Rodan Thundershield

Class
Fighter
Gender
Male
Archetype
Eldritch Knight
Age
107
Race
Mountain Dwarf
Height
1.41m
Level
9
Weight
89 kg
Alignment
Neutral Good
Hair
Brown
Background
Outlander
Eyes
Dark brown
Str
Dex
Con
Int
Wis
Cha
18
12
16
14
10
8
+4
+1
+3
+2
+0
-1
Saving throws
+8
+1
+7
+2
+0
-1
AC
20
Initiative
+1
Speed
25
Hit Dice
9d10
Proficiency
4
Spell DC
14
Hit Points
TEMPORARY
CURRENT
MAXIMUM
85
Inspiration
 
XP
50158
Skills
+1: Acrobatics (Dex)
0: Animal Handling (Wis)
+2: Arcana (Int)
+8: Athletics (Str)
-1: Deception (Cha)
+6: History (Int)
+10: History Stonecunning (Int)
0: Insight (Wis)
-1: Intimidation (Cha)
+2: Investigation (Int)
0: Medicine (Wis)
+2: Nature (Int)
+4: Perception (Wis)
-1: Performance (Cha)
-1: Persuasion (Cha)
+2: Religion (Int)
+1: Sleight of Hand (Dex)
+1: Stealth (Dex) - Armor gives Disadvantage
+4: Survival (Wis)
Race
Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can only discern shades of gray in darkness.
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage
Tool Proficiency: You have proficiency with brewer’s supplies.
Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages: You can speak, read, and write Common and Dwarvish. Hard consonants and guttural sounds spill over into whatever other language a dwarf speaks.
Background
Languages: Gnomish
Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Class
Armor/Weapons: armor/shields/simple/martial
Fighting Style: Dueling: +2 damage when wielding a melee weapon in one hand and no other weapons.
Second Wind: Bonus action: regain 1d10 + 9 hit points. Once per short rest.
Action Surge: On your turn take one additional action on top of your regular action and a possible bonus action. Once per short rest.
Extra Attack: You can attack twice with the Attack action.
Subclass: Eldritch Knight
Weapon Bond: Do a 1 hour ritual to create a magical bond between yourself and one weapon. You can’t be disarmed of that weapon. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn. You can have up to two bonded weapons.
War Magic: When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Indomitable: You can reroll a saving throw that you fail, you must use the new roll. Once per long rest.
Feats
Sentinel:
- When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
- Creatures within 5 feet of you provoke opportunity attacks from you if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.
Shield Master: While wielding a shield:
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect
Resistances
Fire, Force, Poison, Cold
Death Saves
Successes:
 
 
 
Failures:
 
 
 
Warhammer
ATTACK
+8
DAMAGE
1d8+6
TYPE
Bludg
Drown (Trident)
ATTACK
+9
DAMAGE
1d6+7+1d8(Cold)
TYPE
Pierc
Handaxe (thrown)
ATTACK
+8
DAMAGE
1d6+6
TYPE
Slash
Drown (Trident)
ATTACK
+9
DAMAGE
1d6+7+1d8(Cold)
TYPE
Pierc
Equipment
GP: 95
Warhammer, Bonded (1d8)
Handaxe, Bonded (1d6, range 20/60)
Shield (+2 AC)
Bagpipes, Staff (walking)
Hunting trap, Trophy from an animal you killed
Traveler’s clothes, Backpack
Crowbar, hammer & 10 pitons
10 torches & tinderbox
10 days of rations & waterskin
50 feet of hempen rope
Ancient map
Mask with gems (2000g)
Magic Items
Plate Armor of Force Resistance
Ring of Fire Resistance
Drown (Trident)
- You can speak Aquan fluently.
- You have resistance to cold damage.
- You can cast dominate monster (save DC 17) on a water elemental. Once you have done so, Drown can’t be used this way again until the next dawn.
- Flaw: “I demand and deserve the largest share of the spoils, and I refuse to part with anything that’s mine.”
Hook
Strange Map: An ancient map has come into your possession, showing the location of a forgotten dwarf stronghold beneath the Sumber Hills.
Friends
- Maret, Dwarf Cleric (Mark)
- Lirmyi, Drow Bard (Ferry)
- Naeris, Wood Elf Monk (Jeroen)
- Niamh, Wood Elf Ranger (Jake)
- Varaf, Tiefling Warlock (Matthijs)

