Alexus Drakos

Children

Alexus Drakos

Shar'kai Race
Shar'kai/The Path of Ael Origin
Fighter 3 Class & Level
Lawful Neutral Alignment
Deity
The Mage's Guild Faction
Mage Guard Rank/Position
4 Loyalty
Company

Strength 17
+3
Dexterity 14
+2
constitution 16
+3
intelligence 12
+1
wisdom 10
+0
charisma 11
+0
Total Hit Dice 1d10
Hit Die
1d10+3
+2 proficiency bonus
+3 Strength
+2 Dexterity
+3 Constitution
+1 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+1 Arcana
+5 Athletics
+0 Deception
+1 History
+0 Insight
+2 Intimidation
+1 Investigation
+2 Martial
+0 Medicine
+1 Nature
+2 Perception
+0 Performance
+0 Persuasion
+1 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills

 
4
MV
0
Prestige
1
Attunement Slots
21
Armor Class
25
Hit Points
+0
Initiative
30
Speed
Attacks
Perception, Martial, Strength, Constitution, Intimidation, Athletics

Simple and Martial Weapons
Proficiences
Smith's tools, a letter of introduction from you guild, a set of traveler's clothes, and a belt pouch containing 415gp.
Bullseye Lantern, x10 Potions of Healing(basic), Pole of collapsing, x2 Bandoliers (6 Potions of Healing (Basic))
Taltaken Mask - While wearing this item, whenever you would hard cast a damaging cantrip, you deal 1 additional point of damage with that cantrip.
Taltaken Vambrace - While wearing this item, whenever you would hard cast shield, your AC from the spell is increase by 6 instead of by 5 for the duration.
Mage Guild Ring - Chill Touch
Plate Armor - 18 AC
Longsword and Shield
A Light Crossbow: x20 bolts
Sheath of Audible Sharpness: Minor Uncommon. Choose a weapon you own to carry in this sheathe after successfully completing a long rest. On The first turn during a combat in which you draw this weapon, it deals an additional +1 damage.
Equipment
The Mage's Guild
Faction
The Mad Man
Stat Array
-Darkvision 60 - Bright. Darkness - Dim Light;
-Not Yet: Advantage on Death Saving Throws
-Trance: Elves don't need to sleep - meditate deeply for up to 4 hours, remaining semi-conscious.
-Read and Write: Common & Shar'kai
-Glory of Aladine: When you defeat a creature, you are healed for a total amount of hit points equal to your character level + your Constitution modifier. Once this ability is triggered, it cannot be triggered again until you complete a short or long rest.
-Unbroken – You ignore the first level of exhaustion you would take. You must complete a long rest before you can use this ability again.
-Path of Ael: You gain an additional use of the Glory of Aladine before you must rest. Whenever you use the Glory of Aladine, you may make an attack with your weapon against another creature that is within 30ft of you as a bonus action.
-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: you 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.

FStyle: Defender
Class/Racial Features & Traits

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