Profile
"Bow before your Queen, your Goddess."
CLASS & LEVEL
Fighter (Rune Knight) lvl 20RACE
High ElfBACKGROUND
QueenALIGNMENT
Neutral EvilPLAYER NAME
SadieEXPERIENCE POINTS
355,000"I'm nothing to be trifled with, insolent one."
Cruel. Bloodthirsty. Exalted one held up by the followers who believed in her even after her death.
Syndra is a terrible force against all who dare stand against her on the battlefield.
The Blood Goddess
Immortality - Upon reaching a Divine Rank of 1, you are no longer subject to massive damage, and in any case where you are slain in the mortal realm, your body reforms in 1d4 days, in addition to the other abilities granted by immortality.
Senses - Deities have incredibly sensitive perception. As such a deity’s senses (including darkvision and truesight if the deity has them) extend out to a radius of one mile per divine rank. Perception is limited to the senses a deity possesses. A deity cannot see through solid objects without using its remote sensing ability.
Remote Sensing - You send your mind across space and dimensions, forming it into a quasi-real viewpoint from which you can see and hear some creature located at any distance from you, even if planar boundaries separate you. If the subject succeeds on a Wisdom save, the remote viewing attempt fails, and you cannot attempt to view that creature again for at least 24 hours. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Wisdom save.
AGE
1200HEIGHT
7'2"WEIGHT
220 lbsEYES
RedSKIN
Pale whiteHAIR
Jet black, straightSKILL PROFICIENCIES
ARMOR PROFICIENCIES
WEAPON PROFICIENCIES
SAVING THROWS
LANGUAGES
TOOL PROFICIENCIES
TEMP. HP
+0HIT DICE
1d10FEATURES & TRAITS
FEY ANCESTRY
Elf Racial TraitYou have advantage on saving throws against being charmed, and magic can’t put you to sleep.
TRANCE
Elf Racial TraitElves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
DARKVISION
Elf Racial TraitAccustomed to twilit forests and the night sky, 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’t discern color in darkness, only shades of gray.
VOICE OF AUTHORITY
Earned through Queen BackgroundYou were a queen for a long period of time, and through experience you now know how to make people do what you want.
Any time you are to roll a persuasion, deception or intimidation check you may chose to roll with advantage, including after you have already rolled. You may use this equal to you charisma modifier per day.
SECOND WIND
Earned at Fighter Level 1You 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. Once you use this feature, you must finish a short or long rest before you can use it again.
FIGHTING STYLE: TWO-WEAPON FIGHTING
Earned at Fighter Level 1When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
ACTION SURGE
Earned at Fighter Level 2Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
RUNE MAGIC
Earned at Rune Knight Level 3You learn how to use runes to enhance your gear. When you gain this feature, you learn how to inscribe two runes of your choice on weapons, armor, or shields (see “Rune Options”).
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, or a shield.
Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes.
Each time you gain a level in this class, you can replace one rune you know with a different one.
ILD RUNE
Earned at Rune Knight Level 3This rune’s magic channels the masterful craftsmanship of fire giant smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke the rune, you can’t do so again until you finish a short or long rest.
UVAR RUNE
Earned at Rune Knight Level 3Using this rune, you can glimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you are not incapacitated.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can’t do so again until you finish a short or long rest.
GIANT MIGHT
Earned at Rune Knight Level 3You can imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
- If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
- You have advantage on Strength checks and Strength saving throws.
- Your weapon attacks deal an extra 1d6 damage.
- You can use this feature twice, and you regain all expended uses of it when you finish a long rest.
EXTRA ATTACK
Earned at Fighter Level 5Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
DEFENSIVE RUNES
Earned at Rune Knight Level 7You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature’s AC against that attack. The bonus equals 1 + your Intelligence modifier (minimum of +2).
In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of three).
HAUG RUNE
Earned at Rune Knight Level 7This rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can’t do so again until you finish a short or long rest.
INDOMITABLE
Earned at Fighter Level 9Beginning at 9th level, 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.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
GREAT STATURE
Earned at Rune Knight Level 10The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. Moreover, the extra damage you deal with your Giant Might feature increases to 1d8.
In addition, you learn one new rune of your choice from your Rune Magic feature (for a total of four).
ISE RUNE
Earned at Rune Knight Level 10This rune’s magic evokes a frost giant’s stoic calm. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can’t do so again until you finish a short or long rest.
RUNE MAGIC MASTERY
Earned at Rune Knight Level 15You can invoke each rune you know from your Rune Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of five).
SKYE RUNE
Earned at Rune Knight Level 15This rune’s magic emulates the deceptiveness of a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack’s range. Once you invoke the rune, you can’t do so again until you finish a short or long rest.
BLESSING OF THE ALL FATHER
Earned at Rune Knight Level 18You learn how to share your rune magic with your allies. When you use your Giant Might feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature also gains the benefits of your Giant Might feature.
TOUGH
Free FeatYour hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
ELVEN ACCURACY
Feat Earned at Fighter Level 4The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
- Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
SENTINEL
Feat Earned at Fighter Level 8You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even 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 (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
MEDIUM ARMOR MASTER
Feat Earned at Fighter Level 12You have practiced moving in medium armor to gain the following benefits:
- Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
- When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
FEY TELEPORTATION
Feat Earned at Fighter Level 16Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:
- Increase your Intelligence or Charisma score by 1, to a maximum of 20.
- You learn to speak, read, and write Sylvan.
- You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
SANGUINE DREAM
Earned through DivinityBlood calls to you. When ever blood is spilt on the battle field that isn't your own, you heal for 1d10.
ATTACKS
SPELLCASTING
LEVEL 0
LEVEL 2
WEAPONS
Clawed guantlets made of blackened metal with red accents.
TREASURES
A bag of holding filled to the brim with gold and platinum pieces.
Mimir
[ unsure ]They had to reluctantly team up after being thrust into an unknown world. She is unsure how she feels about him, not hating him but barely tolerating him all the same.