Class & Level

Arcane Archer Fighter Lv3

Species

Eladrin

Background

Far Traveller

Alignment

______________

Strength

8

-1

Dexterity

18

+4

Constitution

14

+2

Intelligence

16

+3

Wisdom

12

+1

Charisma

10

+0

16

Armour
Class

+2

Initiative
Bonus

35

Movement
Speed

28

Max Health Points

Saving Throws

Strength

-1

Dexterity

+4

Constitution

+4

Intelligence

+3

Wisdom

+1

Charisma

+0

+2

Proficiency
Bonus

INT

+3

Spellcasting
Modifier

13

Spellsave
DC

Skills

Acrobatics Dex

+6

Animal Handling Wis

+1

Arcana Int

+5

Athletics Str

-1

Deception Cha

+0

History Int

+4

Insight Wis

+1

Intimidation Cha

-1

Investigation Int

+4

Medicine Wis

+1

Nature Int

+6

Perception Wis

+3

Performance Cha

-1

Persuasion Cha

-1

Religion Int

+3

Sleight of Hand Dex

+4

Stealth Dex

+6

Survival Wis

+1

Traits & Gear

Traits

Hailing from a fading family of feywild elves nearly wiped out during the cataclysm,  you are a master of fae magic archery.  You travel the world, seeking a new place to call home.

  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Fighting Style: Archery: You gain +2 to archery attack rolls. (Already added to details below)

Equipment & Money

Elven Longbow: D20+8 to hit, 1d8+4 damage.

Dagger: Backup weapon – D20+6 to hit, 1d4+4 damage.

Padded Armour: 12+4AC

 

 

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

Action Surge

Summon up your will power. Take another action on your turn. Must short rest before using again.

Arcane Archery

You can empower your arrows with powerful magics shown below. Once per turn you can add powerful effects to your bow attacks. You have 2 charges of arcane archery which replenish on a short or long rest.

Exploding Arrows: Arcane Archery

Your arrow explodes on impact, dealing its normal damage plus 2d6 force dmg to the target and anyone within 10feet.

Enfeebling Arrow: Arcane Archery

Your arrow is imbued with necrotic energy. It deals an extra 2d6 necrotic dmg and the enemy must make a CON saving throw. If it fails, it’s weapon damage is halved util your next turn.

Actions

Abilities that take require an action, bonus action or reaction. 

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 + 3.

Once you use this feature, you must finish a short or long rest before you can use it again

Longbow Attack

Attack with your longbow: D20+8 to hit, 1d8+4 damage up to 120ft. Once per turn you can add one of your arcane archery power to the shot.

 

Dagger Attack

Attack with your dagger: D20+6 to hit, 1d4+4 damage.

Step of Spring

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest.

You may also touch a willing creature and teleport them instead.

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

Arcane Archery : – : 🟦🟦

 

 

Spells

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.