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 10th level Fighter (Battlemaster)
Description
History
Character Statistics
Basic Statistics
Passive Skills:
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Speed: 30 feet |
Attributes
Strength | 9 (-1) | Dexterity | 20 (+5) | Constitution | 10 (+0) | ||
Intelligence | 10 (+0) | Wisdom | 12 (+1) | Charisma | 16 (+3) |
Proficiency
Proficiency bonus: +4
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 and Abyssal 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)
Defender of Thentia
An honor bestowed for defending the Temple of Balance from Mechanicus assault during the elections. (Story Award)
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/SR)
Combat Superiority:
You may use maneuvers to enhance an attack. Your superiority die is d10, and the save DC is 17. (4/SR)
Additional Attack:
When you make the attack action, you may attack twice.
Know Your Enemy:
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Strength score, Dexterity score, Constitution score, Armor Class, Current hit points, Total class levels, if any, Fighter class levels, if any
Indominable:
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
Feats
- Prodigy
- Proficency in Investigation
- Expertese in Slight of Hand
- Proficency in Theives' Tools
- Proficency in Infernal
- Skill Expert
- Proficiency in Stealth
- Expertese in Deception
- Gain +1 Dexterity
- Magic Initiate (Bard)
- Gain 2 cantrips and 1 first-level spell.
- Resilient (Dexterity)
- Gain proficiency in Dexterity Saves
- Gain +1 Dexterity
- Piercer (Dexterity)
- 1/turn, reroll 1 die of piercing damage
- When Crit, deal +1 die of piercing damage
- Gain +1 Dexterity
- Athlete (Dexterity)
- Standing from prone only takes 5ft movement.
- Climbing costs no extra movement.
- Running Jump after 5 ft.
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 (15) or take 2d4 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 (DC 15). 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
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
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 17) 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+4).
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).
Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Equipment
Encumbrance: 50lb (Light, -10); 100lb (Heavy, -20); 150lb (Maximum)
Carried: 41 lb on person, +35 lb Pack.)
Weapons
Lifestealer Rapier
Mysterious Rapier traded from a Kobold "Merchant"
Attack: 1d20(+5+4+1); Melee; Finesse; 2lb
Damage: 1d8(+5+2+1); Reroll 1/round
Magical (Rare); +1 Bonus, Crit: deal 10 Necrotic, Gain 10 Temps.
Standard Dagger (2):
Carefully balanced blades for thrusting or throwing.
Damage: 1d4(+4+2); Melee; Finesse; 1lb, 2gp value
Damage: 1d4(+4); Ranged 20/60; Finesse;
Armor
Studded Leather Armor:
Tough but flexible armor made from soft leather with metal reinforcement.
AC: 12(+5); Light; 13lb, 45gp value
Shield of the Moon:
A shield painted with the image of the full moon, gifted by Lord Berislav, 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 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.
Thenturian Circlet (Circlet of Blasting)
Made of copper and onyx, with golden chains draping down from the circlet. In the center is a single shard of obsidian.
+2 Initiative, Scorching Ray [120ft, 3x rays, +5 to hit, 2d6 damage] (1/LR)
The Auftrag’s Buskins (Winged Boots):
Leather boots with wing and air motifs
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The Boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Cloak of Billowing:
A dramatic black and red cloak
While wearing this cloak, you can use a bonus action to make it billow dramatically.
Gear
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Escalus (Owl Familiar)
Basic Statistics
Passive Skills:
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Speed: Fly 60 feet |
Attributes
Strength | 3 (-4) | Dexterity | 13 (+1) | Constitution | 8 (-1) | ||
Intelligence | 2 (-4) | Wisdom | 11 (+0) | Charisma | 7 (-2) |
Abilities
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Proficent. Perception, Stealth
Action
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Tybalt (Riding Horse)
Basic Statistics
Passive Skills:
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Speed: 60 feet |
Carry: 540 lb |
Attributes
Strength | 16 (+3) | Dexterity | 10 (+0) | Constitution | 12 (+1) | ||
Intelligence | 2 (-4) | Wisdom | 11 (+0) | Charisma | 7 (-2) |
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.