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Bellanann

Reputation:

One of the more veteran adventurers in Ellcria, Bel has been a member of Wyvernclaw for the past 3 years and an adventurer of quite a few years beforehand. He made a name for himself shortly before joining by single-handedly taking down a drake that had escaped from a mage that had illegally kept as an experiment subject. Since joining Wyvernclaw he has worked his way up to leading his own party, albeit small, and has been known to take on more difficult jobs.  

Bellanann

13 Level (0/140000 XP for level-up) Guild Artisan (Bladesmith) Background Half-Elf Race / Species / Heritage Neutral Good Alignment
Fighter
Level 12
Hit Dice: 12/12
1d10+0 Class 1
Leader
Level 1
Hit Dice: 1/1
1d+0 Class 2

STR
16
+3
DEX
12
+1
CON
10
+0
INT
14
+2
WIS
12
+1
CHA
18
+4
78
Hit Points
+1
Initiative (DEX)
12
Armor Class (AC)
+5
Prof. Bonus
30
Speed (walk/run/fly)
+10 Expertise Bonus
+5 Proficiency Bonus
+8 Strength
+1 Dexterity
+5 Constitution
+2 Intelligence
+1 Wisdom
+4 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
+8 Athletics STR
+4 Deception CHA
+2 History INT
+6 Insight WIS
+4 Intimidation CHA
+7 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+6 Perception WIS
+4 Performance CHA
+9 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Subclass: Blademaker


Blademake
At 3rd level, you can call forth weapons from nothing. Whenever you attack, you can blademake instead of attacking with a weapon. A melee weapon you are proficient with of your choice appears, floating, within 30 feet of you. You launch the weapon to make a ranged attack, using the same ability modifier for that attack and damage roll that you would use for a melee attack with the weapon, or Charisma, if you choose. It has a range of 60 feet. If the weapon has a thrown range, that range is added on. For example, a spear would have a range of 80/120, while a greatsword would have a range of 60.
Additionally, when you make a ranged attack with a melee weapon, you don’t have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated.
When you blademake, you can also grasp the weapon yourself, instead of launching it. Any blademade weapons disappear at the end of your next turn, unless that weapon is magical. You can only blademake magic weapons that you own. You must have hands available to wield a weapon you blademake, even if you do not wield it (for example, you must have two empty hands to blademake a greatsword, but one for a spear)

Constant Assault
Also at 3rd level, you can blademake once as a bonus action, but you do not add your ability modifier to the damage roll of the attack until 10th level.

Armory of Treasures
At 7th level, any damage you deal with a weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you can blademake objects under 50 pounds you own instead of weapons. You must know the general location of where you left the object, such as “in the storehouse”, and it must still be there. Blademade objects and magical weapons can be dismissed as an action if they are within blademake range, returning to their previous locations.

Maneuvering Barrage
Beginning at 10th level, when you use your Action Surge feature, your blademake range is increased by 60 and you can jump up to your speed on that turn.

Prestige Class: Leader


Stratagems Of Command
When you gain your first level in this prestige class, you gain access to abilities called Stratagems. You learn 2 Stratagems of your choice from the list on pages 4 and 5 immediately when you reach 1st leveL and learn additional Stratagems of your choice from the list as you gain levels in this prestige class, as shown on the class table above. When you gain a level in this prestige class, you may choose one Stratagem that you know and replace it with a different one.
Stratagems are not magical and cannot be counterspelled or dispelled They can be used at-will at any time, and do not have a limited number of uses. You can only use Stratagems that you know.
All stratagems describe affecting an "ally" or "allies." Stratagems can only affect allied creatures as an "ally" target if they meet all of the following conditions:

Ally targets must willingly allow you to affect them (or must be charmed and unwillingly allow you to do so)
Ally targets must be able to see and hear you (even via telepathy, illusion, or other magic)
Ally targets must be able to take reactions ( even if they have already used their reaction this round)
Ally targets must not have used a Stratagem of Command themselves since the start of their last turn.

Once you have used a Stratagem, you cannot use any Stratagems until the start of your next turn.
Stratagems
Sound The Charge/Retreat
You can use an action to shout a command to charge and assault (or flee from) your enemies. You and each ally of your choice within 30 feet of you are affected by the charge effect until the start of your next tum, and then you Dash as part of the action. Affected targets increase their speed by 10 feet, double their long jump distance, and grant disadvantage to attackers for opportunity attacks provoked by movement. When you reach 3rd level the bonus to speed increases to 15 feet, and at 5th level it increases again to 20 feet.

Warlord's Strike
You can use an action to grant one ally the option to use their reaction and make one weapon attack against a creature of your choice that you can see within 30 feet of you, with a bonus to the attack roll equal to your leader level If the ally has an Extra Attack feature, they gain a bonus to the damage roll equal to your proficiency bonus.

Background


Guild Membership
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Elvish, Dwarvish, Gnomish
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Smith's Tools

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.
Race:
Half-Elf

Class:
Fighter

Party/Company:
Phoenix Feather Adventuring Company

Age
41
Children

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