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Eldritch Knight Warforged Build

D&D 5th Ed Character Sheet

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0% found this document useful (0 votes)
9 views7 pages

Eldritch Knight Warforged Build

D&D 5th Ed Character Sheet

Uploaded by

Alex Fer Vinif
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Eldritch Knight Fighter 7,… Outlander (Exile or outca…

CLASS & LEVEL BACKGROUND PLAYER NAME


TW-L-7 (Type-Warlord-7)
Warforged Neutral 34000
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION
It was built for only one purpose: WAR,
STRENGTH 24 1.12 30 because this it is devoted to fight and to

5 3 PROFICIENCY BONUS
combat and his only way to resolve
disputes is fighting, anyways he is able to
learn and adapt to new ways of life, but it
20 needs to learn and be guided. Except its
Hit Point Maximum 94
8 fighting skills and knowledge It seems as a
Strength
blank paper sheet, it need to learn almost
DEXTERITY 1 Dexterity everything

1 7

0
Constitution
Intelligence
CURRENT HIT POINTS
PERSONALITY TRAITS

12 2 Wisdom
Glory. I must earn glory in
0 Charisma
battle, for myself and my kind so they can
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS be remembered cause I am the last of my
kind.

4 4 Acrobatics (Dex)
8 Loyalty to my creators, my master and my
comrades and be a great warrior are the
main principles of my existence as well
18 2 Animal Handling (…
teamwork
0 Arcana (Int)
IDEALS
INTELLIGENCE 8 Athletics (Str)

0
0 Deception (Cha) NAME ATK DAMAGE/TYPE

0 History (Int) I am the last of my kind, and it is up to me


Longsword 1… +9 1d8+5 Slashi…
to ensure our names be remembered
2
11 Insight (Wis)
forever. I am ltotally loyal to who re-
Longsword 2… +9 1d10+5 Slas…
0 Intimidation (Cha) activated me and to my fellow men-in-arms
3 Investigation (Int) BONDS
WISDOM Javelin +8 1d6+5 Piercing

2
2 Medicine (Wis)
0 Nature (Int) Searing Smite DC13 1d6 Fire
To fight is my answer to almost any
5 Perception (Wis) challenge because I been built for that
15 Green-Flame… 1d8 Fire
purpose only.
0 Performance (Cha)
I will always hold my shield if not strictly
0 Persuasion (Cha) Booming Blade 2d8 Thunder
CHARISMA necessary and I can not stand to be without
0 Religion (Int) it

0 1

1
Sleight of Hand (D…
Stealth (Dex)
Magic Missile

ATTACKS & SPELLCASTING


1d4+1 Force
FLAWS

11 5 Survival (Wis)

SKILLS Integrated Protection


CP SP EP GP PP
Sentry's Rest

15 PASSIVE WISDOM (PERCEPTION)


1 Adamantine Full Plate
Constructed Resilience

Specialized Design
1 Faith Shield+1
Warforged Quirk
TOOL: Horn, Smith's Tools, Woodcarver's Tools 1 Cloak of Protection +1
1 Longsword (+1) Outlander Proficiencies
LANGUAGE: Common, Dwarvish, Elvish
ARMOR: Heavy Armor, Light Armor, Medium 3 Javelin Wanderer

Armor, Shields 1 Belt Pouch Fighter Proficiencies

WEAPON: Martial weapons, Simple weapons 1 Dungeoneer's Pack Second Wind


EQUIPMENT
OTHER PROFICIENCIES & LANGUAGES Spellcasting- Cleric

Ritual Casting

Spellcasting Focus

Divine Domain- Forge

Domain Spells- Forge Domain

Bonus Proficiencies

Blessing of the Forge

Fighting Style: Defense

Action Surge

Spellcasting- Eldritch Knight

Weapon Bond

Martial Versatility

ASI

Extra Attack

War Caster

War Magic

Maneuver: Parry (Faith Shield)

