D&D 5E- Quorric – Dwarven Eldritch Knight (The Workshop)

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Quorric

Image copyright Bob Kehl; bobkehl.com

Mountain Dwarf Fighter (Eldritch Knight) 3

Armor Class 16
Hit Points 31 (3d10)
Proficiency Bonus +2
Speed 25 ft
Alignment neutral good
Languages Common, Dwarven, Draconic, Elven

Ability Scores
Strength          16 (+3)
Dexterity         8   (-1)
Constitution   16 (+3)
Intelligence     15 (+2)
Wisdom           10 (+0)
Charisma         10 (+0)

Attacks
Melee Attack: Battleaxe +5 melee (1d8+3 slashing damage, Versatile 1d10)
Melee Attack: Flail +5 melee (1d8+3 bludgeoning damage)
Melee or Ranged Attack: Handaxe +5 melee or +1 ranged (1d6+3 slashing damage, range 20/60)

Skills Acrobatics -1, Animal Handling +0, Arcana +4, Athletics +5, Deception +0, History +4 (+6 when determining the origin of stonework), Insight +2, Intimidation +0, Investigation +0, Medicine +0, Nature +1, Perception +0, Performance +0, Persuasion +0, Religion +2, Sleight of Hand -1, Stealth +-1 (disadvantage), Survival +0

Cantrips (Spell Save DC 12, Spell attack modifier +4):
blade ward, fire bolt

Spells Spells per Day
1st level – 2

Spells Known (Spell Save DC 12, Spell attack modifier +4): chromatic orb, shield, thunderwave

Equipment chainmail, battleaxe (bonded weapon), flail, two handaxes (one of which is bonded), dungeoneers pack, bottle of black ink, a quill, a small knife, letter from Bertrand questioning the legitimacy of Clan Dorvall’s lordship claims and posing a connection with Infernal powers, set of common clothes, belt pouch, 10 gp

Class Features

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: On your turn, you can use a bonus action to regain hit points equal to 1d10+3. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge: On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or a long rest before you can use it again.
Weapon Bond: You know 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 force 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.

 Proficiencies
Armor Proficiencies: all armor, shields
Weapon Proficiencies: simple weapons, martial weapons
Saving Throws: Strength and Constitution
Skill Proficiencies: Arcana, Athletics, History, Insight
Tool Proficiencies: Mason’s kit

Racial Traits

Darkvision: 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.
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, throwing hammer, and Warhammer.
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.

Background: Sage
Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found.

Personality Traits: There’s nothing I like more than a good mystery.
Ideals: Knowledge. The path to power and self-improvement is through knowledge.
Bonds: I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
Flaws: I overlook obvious solutions in favor of complicated ones.

History: Quorric was born Quorric Clan Battlestorm to a group of dwarves living deep under the mountains.  The group was made up of a dozen or so Clans, led by the two most powerful, Clan Dorvall and Clan Battlestorm. Quorric was raised like the rest of his kin as a warrior, but the young dwarf had a keen mind for study as well and he spent much of his free time after drill in the libraries of the various great halls. He grew to know the scholars and sages well, earning their respect for his keen mind and his desire to learn. He grew close with Bertrand, a clanless sage who took Quorric as a pupil and apprentice after finding himself continually impressed by the young dwarf’s ability. Bertrand himself had been spending a lot of time studying both the arcane mysteries of the world as well as the histories of the great Clans. Not having a Clan himself made him a great impartial historian. But he let Quorric know that he had begun to have his doubts about the legitimacy of Clan Dorvall’s claim to lordship. He had no proof, but he believed there to be some dark secrets if one dug deep enough. Quorric was keen enough to learn some fundamentals of magic to augment his fighting skills and quickly grew intrigued at the thought of dark secrets.

It wasn’t much later that Quorric discovered Bertrand’s body in his study, murdered. Signs pointed to a struggle. Terrified he ran home, where he found a letter from Bertrand along with a tome written in some sort of cypher. The letter hastily detailed that Bertrand believed there to be some Infernal dealings in Clan Dorvall’s rise to power. It also stated that he believed the Clan leaders knew what that they were under suspicion as well and implored Quorric to run for his life. The young dwarf gathered what he could and left his mountain home, just steps ahead of Dorvall soldiers marching into his house looking for Bertrand’s murderer. And so Quorric found himself without a family, without a Clan, and without a people, but questions that needed to be answered and a dear friend that needed to be avenged.

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Ben Erickson

Contributing Writer for d20 Radio
Mild mannered fraud analyst by day, incorrigible system tinker monkey by night, Ben has taken a strong interest in roleplaying games since grade school, especially when it comes to creation and world building. After being introduced to the idea through the Final Fantasy series and kit-bashing together several games with younger brother and friends in his earliest years to help tell their stories, he was introduced to the official world of tabletop roleplaying games through the boxed introductory set of West End Games Star Wars Roleplaying Game before moving into Dungeons and Dragons.