Elenor is @ElenorRada
Concept: Elenor presents an image of quiet intellect and observation. Don't let her scholarly appearance fool you; she's a master tactician and a formidable fighter. Her chosen path as a Battle Master emphasizes her keen mind and ability to analyze combat situations, turning observation into decisive action. She fights not with brute force, but with precision, strategy, and a deep understanding of her opponents' weaknesses, often surprising those who underestimate her.
Race: Human (Variant)
Ability Score Increase: +1 Dexterity, +1 Intelligence, +1 Constitution
Skill Proficiency: Investigation
Feat: Observant (at 1st Level, enhancing her already keen intellect and reinforcing the "glasses" and "scholar" aspect)
Class: Fighter (Battle Master)
Hit Dice: 7d10 + (7 Con Modifier) = Average 7 5.5 + (7 * 3) = 38.5 + 21 = 59.5
Proficiencies:
Armor: All armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival (Elenor chooses History and Perception)
Ability Scores (Point Buy + Racial Bonuses + ASIs):
Strength: 10 (base) = 10
Dexterity: 15 (base) + 1 (racial) + 2 (ASI at 4th) = 18
Constitution: 14 (base) + 1 (racial) = 15
Intelligence: 13 (base) + 1 (racial) = 14
Wisdom: 12 (base) = 12
Charisma: 8 (base) = 8
Note: The ASI at 4th level was used to boost Dexterity to 18, enhancing her finesse combat and initiative.
Calculated Modifiers:
Strength: +0
Dexterity: +4
Constitution: +2
Intelligence: +2
Wisdom: +1
Charisma: -1
Proficiency Bonus: +3 (for 7th Level)
Hit Points: 10 (1st Level) + (6 6) + (7 2) = 10 + 36 + 14 = 60 (Assuming average of 6 for subsequent d10 rolls and +2 Con modifier)
Armor Class (Half Plate & Shield): 15 (Half Plate) + 2 (Dex, max) + 2 (Shield) = 19 (Elenor's "red jumper dress" could be magically enchanted or simply worn over her armor, which is more functional)
Initiative: +4 (Dex Modifier)
Speed: 30 ft.
Saving Throws:
Strength: +0 (Mod) +3 (Prof) = +3
Dexterity: +4 (Mod) = +4
Constitution: +2 (Mod) +3 (Prof) = +5
Intelligence: +2 (Mod) = +2
Wisdom: +1 (Mod) = +1
Charisma: -1 (Mod) = -1
Skills:
Acrobatics (Dex): +4
Animal Handling (Wis): +1
Arcana (Int): +2
Athletics (Str): +0
Deception (Cha): -1
History (Int): +2 (Mod) +3 (Prof) = +5
Insight (Wis): +1
Intimidation (Cha): -1
Investigation (Int): +2 (Mod) +3 (Prof) = +5 (Racial proficiency)
Medicine (Wis): +1
Nature (Int): +2
Perception (Wis): +1 (Mod) +3 (Prof) = +4
Performance (Cha): -1
Persuasion (Cha): -1
Religion (Int): +2
Sleight of Hand (Dex): +4
Stealth (Dex): +4
Survival (Wis): +1
Fighter Features:
Fighting Style (Defense): While you are wearing armor, you gain a +1 bonus to AC.
This would bring her AC to 20 with Half Plate + Shield, if she wore it. Given her image, she likely uses her intelligence to avoid hits more than heavy platemail.
Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level (1d10 + 7). 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 long rest before you can use it again.
Martial Archetype (Battle Master):
Combat Superiority: You gain 4 superiority dice, which are d8s. A superiority die is expended when you use it. You regain all expended superiority dice when you finish a short or long rest.
Maneuvers (Choose 3):
Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this before or after the roll, but before any effects of the attack are applied. (Great for ensuring critical hits or hitting difficult targets)
Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. (Excellent counter-attack)
Commander's Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. (Team player, tactical support)
Extra Attack (5th Level): You can attack twice, instead of once, whenever you take the Attack action on your turn.
Indomitable (1 use/Long Rest, 7th Level): You can reroll a saving throw that you fail. If you do so, you must use the new roll.
Feats:
Observant: (From Variant Human racial feat)
Increase your Intelligence or Wisdom score by 1, to a maximum of 20 (already applied to Intelligence).
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Passive Perception: 10 + Wis Mod (1) + Prof (3) + 5 (Observant) = 19
Passive Investigation: 10 + Int Mod (2) + Prof (3) + 5 (Observant) = 20
Weapons:
Rapier (Finesse):
Attack: +7 (Dex + Prof)
Damage: 1d8 + 4 (Dex) piercing
With Precision Attack: +7 + 1d8 to hit.
Shield: +2 AC
Dagger (2):
Attack: +7 (Dex + Prof)
Damage: 1d4 + 4 (Dex) piercing
Equipment:
Rapier
Shield
Two Daggers
Light Crossbow with 20 bolts (for ranged options)
Leather Armor (flavored as her regular clothes being reinforced, or worn discreetly beneath her jumper)
Scholar's Pack (instead of a Fighter's Pack, reflecting her intelligence)
Quill, ink, a journal full of observations and tactical notes
Belt pouch with 15 gp
Personality and Background (Sage):
Personality Trait: "I speak in long, convoluted sentences that tend to baffle others." or "I'm a meticulous planner, and I like to know exactly what I'm getting into." (The latter fits her Battle Master nature).
Ideal: "Knowledge. The path to power and understanding is through study and observation."
Bond: "I am committed to unraveling an ancient mystery or understanding a specific historical event."
Flaw: "I am easily distracted by interesting intellectual challenges and can get lost in thought." or "I tend to overanalyze situations, sometimes to the point of inaction."
Background Feature (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, an academy, a hidden sage, or a creature who knows the particular secret you seek. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Equipping Elenor with this background reinforces her keen intellect and her glasses as more than just a fashion statement.