FEATURES & TRAITS


NAME ATK DAMAGE/TYPE Total: 1 Total: 1
CP SP EP GP PP
Absorb Elem… 1d6 See text 1 1
SECOND WIND CLOCKWORK AMULET
1 Backpack
Word of Radi… DC13 2d6 Radiant
1 Hunting Trap
Healing Word 1d4+2 Healing 1 Crowbar Total: 1 Total: 4
1 Hammer 1 4
Second Wind 1d10+7 Healing
10 Piton ACTION SURGE HORN OF SILENT
ALARM
Faith Shield … 1d8+1 Reduc… 10 Torch
1 Tinderbox Total: 4 Total: 5
Longsword 1… +9 1d8+5 Slashi… 1 Hempen Rope
4 5
1 Emblem
Longsword 1… +9 1d8+5 Slashi… GLADIATOR'S PARRY EARRING OF SENDING
1 Earring of Message
1 Horn of Silent Alarm
Total: Total:
1 Clockwork Amulet
1 Goggles of Night

ATTACKS & SPELLCASTING Total: Total:

EQUIPMENT
WISDOM 13 5

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

Green-Flame Blade

Booming Blade
4 0 7 0
Guidance

Light

Word of Radiance
5 0 8 0

1 4
9 0
Shield

Magic Missile

Absorb Elements

Silvery Barbs

Identify

Searing Smite

Healing Word

Shield of Faith

Bless

2 2

Misty Step
FEATURES & TRAITS
Integrated Protection Second Wind Divine Domain- Forge
Your body has built-in defensive layers, which You have a limited well of stamina that you At 1st level, you choose a domain shaped by
can be enhanced with armor: can draw on to protect yourself from harm. On your choice of Deity and the gifts they grant
• You gain a +1 bonus to Armor Class. your turn, you can use a bonus action to you. Your choice grants you domain spells and
• You can don only armor with which you have regain hit points equal to 1d10 + your fighter other features when you choose it at 1st level.
proficiency. To don armor other than a shield, level. Once you use this feature, you must It also grants you additional ways to use
you must incorporate it into your body over the finish a short or long rest before you can use it Channel Divinity when you gain that feature at
course of 1 hour, during which you remain in again. 2nd level, and additional benefits at 6th, 8th,
contact with the armor. To doff armor, you and 17th levels.
must spend 1 hour removing it. You can rest Spellcasting- Cleric
while donning or doffing armor in this way. As a conduit for divine power, you can cast Domain: Forge
• While you live, the armor incorporated into cleric spells.
your body can’t be removed from your body Domain Spells- Forge Domain
against your will. Cantrips Each domain has a list of spells-its domain
At 1st level, you know three cantrips of your spells that you gain at the cleric levels noted in
Sentry's Rest choice from the cleric spell list. You learn the domain description. Once you gain a
When you take a long rest, you must spend at additional cleric cantrips of your choice at domain spell, you always have it prepared,
least six hours in an inactive, motionless state, higher levels, as shown in the Cantrips Known and it doesn't count against the number of
rather than sleeping. In this state, you appear column of the Cleric table. spells you can prepare each day.
inert, but it doesn’t render you unconscious,
and you can see and hear as normal. Spell Slots If you have a domain spell that doesn't appear
The Cleric table shows how many spell slots on the cleric spell list, the spell is nonetheless
Constructed Resilience you have to cast your cleric spells of 1st level a cleric spell for you.
You were created to have remarkable and higher. To cast one of these spells, you
fortitude, represented by the following benefits: must expend a slot of the spell's level or
• You have advantage on saving throws higher. You regain all expended spell slots Forge Domain Spells:
against being poisoned, and you have when you finish a long rest. Cleric Level Spells
resistance to poison damage. 1st Identify, Searing Smite
• You don’t need to eat, drink, or breathe. You prepare the list of cleric spells that are 3rd Heat Metal, Magic Weapon
• You are immune to disease. available for you to cast, choosing from the 5th Elemental Weapon, Protection from
• You don’t need to sleep, and magic can’t put cleric spell list. When you do so, choose a Energy
you to sleep. number of cleric spells equal to your Wisdom 7th Fabricate, Wall of Fire
• You are immune to magical and natural aging modifier + your cleric level (minimum of one 9th Animate Objects, Creation
effects spell). The spells must be of a level for which
you have spell slots. Bonus Proficiencies
Specialized Design When you choose this domain at 1st level, you
You gain one skill proficiency and one tool For example, if you are a 3rd-level cleric, you gain proficiency with heavy armor and smith’s
proficiency of your choice. have four 1st-level and two 2nd-level spell tools.
Skill: Investigation slots. With a Wisdom of 16, your list of
Tool: Woodcarver's Tools prepared spells can include six spells of 1st or Blessing of the Forge
In addition you can speak Common and an 2nd level, in any combination. If you prepare At 1st level, you gain the ability to imbue
additional Language: Elvish the 1st-level spell Cure Wounds, you can cast magic into a weapon or armor. At the end of a
Speed. Your base walking speed is 30 feet. it using a 1st-level or 2nd-level slot. Casting long rest, you can touch one nonmagical
the spell doesn't remove it from your list of object that is a suit of armor or a simple or
Warforged Quirk prepared spells. martial weapon. Until the end of your next long
I always wield a shield, even when it's not rest or until you die, the object becomes a
necessary, always try to hold it and never You can change your list of prepared spells magic item, granting a +1 bonus to AC if it’s
leave it. Only if some action needs two hands when you finish a long rest. Preparing a new armor or a +1 bonus to attack and damage
to be done I will consider stopping to wielding list of cleric spells requires time spent in prayer rolls if it’s a weapon.
a shield temporarily, but I need to have it and meditation: at least 1 minute per spell Once you use this feature, you can’t use it
always avaiable level for each spell on your list. again until you finish a long rest.