Eldritch Knight Spells

Cantrips (8)
Blade Ward
abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 round
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Lightning Lure
evocation
Casting Time: 1 action
Range: 15 feet
Components: V
Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Useful Basic Actions
Dodge: Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.
Help: When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn. Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
Ready: You can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn. You decide what circumstance will trigger your reaction. Then, you choose the action you will take. When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round. When you ready a spell, you hold its energy, which you release with your reaction. A spell must have a casting time of 1 action. If your concentration is broken, the spell dissipates without taking effect.
Shove: Using the Attack action. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.
Cover: Half cover: +2 bonus to AC and Dexterity saving throws.
Three-quarters cover: +5 bonus to AC and Dexterity saving throws
:







1st Level (4)
Shield
abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Absorb Elements
abjuration
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Components: S
Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Expeditious Retreat
transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Thunderwave
evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
2nd Level (2)
Gust of Wind
evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
A line of strong w ind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Enlarge/Reduce
transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.
Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1)
 


Background: Outlander

Description of the personal characteristics of Rodan.

Personality Traits
I’m driven by a lust to explore that led me away from home.
I watch over my friends and family as if they were a litter of newborn pups.

Ideals
Greater Good. It is each person’s responsibility to make the most happiness for the whole group/clan.

Bonds
My family, clan, or friends are the most important thing in my life, even when they are far from me.

Flaws
I am too enamored of ale, wine, and other intoxicants.

Background story

Rodan grew up in the dwarven village of the Thundershield clan, high in the Orsraun Mountains far from any other civilization. There he helped his father brewing beer, and helped protecting the village. He liked exploring the mountains, and sometimes he was away for days or weeks because he enjoyed the solitude of being the only thinking creature for miles in any direction. Or just because he was lost, but Rodan would call it 'discovering new places'.

When he reached his adulthood he started to travel in the mountains more and more. Searching for new undiscovered places, and remnants of forgotten places. The mountains are in his blood, and he will always find a way to survive. He never stays in cities for long, and loves travelling in and under the mountains.

Every now and then he makes friends in his travels. When he was 85, he met a group of Gnomes that were searching for an ancient artifact located far beneath the mountains in an old and forgotten gnome kingdom. Rodan joined and helped them during a period of about 2 years. In that time he learned the Gnomish language and also learned a lot about magic and its powers from the 2 wizards in the group. Magic interested him more and more. With a lot of practice and help he also learned to use magic himself. But he committed them to memory instead of keeping them in a spellbook. The Verbal components of his spells are always in Gnomish, because that's the language he learned it in.

Rodan has already travelled to many places and has seen a lot of mountains in the realm. He has a lot of interest in learning about the history of forgotten places. The village where his parents live he only visits once every couple of years.

Recently he found an Ancient map showing the location of a forgotten dwarf stronghold beneath the Sumber Hills. That's where he is travelling now...

Intro Story

Link to shared intro story

“That definitely was one of my most successful game of Traitor’s Heads”, you muse to yourself as you walk to your room in the Underdark Inn in Waterdeep. Although your gnomish competitor didn’t have any substantial coin to wager, the map he put up as compensation and which you subsequently won off of him looks almost as promising as gold to you.

The map details an ancient dwarven stronghold beneath the Sumber Hills, just a tendays travel to the north of here. Keen on setting off exploring this stronghold in the morning, you almost overlook a small note attached to the inside of your door:

“Caravan from Mirabar to Summit Hall disappeared in Dessarin Valley. Dwarf named Bruldenthar carrying manuscripts of importance to our organisation. Other agents will be dispatched for this purpose as well. Please investigate together. May our lady Storm protect you. H.”

You grin. Combining the useful with the profitable is always convenient and you decide to set off to the north the next day.

Your journey into the Dessarin Valley leads you to the town of Red Larch first. Upon arriving in Red Larch, you find a busy trading town located at the foot of the Sumber Hills. The town is not that large, and you quickly spot an inn located just across the road from a tavern to your right. Located just before the inn on your left hand side you walk past a small shrine.

Even at this midday hour the tavern, a ramshackle two story building with a sign saying “The Helm at Highsun”, appears to be pretty busy already. You decide to settle first and head for the inn opposite. It is called the Swinging Sword inn, and it’s friendly proprietor named Kaylessa Irkel bids you a warm welcome when you step inside. Rooms are nicely priced and available so you are in luck.

While unpacking you hear that the locals have already picked up on the missing delegation. This is not that strange, seeing as it was a large, well-armed party and there were no reasons to assume something should have gone wrong. However, nearly everyone agrees that this is the latest in a string of misfortune that seems to have befallen the area in the last few months.

You barely sit down to order your first drink when two robed figures enter the tavern. They look around and you feel their eyes meeting yours from the dark of their capes. Without any formal invitation they join your table. Just when you are about to draw your weapon, you recognize one of their faces beneath the cape. Although you cannot for the love of Moradin remember his name, you are sure he is a Harper, just like you. They must be two of the other agents the note spoke about.