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Homebrew

Helen Sweet

Medium Humanoid (Human, Soldier, Neutral Good

Armor Class 18 (Chain Mail, Shield)
Hit Points 27 (12 + (2d10 + 4))
Speed: 30 ft

STR

16
( +3 )

DEX

10
( +0 )

CON

14
( +2 )

INT

14
( +2 )

WIS

10
( +0 )

CHA

8
( -1 )

Saving Throws Strength +5, Constitution +4
Skills Arcana +4, Athletics +5, Intimidation +1, Perception +3, Survival +3
Senses Passive Perception 13
Languages Common
Proficiency Bonus +2

Ideals

Live & Let Live. Ideals aren't worth killing over, so let's just get along.

Bonds

I fight for those who cannot fight for themselves.

Flaws

I have little respect for anyone who is not a proven warrior.

Spellcasting. Helen is a 3rd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following wizard spells prepared:

  • Cantrips (at will): Green-Flame Blade, Lightning Lure
  • 1st-Level (2 slots): Magic Missile, Protection from Good & Evil, Silvery Barbs


Action Surge (1/Rest). You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

War Caster. You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Weapon Bond. You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

  • Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
  • You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Actions

Morningstar. Melee Weapon Attack: +5 to hit, 5' reach, one target. Hit: 7 (1d8 + 3) piercing damage.

Handaxe. Melee/Thrown Weapon Attack: +5 to hit, reach 5' or thrown 20'/60', one target. Hit: 6 (1d6 + 3) slashing damage. You have a magical bond with

Bonus Actions

Second Wind (1/Rest). You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can regain hit points equal to 1d10 + your fighter level.

Reactions

Fighting Style - Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.


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