Outlander Proficiencies Spellcasting Ability Bleessesd item: Longsword (+1)


Skill Proficiencies: Athletics, Survival Wisdom is your spellcasting ability for your
Tool Proficiencies: Musical instrument- Horn cleric spells. The power of your spells comes Fighting Style: Defense
Languages: Dwarvish from your devotion to your deity. You use your While you are wearing armor, you gain a +1
Wisdom whenever a cleric spell refers to your bonus to AC.
Wanderer spellcasting ability. In addition, you use your
You have an excellent memory for maps and Wisdom modifier when setting the saving Action Surge
geography, and you can always recall the throw DC for a cleric spell you cast and when Starting at 2nd level, you can push yourself
general layout of terrain, settlements, and making an attack roll with one. beyond your normal limits for a moment. On
other features around you. In addition, you can your turn, you can take one additional action.
find food and fresh water for yourself and up to Spell save DC = 8 + your proficiency bonus + Once you use this feature, you must finish a
five other people each day, provided that the your Wisdom modifier short or long rest before you can use it again.
land offers berries, small game, water, and so Starting at 17th level, you can use it twice
forth. Spell attack modifier = your proficiency bonus before a rest, but only once on the same turn.
+ your Wisdom modifier
Fighter Proficiencies
Armor: All armors, shields Ritual Casting
Weapons: Simple weapons, martial weapons You can cast a cleric spell as a ritual if that
Saving Throws: Strength, Constitution spell has the ritual tag and you have the spell
Skills: Acrobatics, Perception, prepared.

Spellcasting Focus
You can use a holy symbol as a spellcasting
focus for your cleric spells.
Spellcasting- Eldritch Knight War Caster
When you reach 3rd level, you augment your Weapon Bond You have practiced casting spells in the midst
martial prowess with the ability to cast spells. At 3rd level, you learn a ritual that creates a of combat, learning techniques that grant you
See "Casting a Spell" for the general rules of magical bond between yourself and one the following benefits:
spellcasting and "Wizard Spells by Level" for weapon. You perform the ritual over the course
the wizard spell list. of 1 hour, which can be done during a short You have advantage on Constitution saving
Cantrips. You learn two cantrips of your choice rest. The weapon must be within your reach throws that you make to maintain your
from the wizard spell list. You learn an throughout the ritual, at the conclusion of concentration on a spell when you take
additional wizard⁠cantrip of your choice at 10th which you touch the weapon and forge the damage.
level. bond. You can perform the somatic components of
Spell Slots. The Eldritch Knigh⁠t Spellcasting Once you have bonded a weapon to yourself, spells even when you have weapons or a
table shows how many spell slots you have to you can’t be disarmed of that weapon unless shield in one or both hands.
cast your wizard spells of 1st level and higher. you are incapacitated. If it is on the same When a hostile creature’s movement provokes
To cast one of these spells⁠, you must expend plane of existence, you can summon that an opportunity attack from you, you can use
a slot of the spell’s level or higher. You regain weapon as a bonus action on your turn, your reaction to cast a spell at the creature,
all expended spell slots when you finish a long causing it to teleport⁠instantly to your hand. rather than making an opportunity attack. The
rest. You can have up to two bonded weapons, but spell must have a casting time of 1 action and
For example, if you know the 1st-level spell can summon only one at a time with your must target only that creature.
shield and have a 1st-level and a 2nd-level bonus action. If you attempt to bond with a
spell slot available, you can cast shield⁠using third weapon, you must break the bond with War Magic
either slot. one of the other two. Beginning at 7th level, when you use your
Spells⁠Known of 1st-Level and Higher. You action to cast a cantrip, you can make one
know three 1st-level wizard spells of your Bonded Item 1: Longsword weapon attack as a bonus action.
choice, two of which you must choose from the Bonded Item 2: Javelin
abjuration and evocation spells⁠on the wizard Maneuver: Parry (Faith Shield)
spell list. Martial Versatility When another creature damages you with a
The Spells Known column of the Eldritch Whenever you reach a level in this class that melee attack, you can use your reaction and
Knigh⁠t⁠Spellcasting table shows when you grants the Ability Score Improvement feature, expend one superiority die to reduce the
learn more wizard spells⁠of 1st level or higher. you can do one of the following, as you shift damage by the number you roll on your
Each of these spells⁠must be an abjuration or the focus of your martial practice. superiority die + your Dexterity modifier.
evocation spell of your choice, and must be of Replace a fighting style you know with another 4 dice, recover all used dice after a Long Rest.
a level for which you have spell slots. For fighting style available to fighters.If you know Dices roll :d8
instance, when you reach 7th level in this any maneuvers from the Battle Master
class, you can learn one new spell of 1st or archetype, you can replace one maneuver you
2nd level. know with a different maneuver.
The spells you learn at 8th, 14th, and 20th
level can come from any school of magic. ASI
Whenever you gain a level in this class, you +2 Str
can replace one of the wizard spells⁠you know
with another spell of your choice from the Extra Attack
wizard⁠spell list. The new spell must be of a Beginning at 5th level, you can attack twice,
level for which you have spell slots, and it instead of once, whenever you take the Attack
must be an abjuration or evocation spell, action on your turn. The number of attacks
unless you’re replacing the spell you gained at increases to three when you reach 11th level
8th, 14th, or 20th level. in this class and to four when you reach 20th
Spellcasting⁠Ability. Intelligence is your level in this class..
spellcasting ability for your wizard spells⁠, since
you learn your spells⁠through study and
memorization. You use your Intelligence
whenever a spell refers to your spellcasting⁠
ability. In addition, you use your Intelligence
modifier when setting⁠the saving throw DC for
a wizard spell you cast and when making an
attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier
Spell attack modifier = your proficiency bonus
+
your Intelligence modifier
SPELLS
Green-Flame Blade Light Absorb Elements
evocation cantrip evocation cantrip abjuration 1
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 reaction, which you take
Range: Self (5-foot radius) Range: Touch when you take acid, cold, fire, lightning, or
Target: one creature within the spell’s range Target: One object that is no larger than 10 thunder damage
Components: V M feet in any dimension Range: Self
Duration: Instantaneous Components: V M Target: Self
Description: Duration: 1 hour Components: S
You brandish the weapon used in the spell's Description: Duration: 1 round
casting and make a melee attack with it You touch one object that is no larger than 10 Description:
against one creature within 5 feet of you. On a feet in any dimension. Until the spell ends, the The spell captures some of the incoming
hit, the target suffers the weapon attack’s object sheds bright light in a 20-foot radius and energy, lessening its effect on you and storing
normal effects, and you can cause green fire dim light for an additional 20 feet. The light can it for your next melee attack. You have
to leap from the target to a different creature of be colored as you like. Completely covering resistance to the triggering damage type until
your choice that you can see within 5 feet of it. the object with something opaque blocks the the start of your next turn. Also, the first time
The second creature takes fire damage equal light. The spell ends if you cast it again or you hit with a melee attack on your next turn,
to your spellcasting ability modifier. dismiss it as an action. If you target an object the target takes an extra 1d6 damage of the
held or worn by a hostile creature, that triggering type, and the spell ends.
This spell’s damage increases when you reach creature must succeed on a Dexterity saving At Higher Levels: When you cast this spell
certain levels. At 5th level, the melee attack throw to avoid the spell. using a spell slot of 2nd level or higher, the
deals an extra 1d8 fire damage to the target extra damage increases by 1d6 for each slot
on a hit, and the fire damage to the second Word of Radiance level above 1st.
creature increases to 1d8 + your spellcasting evocation cantrip
ability modifier. Both damage rolls increase by Casting Time: 1 action Silvery Barbs
1d8 at 11th level (2d8 and 2d8) and 17th level Range: 5 feet enchantment 1
(3d8 and 3d8). Target: Each creature of your choice that you Casting Time: 1 reaction, which you take
can see within range when a creature you can see within 60 feet of
Booming Blade Components: V M yourself succeeds on an attack roll, an ability
evocation cantrip Duration: Instantaneous check, or a saving throw
Casting Time: 1 action Description: Range: 60 feet
Range: Self (5-foot radius) You utter a divine word, and burning radiance Target: the triggering creature, then choose a
Target: one creature within the spell’s range erupts from you. Each creature of your choice different creature you can see within range
Components: V M that you can see within range must succeed Components: V S M
Duration: 1 round on a Constitution saving throw or take 1d6 Duration: Instantaneous
Description: radiant damage. Description:
You brandish the weapon used in the spell's At Higher Levels: The spell’s damage You magically distract the triggering creature
casting and make a melee attack with it increases by 1d6 when you reach 5th level and turn its momentary uncertainty into
against one creature within 5 feet of you. On a (2d6), 11th level (3d6), and 17th level (4d6) encouragement for another creature. The
hit, the target suffers the weapon attack’s triggering creature must reroll the d20 and use
normal effects and then becomes sheathed in Shield the lower roll.
booming energy until the start of your next abjuration 1
turn. If the target willingly moves 5 feet or Casting Time: 1 reaction, which you take You can then choose a different creature you
more before then, it immediately takes 1d8 when you are hit by an attack or targeted by can see within range (you can choose
thunder damage, and the spell ends. the magic missile spell yourself). The chosen creature has advantage
Range: Self on the next attack roll, ability check, or saving
This spell’s damage increases when you reach Target: Self throw it makes within 1 minute. A creature can
certain levels. At 5th level, the melee attack Components: V S be empowered by only one use of this spell at
deals an extra 1d8 thunder damage to the Duration: 1 round a time.
target on a hit, and the damage the target Description:
