y - Syathir Kendaeshi (Deceased)
Level 4 High Elf Fighter
High Elf Fighter
Updated as of Oct 1
|STR: 17||DEX: 20||CON: 14||INT: 18||WIS: 11||CHA: 12|
|HP: 32||AC: 19 (w. Studded Leather + Shield)||XP: 5268 (6732 to next level)||Save Proficiencies: STR, CON|
|Passive Perception: 12||Passive Investigation: 14||Senses: Darksvision 60.||Speed: 30||Height: 5’11"||Weight: 107 lbs.|
|Boons:||Stealthy: +1 Dexterity. Double proficiency added to Stealth checks. Can move through 10’ of open space and stay Hidden provided I end my movement back in cover.|
|Armor and Weapon Proficiencies:||All Armor||All Weapons|
|Woodcarvers’ Tools (Dex)||+7||Used for bowyer-y etc. Hobby.|
|Languages:||Common||Elven||1 from High Elf (Sylvan?)||1 from Sage (Dwarvish?) (other turned into tool proficiency)|
|Rapier||+7||Melee||1d8+5 piercing||N/A||Main-hand. Light. Finesse.|
|Longbow||+9||Ranged (150/600)||1d8+5 piercing||N/A||2h. Heavy. Ammunition|
|Firebolt||+6||Ranged (120’)||1d10 Fire||N/A||V, S, Action. Ignites flammable target if not carried/worn.|
|Hand Crossbow||+9||Ranged (30/120)||1d6+5 piercing||N/A||1h, Light, Loading, Ammunition, Poison Bolts (20)|
- Fey Ancestry: I have advantage on saving throws vs. Charm, and can’t be magically put to sleep.
- Trance: I trance, semiconscious, 4 hours a night.
- High Elf Cantrip: I know the Mending Cantrip.
- Second Wind: Once per Short Rest I can spend a bonus action to regain 1d10+1 HP.
- Archer: I add +2 to all ranged attack rolls.
- Action Surge Once per Short Rest I can take an extra action.
- Personal Feature: Magical dabbler Can learn a small number of rituals – knows detect magic, alarm, comprehend languages, and illusory script.
- Weapon Bond: Up to 2 bonded weapons (longbow and rapier). Can’t be disarmed of bonded weapon unless incapacitated, summon weapon as a bonus action if on the same plane.
- Firebolt (120’: Flame lances out at target in range for 1d10 Fire damage.) (V, S, Action.)
- Green-Flame Blade (Melee: Make melee attack. If hit, +4 Fire Damage (INT mod) to adjacent target within 5’. Damage increases by 1d8 on both targets at level 5.) (V, M (a weapon), Action.)
- Mending (Touch) I repair a single break or tear in an object I touch (a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin, etc.) so long as it is no larger than 1 ft. in any direction. I can repair magic items’ form but not restore their magic) (V, S, M (2 lodestones)) (1 Minute cast)
3 1st level slots / day
- Absorb Elements (Reaction – on hit by acid/cold/fire/lightning/thunder damage, gain resistance to that element until start of next turn, first melee on next turn does +d6 damage of that element.
- Burning Hands (15’ cone – targets take 3d6 Fire damage (+d6/SL), save DC 14 DEX for 1/2.) (V, S, Action)
- Fog Cloud (120’ – Create 20’ radius of fog (+20’/SL) on point within range. Area is heavily obscured for duration or until wind of 10 MPH or more disperses it. (V, S, Action.) (Conc., 1 hr.)
- Shield (Self – on hit by enemy, +5 AC until start of your next turn, no effect from Magic Missile.) (V, S, Reaction).
|Hand Crossbow||1||3 lbs.||None.|
|Studded Leather||1||13 lbs.||None.|
|Poison Bolts||20||1.5 lbs||Con save DC 11 or poisoned, save again at end of next turn; fail by 5+ or second fail = unconscious, Action to wake target, target takes 1 point of suffocation damage/round).|
|Woodcarver’s Tools (DEX)||1||5 lbs.||Add Prof. to related checks.|