarmed 1d20+7 1d4+4
Light Domain Mod+3 radiant damage for melee & ranged attacks
Damacles Mod 3d6 necrotic damage against lawful evil enemies
Dueling Mod+2 damage with one-handed weapons
Great Weapon Master Mod-5 penalty to attack roll with a +10 to damage roll if it hits
Attacks
Languages | Common, Greek, Latin, German, English
Tools | Calligrapher's supplies, Vehicles (land), chess
Proficiences
Eldright Knight ("Wizard")
Spellcasting
Damacles Longsword
Chain mail
Shield
Dungeoneer's pack
Magical Speartip
Peacekeeper shortsword
5 greek vases
orange potion
x2 glowing green potion
glowing red potion
elvish scroll
olympus scroll
bag of 6 drachma
message stone
coat of holding
gloves of expertise
traveller's boots
pandora's pot
Red Cloak
x 3 baguette
Equipment
I judge people by their actions, not by their words.
If someone is in trouble, I'm always ready to lend help.
Personality Traits
Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
Ideals
I protect those who cannot protect themselves.
Bonds
The tyrant who rules my land will stop at nothing to see me killed.
Flaws
Variant Human- +1 in two stats and one feat of your choice

Feat: Tavern Brawler
Accustomed to rough-and-tough fighting using whatever weapons happen to be at hand, you gain the following benefits:
Increase your Strength of Constitution score by 1, to a maximum of 20. (strength)
You are proficient with improvised weapons.
Your unarmed strike uses a d4 for damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Werewolf
Prerequisites: Infection by a Lycanthrope
Benefit: Whenever the moon is full make a DC: Crit, saving throw. On a failure, you transform. If you are under the effects of a Draught of Wolf's Bane you are in control of your shifted form. If not, you are not in control of the transformed form. Make a DC: 17 wisdom save, on a fail you are conscious all of your attributes become the attributes listed for a werewolf in the Monster Manual (if your stat is higher you keep it and do not use the replacement). If you are conscious of what you did as a werewolf and wish to not remember what you did you must make a deception check against yourself( the DC is your wisdom score). The DC set to later attempt to recollect events of that transformation is set by this deception check.

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 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.

Eldritch Knight - 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.

Feat: Mounted Combatant
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
You can foce an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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.

Light Domain Demigod
You have powers because of your divine lineage.
Part of your body can manifest itself as pure light, creating 30 ft bright light and 15 ft dim light. Lasts for Wisdom modifier minutes.
When you make melee or ranged attacks, add radiant damage equal to your intelligence mod.
You can see through non-magical and magical darkness.

Feat: Alert
Always on the lookout for danger, you gain the following benefits:
You can’t be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.

Class: 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.

Fighting Style: 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.

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.

Class: 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.

Class: Eldritch Strike
At 10th level, you learn how to make your weapon strikes undercut a creature’s Resistance to your Spells. When you hit a creature with a weapon Attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.


Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb


 

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

DnD 5e SRD SRD

Longsword

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Slashing Versatile

Cost: 15 gp Weight: 3 lb


 
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The statblocks of your class features

Eldritch Knight


Hit Points

Hit Dice: d10 per 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

Starting Equipment

See Fighter


Subclass Options

Spellcasting

Fighter LevelCantripsSpells1st2nd3rd4th
3rd232
4th243
7th2542
8th2642
10th3743
11th3843
13th39432
14th310432
16th311433
19th3124331
20th3134331
 

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.
 

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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

]

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB, pg. 256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30ft
Duration 1 minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.  
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.  
The hand can't attack, activate magical items, or carry more than 10 pounds.

Class(es): Bard, Sorcerer, Warlock, Wizard
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Level 1 Spells

Thunderwave

1-level Evocation

Casting Time 1 action
Range Self (15ft cube)
Duration Instantaneous
Components V, S

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
2nd level: 3d8 thunder damage
3rd level: 4d8 thunder damage
4th level: 5d8 thunder damage
5th level: 6d8 thunder damage
6th level: 7d8 thunder damage
7th level: 8d8 thunder damage
8th level: 9d8 thunder damage
9th level: 10d8 thunder damage

Class(es): Bard, Druid, Sorcerer, Wizard
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Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Prince-Galaxii.

Statblock Type

Character Sheet (Legacy)

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