Clanless Mirish (Level 3 Dragonborn Arcane Warrior/Fighter)

Ancestry: DragonbornCulture: Mixed Culture (Warrior / Magocracy)Background: Faction AgentDestiny: ???
StrengthDexterityConstitutionIntelligenceWisdomCharisma
15 (+2)8 (-1)13 (+1)18 (+4)10 (+0)8 (-1)
Hit Points: 25Proficiency Bonus: +2Size: MediumMovement: 35 ft.

Languages: Culture: Common, Draconic, Abyssal, Infernal | Background: Shadowtongue
Senses: Darkvision 90 ft., Passive Perception 12, Passive Investigation 16, Passive Insight 12
Resistances: Necrotic

Ancestry Features

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw. On a failed save, the creature takes 1d10 necrotic damage. On a successful save, it takes half as much damage. You can use your Breath Weapon 2 times, and you regain all expended uses when you finish a Long Rest.
Draconic Resistance (Necrotic). You have resistance to necrotic damage.
Draconic Legacy (Psionic Mind). You can send telepathic messages to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.

Culture Features

Fearless. You have Advantage on saving throws you make to avoid or end the Frightened condition on yourself.
Magical Assessment. You are accustomed to sizing up the magical prowess of those around you. After you spend at least 1 minute observing a creature with an Intelligence of 8 or higher, you can make either a Wisdom (Insight) or Intelligence (Arcana) check against a DC equal to the creature’s passive Deception check score. On a success, you learn the following information about that creature:
  • The creature's Intelligence score if it is equal to or lower than yours.
  • Whether the creature has Innate Spellcasting or Magic Resistance.
  • The highest level of arcane warrior, artificer, bard, sorcerer, warlock, or wizard spells they can cast.
After using this trait on a creature, you may not do so again for 30 days.
Magocracy Cultural Training. You can read, speak, and write Abyssal and Infernal.

Background Feature

Safe Haven

As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.

Proficiencies

Strength Saving Throw+4
Athletics+4
Dexterity Saving Throw-1
Acrobatics-1
Sleight of Hand-1
Stealth-1
Charisma Saving Throw-1
Deception-1
Intimidation-1
Performance-1
Persuasion-1
Constitution Saving Throw+3
Intelligence Saving Throw+4
Arcana+6
History+4
Investigation+6
Medicine+4
Nature+4
Religion+6
Wisdom Saving Throw+0
Animal Handling+0
Insight+2
Perception+2
Survival+0
Artisan: Jeweler Tools
 All armor, shields
 Simple weapons, martial weapons
Proficiency Sources:
Culture: Arcana
Background: Perception, Jeweler Tools
Fighter Class: Strength saving throws, Constitution saving throws, Athletics, Insight
Intelligence Bonus: Investigation, Religion
Feats:


Class Features

Fighter 1

Fighting Style: Interception

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your Reaction to reduce the damage the target takes by 1d10 + 2 (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this Reaction.

Arcane Warrior 2

Arcane Weapon

You have learned to blend martial and magical disciplines. You can use a weapon you are holding as an arcane focus for your arcane warrior spells.

Fighting Style: Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an Invisible creature within that range, unless the creature successfully hides from you.

Supernatural Gifts

Living Shadow

The shadow you cast is animate and ever-present, even when lighting conditions would otherwise prevent it. Your shadow occasionally moves out of sync with you. Sometimes it appears to be undertaking random but mundane tasks, while at other times it acts out your darker impulses, threatening or even attacking other shadows. With effort, you can bend this shadow puppetry to your will.

Shadow Quirk. Your shadow's movements mirror yours incorrectly—when you raise your left hand, your shadow moves its right.

  • Grasping Shadow. You learn the mage hand cantrip, and require no components to cast it. The hand created by the spell is shadowy but is not bound to your actual shadow. Your spellcasting ability for this spell is Intelligence.
  • Shadow Strike. When you make a melee attack roll, you can increase your reach for that attack by 10 feet. Your shadow stretches and delivers the attack as if it were you. You can use this feature 2 times, and you regain all expended uses when you finish a long rest.
  • Ominous Will. Immediately after you make an attack roll, an ability check, or a saving throw and roll a 1 on the d20, your shadow exerts a will of its own and might assist or hinder you or those around you. The next time you or a creature within 30 feet of you that you can see makes an attack roll, an ability check, or a saving throw, roll a d4. If the number is odd, reduce the total by the number rolled. If the number is even, increase the total by the number rolled. Once this effect occurs, it can't happen again until you finish a short or long rest.

Feats

Talents

Mystic Regimens (Arcane Warrior): 1Feats: ???

Arcane Warrior

Magus Sight (Arcane Warrior)

Your darkvision range increases by 30 feet. In addition, you learn the detect magic spell and can cast it without expending a spell slot. Once you do, you can’t cast it in this way again until you finish a long rest. While under the effects of the detect magic spell, you can see through magical darkness in your darkvision.

Spells

Total Mana: 4Casting Stat: IntelligenceSpell Attack: +6Spell DC: 14Spells Known: 2Spell List: Arcane Warrior

Cantrips

1st-Level Spells

Reserved Spells (5)

1st-Level

  • ???
  • ???
  • ???
  • ???
  • ???

Maneuvers

Total Focus: 3Maneuver Stat: StrengthManeuver DC: 12Arcane Warrior Maneuvers: 2Fighter Maneuvers: 3Traditions Known: Determination, Juggernaut, Nemesis, Templar

1st Degree Maneuvers (5)

Alert Stance1 focus1st degree Determination bonus action (stance)
While you maintain this stance, you have Advantage on Wisdom (Perception) checks during combat and on ability checks to determine initiative.
Cleave2 focus1st degree Juggernaut bonus action
You regain hit points equal to 1d6 + your proficiency bonus + your Constitution modifier (minimum 0).
Second Wind2 focus1st degree Juggernaut bonus action
When you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack.