Lucifer Graves's page

94 posts. Alias of Loup Blanc.

Full Name

Lucifer Graves




Fighter 6 | HP 56/56 | AC 16/17 | Str +2*, Dex +7*, Con +5*, Int +1, Wis +2, Cha +2 | Passive Insight 12, Perception 15, Stealth 14 | Initiative +4




Medium (5'8", 125 lb.)



Special Abilities

Combat Superiority


Neutral Good




Monster Hunter

Strength 8
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 14
Charisma 14

About Lucifer Graves

Lucifer Graves
Neutral Good Human Fighter 6
Initiative +4
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Hit Points 56/56 (6d10+6)

Armor Class 16 (17 when dual-wielding melee weapons)

Saving Throw Proficiencies: Strength, Dexterity, Constitution
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Speed 30 feet

Melee Rapier +7 (1d8+4 piercing)
Melee Scimitar +7 (1d6+4 slashing)
Melee Dagger +7 (1d4+4 piercing)

Ranged Hand crossbow +7 (1d6+4 piercing)
Ranged Dagger +7 (1d4+4 piercing)

Special Attacks Combat Superiority, Extra Attack
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Str 8, Dex 18, Con 12, Int 12, Wis 14, Cha 14
Proficiency Bonus: +3
Skill Proficiencies: Acrobatics, Arcana, History, Perception, Performance, Religion, Survival
Tool Proficiency: None
Passive Insight 12, Passive Investigation 11, Passive Perception 15, Passive Stealth 14
Languages: Common
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Dual Wielder: +1 AC when wielding two melee weapons, can dual-wield non-light weapons, can draw or stow two one-handed weapons when normally able to draw/stow only one
Resilient: +1 to Dexterity, proficiency with Dexterity saving throws
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Class Features
Action Surge: Luc can take one additional action on his turn, on top of his regular action and a possible bonus action. Once he uses this feature, he must finish a short or long rest before he can use it again.
Extra Attack: Luc can attack twice rather than once when he uses the Attack action on his turn.
Fighting Style: Two-Weapon Fighting. Luc can add his ability modifier to the damage of his second attack when fighting with two weapons.
Martial Archetype: Steadfast against the darkness, Luc follows the archetype of the Monster Hunter.
--Bonus Proficiencies: Luc is proficient in the History and Perception skills.
--Combat Superiority: Luc has 4d8 superiority dice, which he can expend on the follow maneuvers; he regains all expended superiority dice when he finishes a short or long rest.
----Add a superiority die to a weapon attack roll against a creature, before or after the attack roll but before any effects are applied.
----Add a superiority die to a damage roll against a creature with a weapon attack. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
----Add a superiority die to an Intelligence, Wisdom, or Charisma saving throw, before learning if the save succeeded or failed.
----Add a superiority die to a Wisdom (Perception) check to detect a hidden creature or object or a Wisdom (Insight) check to determine if someone is lying, before learning if the check succeeded or failed.
Second Wind: On his turn, Luc can use a bonus action to regain 1d10+6 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.
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Background: Haunted One
Skill Proficiencies: Arcana, Religion
Language: Abyssal
Feature--Heart of Darkness: Those who look into Luc's eyes can see a pale echo of the horrors he's faced; though they might fear him, the common people will extend him courtesy and help him if they can. He is no stranger to darkness, and they will even take up arms and aid him in battle if he hasn't been a danger to them.
Harrowing Event: Luc found a strange tome that he thought would merely contain old stories. Instead, it was filled with eldritch horror, now burned into his psyche. Though he burned the book, its revelations set him on a path to try and fight the darkness of the land.
Personality Trait: Luc refuses to be a victim, nor will he allow others to be victimized.
Ideal: Luc tries to help those in need, no matter the personal cost.
Bond: Luc would sacrifice his life, and his very soul, to protect the innocent.
Flaw: Luc occasionally speaks to spirits that no one else can see--ghostly memories of those he knew, those he failed to save, even whisperings from the tome he discovered.
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Hand crossbow
--20 bolts
Studded leather armor
Monster hunter's pack
Common clothing
Mysterious birdcage (birds fly in, but never eat or leave)