Mercutio Escalus
D&D: Song of Fates | |
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GM | |
Mark | |
Milestones | |
Level 10 | |
Characters | |
Meeko Tel (Brendon) Mercutio Escalus (Adam) Moonglimmer (Erik) Prasiolit (Ben) Solaria (Lisa) Takahashi Daichi (Tim) Threnody (Mark) |
IN PROGRESS
Lord Mercutio of Waterdeep 4th level Fighter (Battlemaster)
Description
History
Character Statistics
Basic Statistics
Passive Skills:
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Speed: 30 feet |
Attributes
Strength | 9 (-1) | Dexterity | 17 (+3) | Constitution | 10 (+0) | ||
Intelligence | 10 (+0) | Wisdom | 12 (+1) | Charisma | 16 (+3) |
Proficiency
Proficiency bonus: +2
Proficient Saves
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Proficient Weapons & Armor
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Proficient Skills
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Tool and Music
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Background Points
Personality Traits:
Sarcasm and insults are my weapons of choice.
Ideals:
I'm determined to make something of myself.
Bonds:
I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me.
Flaws:
I can't resist swindling people who are more powerful than me.
Favorite Schemes:
I integrate myself into the lives of "fellow" nobles. I also provide letters and documents for a fee.
Languages:
I speak the Common language, and the Infernal spoken by my childhood friends.
Special Rules
False Identity:
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. (Background)
Fighting Style:
Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
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 + your fighter level. (1/SR)
Action Surge:
On your turn, you can take one additional action. (1/LR)
Combat Superiority:
You may use manubers to enhance an attack. Your superiority die is d8, and the save DC is 13. (4/SR)
Feats
- Magic Initiate (Bard)
- Gain 2 cantrips and 1 first-level spell.
- Resilient (Dexterity)
- Gain proficiency in Dexterity Saves
- Gain +1 Dexterity
Spells
Vicious Mockery (v)
You unleash a string of insults laced with subtle enchantments at a creature you can see within range.
If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next Attack roll it makes before the end of its next turn.
Prestidigitation (v, s)
This spell is a minor magical trick that novice spellcasters use for practice.
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Bane (v, s, m)
You curse your enemy with bad fortune.
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. (1st Level)
Manuvers
Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop what it is holding. The target must make a Strength save (DC 13) or the item lands at the feet of the target.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll and your dexterity (d8+3).
Rally
In your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, that creature gains temporary hit points equal to your superiority die and charisma (d8+3).
Equipment
Encumbrance: 100lb (Light, -10); 200lb (Heavy, -20); 300lb (Maximum)
Carried: 66lb on person, +60 Personal, +135 Pack. )
Weapons
Standard Rapier:
An elegant dueling weapon favored by the nobles and cityfolk.
Damage: 1d8(+3+2); Melee; Finesse; 2lb, 25gp value
Silver Scimitar:
Marked with symbols of the Moon, this weapon is particularly effective against lycanthropes.
Damage: 1d6(+3+2); Melee; Finesse; 2lb, 75gp value
Standard Dagger (2):
Carefully balanced blades for thrusting or throwing.
Damage: 1d4(+3+2); Melee; Finesse; 1lb, 2gp value
Damage: 1d4(+3); Ranged 20/60; Finesse;
Armor
Studded Leather Armor:
Tough but flexible armor made from soft leather with metal reinforcement.
AC: 12(+3); Light; 13lb, 45gp value
Shield of the Moon:
A shield painted with the image of the full moon, gifted by Lord XXX, guardian of Selune.
AC: +2+1; Magical; 6lb, 112gp value
While equipped the bearer can use a bonus action to cause the shield to glow with a soft moonlight. This soft white light extends 20’. No colors can be discerned in the moonlight, and all objects show up as shades of grey.
Gear
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