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Elf Fighter 5 Character Name Actions

“I apologize for cutting off your Attack. You can attack twice when you
Medium humanoid (high elf), Eldritch
fascinating diatribe with my blade take this action, using the following:
in your belly. Small talk was Knight martial archetype, lawful neutral
Silvered rapier. Melee Weapon Attack:
never my strong suit.” +8 to hit, reach 5 ft., one target.
Armor Class 18
You have spent decades studying the Hit: 1d8 + 7 piercing damage.
Hit Points 39 (Hit Dice 5d10)
art of combat, refining your skills with Dart. Ranged Weapon Attack: +8 to
Speed 30 ft.
relentless vigor. Cunning and patient, hit, range 20/60 ft., one target. Hit:
your mind plays out each attack and 1d4 + 5 piercing damage.
STR DEX CON
counter before you strike for maximum 10 (0) 18 (+4) 13 (+1) Dagger. Melee Weapon Attack: +8 to
effect. Though your magical repertoire
hit, reach 5 ft. or range 20/60 ft., one
is extremely limited, the spells you INT WIS CHA
have chosen enhance your already 16 (+3) 12 (+1) 8 (-1) target. Hit: 1d4 + 7 piercing damage.
prodigious ability.
Proficiencies (+3 proficiency bonus) Options
Background (Sage) Saving Throws Str +3, Con +4; Fey Ancestry. Elf trait
You are a serious student of all forms of advantage on saves against
Trance. Elf trait
combat. Despite your studious nature, being charmed.
you are aware that there are limits to Skills Arcana +6, Athletics +3, History Action Surge. Fighter feature.
practice and simulation. It is time to +6, Insight +4, Perception +4,
conduct some real-world application of Spellcasting. Eldritch Knight feature.
Survival +4.
your deadly art. Adventuring companions Spell Save DC: 14
Armor All, shields.
are usually the type who will need Spell Attack Modifier: +6
Weapons Simple, martial.
a steady hand and quick wits to bail Spell Slots: 1st-level (3)
Senses Darkvision, Passive
them out, often. Thankfully, you have
both to spare. Perception 14
Researcher. If you do not know a piece Languages Common, Dwarvish,
of information, you usually know where Draconic, Elvish, Halfling
and from whom that knowledge can
be obtained.
Faction. You are a member of the Fighter Features You may only learn spells of the
Lord’s Alliance, a group of allied political abjuration and evocation schools.
Fighting Style: Dueling. When you are
powers concerned with mutual security
wielding a melee weapon in one hand and Spell Save DC: 14
and prosperity.
no other weapons, you gain a +2 bonus to Spell Attack Modifier: +6
Personality Trait. You use polysyllabic
damage rolls with that weapon. Spell Slots: 1st-level (3)
words that convey the impression of
Second Wind. On your turn, you can
great erudition.
use a bonus action to regain 1d10 + 5 hit Spellbook
Ideal. The path to power and self-
points. Once you use this feature, you
improvement is through knowledge. Cantrips (at-will): blade ward, fire bolt,
must finish a short or long rest before you
Bond. Your life’s work is the Tome shocking grasp, true strike
can use it again.
of Battle, a treatise related to your 1st-level spells: magic missile,
Action Surge. On your turn, you can
theories on combat. shield, thunderwave
take one additional action on top of
Flaw. You speak without really
your regular action and a possible Equipment
thinking through your words, invariably
bonus action.
insulting others. Silvered rapier, studded leather, dart
Extra Attack. You can attack twice
instead of once whenever you take the (50), shield, dagger, scholar’s pack,
High Elf Traits Attack action on your turn. component pouch, fishing tackle, book on
Fey Ancestry. You have advantage on fighting techniques (5), spellbook, potions
saving throws against being charmed, Martial Archetype: Eldritch of healing (2), vial of antitoxin, riding
and magic can’t put you to sleep. Knight horse (with bit, bridle, riding saddle,
Darkvision. You can see in dim light Spellcasting Ability. You have the ability saddlebags), money (85 gp, 5 sp)
within 60 feet of you as if it were bright to cast arcane spells. Intelligence is your
light, and in darkness as if it were dim spellcasting ability for your wizard spells.
light. You can’t discern color in darkness, You use your Intelligence whenever a
only shades of gray. spell refers to your spellcasting ability.
Trance. You don’t require sleep. Instead, To cast a spell, you must expend a slot
you meditate deeply, semiconscious, for 4 of the spell’s level or higher. You regain
hours a day. After resting in this way, you all expended spell slots when you finish
gain the same benefit that a human does a long rest.
from 8 hours of sleep.

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