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|Initiative = +4
 
|Initiative = +4
 
|Speed = 30
 
|Speed = 30
|Hit Pints = 40
+
|Hit Points = 40
 
|Hit Dice = 4 D10
 
|Hit Dice = 4 D10
 
|Proficency Bonus = +2
 
|Proficency Bonus = +2

Version vom 24. April 2018, 20:08 Uhr

Naal Casiltenirra
Charakterbild-Naal.jpg
Spieler: Leon
Gesamtlevel: 0
Rasse: Drow
Klasse: Fighter Lvl. 4
Background: Soldier
Größenkategorie: medium
Geschlecht: männlich
Alter: 117 SJ
Größe: 1,82m
Gewicht: 76kg
Augen: schwarz
Hautfarbe: bleich
Haare: weiß

Attributes and Skills

Armor Class Initiative Speed
17 +4 30
Hit Points Hit Dice Proficency Bonus
40 4 D10 +2
Strength Dexterity Constitution Intelligence Wisdom Charisma
+2 +4 +2 0 0 +2
14 18 14 11 11 14
Saving Throws
Strength Dexterity Constitution Intelligence Wisdom Charisma
+4 +4 +4 0 0 +2
Skills
Athletics Acrobatics Arcana Animal Handling Deception
+4 +6 0 0 +4
Sleight of Hand History Insight Intimidation
+4 0 0 +4
Stealth Investigation Medicine Performance
+4 0 0 +2
Nature Perception Persuasion
0 +2 +2
Religion Survival
0 +2

Attacks

Attack Bonus Damage
Shortsword +6 1 D6 + 4 piercing
Longbow +6 1 D8 + 4 piercing

Feats & Traits

  • Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
  • Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
  • Drop Magic: You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
  • Defence: While you are wearing armor, you gain a +1 bonus to AC.
  • 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.
  • 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.
  • Dual Wielder: You master fighting with two weapons, gaining the following benefits: You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  • Improved Critical: Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Other Proficencies

Languages

  • Common
  • Elvish

Tools

  • Board Games
  • Vehicles (Land)

Armor

  • Light Armor
  • Medium Armor
  • Heavy Armor
  • Shields

Weapons

  • Simple Weapons
  • Martial Weapons

Equipment

  • Schachspiel
  • Leather Armor
  • Longbow
  • 20 Arrows
  • Dungeoneer's Pack
  • 2 Shortswords

Money

Copper Silver Gold Platinum
0 0 10 0