Half-elf (drow) fighter (eldritch knight) 3
Medium humanoid
Armor Class 16
Hit Points 34
Speed 30 ft.
Str 18 (4), Dex 17 (3), Con 18 (4), Int 17 (3), Wis 16 (3), Cha 15 (2)
Saving Throws Str +6, Con +6
Skills Acrobatics +5, Animal Handling +5, Athletics +6, Intimidation +4, Perception +5, Survival +5
Senses darkvision 60 ft., passive Perception 15
Languages Common, Elvish, Undercommon
Action Surge (one use) (Recharges after a short or long rest). 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.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Second Wind (Recharges after a short rest). 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.

Spellcasting. Your spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). You know the following spells:

Cantrips: blade ward, fire bolt
1st Level: alarm, chromatic orb, thunder wave

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Weapon Bond. You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.


Personality Traits. I can stare down a hell hound without flinching. If you do me an injury, I will crush you, ruin your name, and salt your fields.

Ideals. When people follow orders blindly, they embrace a kind of tyranny.

Bonds. Those who fight beside me are those worth dying for.

Flaws. I remember every insult I’ve received and nurse a silent resentment towards anyone who’s ever wronged me.


Out of the Abyss Xaryon