Fighter 9th
Hit Dice: 6 x 9 = 54 + 27 = 81 Hit Points
Strength: 11
Intelligence: 12 [+1]
Wisdom: 13 [+1]
Dexterity: 17 [+3]
Constitution: 16 [+3]
Charisma: 14 {+2]
Sanity: 12 [+1]
Skills: Perception (Wisdom), Stealth (Dexterity), Sleight of Hand (Dexterity), Athletics (Strength), Intimidation (Charisma; expert – double proficiency), Acrobatics (Dexterity)
Saves: Strength, Constitution
Languages: [Common], Elvish
Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Forgery Kit, Gaming Set (cards & dice)
Fighting Style: Two-Weapon Fighting – When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
Action Surge (1/Short Rest an extra Action); Second Wind (1/Short Rest regain [5+fighter level] as a Bonus Action); 2nd Attack when attacking as an Action; Indomitable – Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a Long Rest; Improved Critical (19 or 20); Remarkable Athlete – Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
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 it to miss you.
Dual Wielding: You master fighting with two weapons, gaining the following benefits: 1) You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. 2) You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. 3) You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Prodigy: You have a knack for learning new things. You gain the following benefits: 1) You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. 2) Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Martial Adept – D6 Superiority Dice x 2
[Maneuver] sweeping attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
[Maneuver] distracting strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Chain short (AC 13/2 dex max) 15 +1 dual wield = AC 16 (Reaction vs. one attack for +4 AC)
Javelin of lightning
Blue Thorne +1 rapier, D8 damage; 1/short rest when drawn casts Poison Spray and makes the wielder immune to Poison effects, conditions and damage for 3 rounds
Grim Glaw +1 rapier; D8 damage; radiates blue light 10’ when drawn and orcs within 120’ & can cast Shield of Faith [+2 AC for a minute] when drawn 1/Short Rest when an orc is within 30’
Ring of Evasion
Boots of False Tracks (normally set to mountain lion)
Ring of spell storing: [5 spell slots] expeditious retreat, dimension door; 1/Long rest DDoor comes back – when used 1 on D4 chance to get everyone in 30’ radius in opposite direction
Character Created: 12-2018 by Kelly Berger
Background: Smuggler
Dashel grew up in Cormyr, smuggling in various outfits along its southern coastline. Smuggling was a dangerous profession in the land of law that is Cormyr. The danger appeals to the cocky Dashel. He likes to be the underdog, and is a compulsive gambler (Sanity save DC 10 to avoid accepting any wager). He is a braggart, and used to intimidating his way out of most problems. When this fails, he has the magic of the ring that he found to “exit stage left” as he calls it. His adventures have taken hm all over southern Faerun and some of the sword coast. During that time he won both of his blades from wagering an evil duelist who made his living fleecing and holding hostage wounded adventurers coming out of the Underdark near Waterdeep. He won his ring of spells from a drunk war wizard in Cormyr. His boots he gained from a druid near the Dalelands north of Cormyr. Fleeing a shipwreck from being pursued by Sembias navy (there were rumors of an army approaching it from the east and they were highly aggressive) and grounding a boat, he made his way and lost himself deep in some woods. Tired and starving, he stumbled across a beautiful elf in a violet glade of light. Playing the addled traveler in the hopes of duping the elf, he wagered and lost. Not realizing what the bet truly was, he was pulled into the heart of the forest, where shadows cast strange colors and the sun has never shown. Lost in a haze for days, mocked by the echoing laughter of the elf who had wagered him, he finally made his way to the water’s edge of a sea. It looked vaguely familiar (like the Dragonmere), yet the flora and fauna were alien. The sounds and smells were not right.