Valri (Fighter)
Valri Delacroix
Class & Level: Level 3 Samurai Fighter
Race: Human Variant
Background: Exile
Feature: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk and merchants make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
History:
Personality Traits: (optional)
Ideals: (optional)
Bonds: (optional)
Flaws: (optional)
Armor Class: 16
HP: 28 HP
Hit Dice: 3d10
Initiative: +6
Speed: 30 feet
ABILITY SCORES
STR: 16 (+3)
DEX: 12 (+1)
CON: 14 (+2)
INT: 8 (-1)
WIS: 14 (+2)
CHA: 10 (0)
Proficiency Bonus: +2
SAVING THROWS (P = Proficient)
STR +5 (P)
DEX +1
CON +4 (P)
INT -1
WIS +2
CHA 0
12 Passive Wisdom (Perception)
SKILLS (P = Proficient)
Acrobatics: +1
Animal Handling: +2
Arcana: -1
Athletics: +5 (P)
Deception: +2 (P)
History: -1
Insight: +4 (P)
Intimidation: +2 (P)
Investigation: -1
Medicine: +2
Nature: -1
Perception: +4 (P)
Performance: 0
Persuasion: +2 (P)
Religion: -1
Sleight of Hand: +1
Stealth: +1
Survival: -2
Languages
-Common
-Elvish
-Deep Speech
FEATS:
Alert:
● 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 if you can’t see them.
Currency: 125 gp
ITEMS, ATK, DAMAGE/TYPE
-Great Katana, 1d20+5, 2d6+3
-Chainmail
-Explorer’s Pack
-Signet Ring of House Delacroix
-Scroll of House Delacroix Pedigree
ABILITIES:
-Great Weapon Fighting: When you roll a 1 or a 2 on damage die, you can reroll, but you must use the new dice that you roll.
-Second Wind: Use a bonus action to regain hit points equal to 1d10+ your fighter level. Once you use this, you must finish a short or long rest before using it again.
-Action Surge: During your turn you can take an additional action as a bonus action. Once you use this, you must finish a short or long rest before using it again.
-Fighting Spirit: As a bonus action, you can give yourself advantage on attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points.
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