Cecil Shadowsteel

Cecil Shadowsteel N

Mental characteristics

Education

Orde Military Academy

Mental Trauma

Witnessed my tribe out in the Badlands being destroyed by orcs. My foster father was executed for seeking justice from the high level official who murdered his wife.

Morality & Philosophy

Justice is absolute. The guilty are punished no questions.

Wealth & Financial state

4530 GP 96 CP
Species
Ethnicity
Children
Eyes
Light Blue
Hair
Long blonde hair
Height
6'
Weight
165
Known Languages
Common, Infernal

Cecil Shadowsteel

Variant Human Race
Badlands Origin
Fighter/Warlock 7 Class & Level
Lawfull Neutral Alignment
Babylon Deity
Crowsworn Faction
Member Rank/Position
Loyalty
Company

Strength 12
+1
Dexterity 20
+5
constitution 14
+2
intelligence 11
+0
wisdom 10
+0
charisma 16
+3
Total Hit Dice 7
Hit Die
1d10/8+2
+3 proficiency bonus
+6 Strength
+7 Dexterity
+7 Constitution
+0 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+8 Acrobatics
+0 Animal Handling
+3 Arcana
+1 Athletics
+3 Deception
+0 History
+0 Insight
+6 Intimidation
+0 Investigation
+3 Martial
+0 Medicine
+0 Nature
+0 Perception
+3 Performance
+3 Persuasion
+3 Religion
+5 Sleight of Hands
+5 Stealth
+0 Survival
skills

 
31
MV
1
Prestige
1
Attunement Slots
21
Armor Class
68
Hit Points
+5
Initiative
30
Speed
Shadow Rapier+81d8+10
Shadow Rapier 1d20+8 1d8+10
Plus 1d4 Necrotic Damage in darkness
Crossbow +1+81d8+6
Attacks
Finesse Weaponry
Proficiences
|| Invocations ||
| Devil's Sight | 120 foot DV including magical darkness
| Devil's Darkness | Once per day Darkness , if centered on self recover after short rest.
|| Cantrips ||
| Eldritch Blast | +8 ranged attack | 120ft | 1d10
| Prestidigitation |
|| Level one spells ||
| Comprehend Languages |
| Command | DC 14 Charisma save |
| Hellish Rebuke | DC 14 Dex save | 2d10
Spellcasting
GP 9908
| Solid Shadows +1 Rapier |
| Shadow Rapier | Major Rare | 2500GP | Attunement| A rapier forged from Imperfect Infernal Steel. Its edge glistens
like onyx, and its crossbar is shaped to resemble the holy mark
of Babylon, a crown in chains. Its handle, wrapped in black
leather, is woven with Cat's Eye Lace, making this weapon a
conduit for true darkness to be converted into raw power. And
to show respect to Vavren, as any Babylon worshipper would, its
knuckle guard is molded to the shape of a crow with a beak made
from a Werewolf's fang.

Your Dexterity score increases by 2, to a maximum equal to your
Dexterity ability score cap. Additionally, you gain the following
benefits:

Shade Steel: While in darkness, you deal an additional 1d4
necrotic damage on a hit with this weapon.

Umbral Nerve: When in combat, you gain darkvision out to a range
of 30 feet. If you already have darkvision from another source,
its range increases by 30 feet. |

| Studded Leather +1 | Base armor 12 | Max Dex 5 |

| Gladiator's Ally +1 | Base AC 2 | +1 Shield - You can spend 5 feet of your movement to stand up from prone. 'This worn shield has seen a 100 duels, perhaps it will let you see one more.' |

|Dungeoneering Pack|
|Hooded Lantern , 10 points oil|
|Crafting token x 46 |
|Chef Tools|
|Tier 2 cooking ingredient (spices) |
|Research Token x1|
|Potion of necrotic damage|
|Health Potion x5| 2d4+4
Greater Healing x5|
|Potion of climbing x1| 50 gp
|Scroll of Featherfall x1 |
| 1 Necrotic Resistance Potion|
|Water skin x 10| 20sp
|Rations x 12| 60sp
|Bandolier Superior healing| 8d4+8, Scroll of Featherfall x1, Greater potion |
Equipment
Crowsworn
Faction
Mad man
Stat Array
| Badlander | Badlanders are haught and resilent. You gain a +10 to your maximum hitpoints. |

| Woeful Warrior | Whenever you kill an enemy, you are healed for a number of hitpoints equal to the killed enemy's Constitution modifier |

|Murder sentence bonus| +2 damage to attacks with rapier. |

| Dark One’s Blessing | Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). |

|Dueling| When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

| Defensive Duelist | When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. |

|Maneuvering Attack When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. |

| Riposte When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack's damage roll. |

| Feinting Attack You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. Until the end of the turn, you have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack's damage roll. |

| 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. |

| Second Wind At first level, 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. |



Class/Racial Features & Traits

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