takes for moving increases to 2d8. Both An invisible barrier of magical force appears Identify
damage rolls increase by 1d8 at 11th level and protects you. Until the start of your next divination 1
(2d8 and 3d8) and again at 17th level (3d8 turn, you have a +5 bonus to AC, including Casting Time: 1 minute
and 4d8). against the triggering attack, and you take no Range: Touch
damage from magic missile. Target: One object that you must touch
Guidance throughout the casting of the spell
divination cantrip Magic Missile Components: V S M
Casting Time: 1 action evocation 1 Duration: Instantaneous
Range: Touch Casting Time: 1 action Description:
Target: One willing creature Range: 120 feet You choose one object that you must touch
Components: V S Target: A creature of your choice that you can throughout the casting of the spell. If it is a
Duration: ConcentrationUp to 1 minute see within range magic item or some other magic-imbued
Description: Components: V S object, you learn its properties and how to use
You touch one willing creature. Once before Duration: Instantaneous them, whether it requires attunement to use,
the spell ends, the target can roll a d4 and add Description: and how many charges it has, if any. You learn
the number rolled to one ability check of its You create three glowing darts of magical whether any spells are affecting the item and
choice. It can roll the die before or after force. Each dart hits a creature of your choice what they are. If the item was created by a
making the ability check. The spell then ends. that you can see within range. A dart deals 1d4 spell, you learn which spell created it. If you
+ 1 force damage to its target. The darts all instead touch a creature throughout the
strike simultaneously, and you can direct them casting, you learn what spells, if any, are
to hit one creature or several. currently affecting it.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the
spell creates one more dart for each slot level
above 1st.
Searing Smite Healing Word
evocation 1 evocation 1 Bless
Casting Time: 1 bonus action Casting Time: 1 bonus action enchantment 1
Range: Self Range: 60 feet Casting Time: 1 action
Target: Self Target: A creature of your choice that you can Range: 30 feet
Components: V see within range Target: up to three creatures of your choice
Duration: ConcentrationUp to 1 minute Components: V within range
Description: Duration: Instantaneous Components: V S M
The next time you hit a creature with a melee Description: Duration: ConcentrationConcentration, up to
weapon attack during the spell’s duration, your A creature of your choice that you can see 1 minute
weapon flares with white-hot intensity, and the within range regains hit points equal to 1d4 + Description:
attack deals an extra 1d6 fire damage to the your spellcasting ability modifier. This spell has You bless up to three creatures of your choice
target and causes the target to ignite in no effect on undead or constructs. within range. Whenever a target makes an
flames. At the start of each of its turns until the At Higher Levels: When you cast this spell attack roll or a saving throw before the spell
spell ends, the target must make a using a spell slot of 2nd level or higher, the ends, the target can roll a d4 and add the
Constitution saving throw. On a failed save, it Healing increases by 1d4 for each slot level number rolled to the attack roll or saving throw.
takes 1d6 fire damage. On a successful save, above 1st. At Higher Levels: When you cast this spell
the spell ends. If the target or a creature within using a spell slot of 2nd level or higher, you
5 feet of it uses an action to put out the flames, Shield of Faith can target one additional creature for each slot
or if some other effect douses the flames abjuration 1 level above 1st.
(such as the target being submerged in water), Casting Time: 1 bonus action
Range: 60 feet Misty Step
the spell ends.
Target: A creature of your choice within range conjuration 2
At Higher Levels: When you cast this spell
Components: V S M Casting Time: 1 bonus action
using a spell slot of 2nd level or higher, the
Duration: ConcentrationUp to 10 minutes Range: Self
initial extra damage dealt by the Attack
Description: Target: Self
increases by 1d6 for each slot level above 1st.
A shimmering field appears and surrounds a Components: V
creature of your choice within range, granting Duration: Instantaneous
it a +2 bonus to AC for the duration. Description:
Briefly surrounded by silvery mist, you teleport
abjuration 1 up to 30 feet to an unoccupied space that you
Casting Time: can see.
Range:
Target:
Components: V S M
Duration:
Description:

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