Clanless Mirish (Level 3 Dragonborn Arcane Warrior/Fighter)
Ancestry: Dragonborn | Culture: Mixed Culture (Warrior / Magocracy) | Background: Faction Agent | Destiny: ??? |
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
15 (+2) | 8 (-1) | 13 (+1) | 18 (+4) | 10 (+0) | 8 (-1) |
Hit Points: 25 | Proficiency Bonus: +2 | Size: Medium | Movement: 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
Culture Features
- 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.
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): 1 | Feats: ??? |
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: 4 | Casting Stat: Intelligence | Spell Attack: +6 | Spell DC: 14 | Spells Known: 2 | Spell List: Arcane Warrior |
Cantrips
|
1st-Level Spells |
Reserved Spells (5)
1st-Level
|
Maneuvers
Total Focus: 3 | Maneuver Stat: Strength | Maneuver DC: 12 | Arcane Warrior Maneuvers: 2 | Fighter Maneuvers: 3 | Traditions Known: Determination, Juggernaut, Nemesis, Templar |
1st Degree Maneuvers (5)
Alert Stance | 1 focus | 1st 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. |
Cleave | 2 focus | 1st degree Juggernaut bonus action You regain hit points equal to 1d6 + your proficiency bonus + your Constitution modifier (minimum 0). |
Second Wind | 2 focus | 1st 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. |