Player NameClassLvlExperienceSpeciesHeightGenderBackground
YanceyFighter31850Dragonborn6’9”MaleSoldier
ACInitiativeSpeedSizeAlignment
16130MediumNeutral Good
Max HPHPHit dieTotal # HDCurrent # HD
313133d103
DowntimePlatinumGoldSilverCopper
0017700

DESCRIPTION

Traits

Ideals

Bonds

  • The party that died fighting for him.

Flaws & Struggles

Goals & Motivations

  • To survive the tragedy of persecution for being a dragonborn.
  • Try to be as worthy of the good party who died fighting for him.
  • Figure out what the heck this egg is for.

Factions

Allied

Friendly

Disliked

Hated

Favors

Stats


ABILITIESScoreModifierSkillProfficient?Item/MiscModifier
Proficiency Bonus2
STRENGTH163
Saving Throw205
Athletics205
DEXTERITY131
Saving Throw001
Acrobatics001
Sleight of hand001
Stealth001
CONSTITUTION163
Saving Throw205
INTELLIGENCE100
Saving Throw000
Arcana000
History000
Investigation000
Nature000
Religion000
WISDOM121
Saving Throw001
Animal Handling001
Insight203
Medicine001
Perception001
Survival203
CHARISMA8-1
Saving throw00-1
Deception00-1
Intimidation201
Performance00-1
Persuasion00-1

Equipment

  • Chain Mail
  • Greatsword
  • Flail
  • 8 Javelins
  • Dungeoneer’s Pack
  • Heavy Crossbow
  • 20x bolts

Proficiencies / Skills

Language

  • Common
  • Draconic
  • Dwarvish

Armor

  • Light Armor
  • Medium Armor
  • Heavy Armor
  • Shields

Weapons

  • Simple Weapons
  • Martial Weapons

Tools

  • One kind of Gaming Set

Features and Traits

Savage Attacker

You’ve trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon’s damage dice twice and use either roll against the target.

Breath Weapon (Gold Dragonborn) (Fire Damage)

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).

You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Damage Resistance (Gold Dragonborn) (Fire Resistance)

You have Resistance to the damage type determined by your Draconic Ancestry trait.

Darkvision (Gold Dragonborn)

You have Darkvision with a range of 60 feet.

Level 1 Fighter: Fighting Style

Choosen Fighting Style: Great Weapon Fighting

Great Weapon Fighting Style

When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat a 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.

Level 1 Fighter: Second Wind

You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.

You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.

Level 2 Fighter: Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.

Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.

Level 2 Fighter: Tactical Mind

You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.

Level 3 Echo Knight: Manifest Echo

At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you’re incapacitated.

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

  • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack.
  • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo’s space.

Level 3 Echo Knight: Unleash Incarnation

At 3rd level, you can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Treasure

  • A 1-pound egg with a bright-red shell

ADDITIONAL CHARACTER NOTES