_Mimi

Ilven N'varja (a.k.a. Nox)

Species
Ethnicity
Children
Eyes
Gold
Hair
Long, Black
Height
6'4"
Weight
275 lbs

N'varja "Nox" Ilven

Samurai 9 Class & Level
N/A Background
Dragonborn (Blue) Race
Chaotic Evil Alignment

Strength 18
+4
Dexterity 15
+2
constitution 14
+2
intelligence 10
+0
wisdom 12
+1
charisma 12
+1
Total Hit Dice 1
Hit Die
1d10+2
+2 proficiency bonus
+5 Strength
+2 Dexterity
+4 Constitution
+0 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+4 Acrobatics
+1 Animal Handling
+0 Arcana
+5 Athletics
+1 Deception
+0 History
+1 Insight
+1 Intimidation
+0 Investigation
+1 Medicine
+0 Nature
+1 Perception
+1 Performance
+1 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+1 Survival
skills

 
18
Armor Class
54
Hit Points
+2
Initiative
45
Speed
Yama 1d8 / [1d10]
Inai[1d8] / 1d10
Dragon Breath 2d6 5 by 30 ft. line (Dex. save)Save // 8 + Constitution Mod + Proficiency Bonus
Eonoth, The Dragons Herald 1d8+2d6
Attacks
Damage Resistance | You have resistance to the damage type associated with your draconic ancestry. (Lightning)

Martial Weapons | You have proficiency in handling Martial Weapons

Simple Weapons | You have proficiency in handling Simple Weapons

Light Armor | You have proficiency in wearing Light Armor

Medium Armor | You have proficiency in wearing Medium Armor

Heavy Armor | You have proficiency in wearing Heavy Armor
Proficiences
Scale Mail | AC [14] | Max Dex [2]

Eonoth, The Dragons Herald
+1 Longsword
This blade surges with the element of the Dragonborn whom wields it.
It deals an extra [2d6] of this element type.

Tyra's Chain Shield
+1 Shield
Once per short rest, you may use your reaction to attack an enemy that would attack you, if you hit and deal damage, their attack has disadvantage
Equipment
Observant | Increase your Intelligence or Wisdom by 1, to a maximum of 20. || If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. || You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Great Weapon Fighting | When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit

Mage Slayer | When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 feet of you.

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.

Fighting Spirit | Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times, and you regain all expended uses of it when you finish a long rest

Extra Attack | Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class

Elegant Courtier | Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice)
Features & Traits

Heroes Enabled

Comments

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Oct 22, 2020 03:57 by spooky seal

love this character so much!