Out of the Abyss
Half-elf (drow) fighter (eldritch knight) 3
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.