![]() About Randal DrakebreakerAge 18 Height 6-ft, 1-in Weight 225 lb.
APPEARANCE: PERSONALITY: * Personality trait: Despite my noble birth, I do not place myself above other folk. We all have the same blood.
* Ideal: Noble Obligation. It is my duty to protect and care for the people beneath me. * Bond: Being the grandchild of a renowned dragon slayer is usually a good way to impress people, but just last week a gang of ruffians attack you. You barely escaped with your life, but as you fled, the ruffians told you that the Cult of the Dragon never forgets and always avenges. * Flaw: I hide a truly scandalous secret that could ruin my family forever. BACKGROUND:
Backstory: Randal grew up in the lap of luxury of Baldur’s Gate, a grandson of Darvin Drakebreaker, the renowned dragon slayer. His family’s wealth comes from many sources, including a magic shop that his grandfather opened when he retired with the dragon’s hoard. Randal grew up listening to his grandfather’s exploits and training to be an eldritch knight.
A week ago, Randal turned 18 and enjoyed a lavish ceremonial knighting among the rich and famous of Baldur’s Gate. At the end of the night, the elderly Darvin reveals a family secret to Randal. He didn’t kill the red dragon. He found it dead among his dead adventuring companions who had left him unconscious to recover from the dragon’s last guardian. And, his grandfather was an arcane trickster and not an eldritch knight. Darvin asked Randal to go to Greenest where Darvin grew up, so Randal could start in the same place and become a real dragonslayer earning the renown already attributed to his name and family. He travels to Greenest with his young cousin Avin who acts as his squire and two family servants who are a couple: Frath Stormwood and Navarra Ulmokino. Navarra is a middle-aged Rashemi with dusky skin, dark eyes, and thick black hair and cares for the horses. Her husband Frath is a middle-aged Illuskan with fair skin, blue eyes, and raven black hair and handles everything else of Randal’s nascent household. Both have been in the service of the Drakebreaker family for over a decade after retiring from a hard life at sea. After leaving Elturel turning south toward Greenest, they were attacked by a gang of ruffians. They barely escaped with their lives. As they fled, the ruffians told them that the Cult of the Dragon never forgets and always avenges the death of red dragons. 1. Randal is intolerant of hypocrites, so he had to escape his grandfather and his family in general
Player:
Race Chondathan Human, Variant
Initiative +2 Senses Perception +4 ==DEFENSE==
==OFFENSE==
==STATISTICS==
==PROFICIENCIES ==
==SKILLS==
Languages Common, Dwarvish and Draconic ==ABILITIES ==
Second Wind: 1d10+1 As a bonus action, regain hit points of 1d10 +fighter level. Refresh after short or long rest. Feature = Retainers: You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. == EQUIPMENT ==
Carried by Frath
Load 182.5 lb. Carrying Capacity: Str x15 = 270 lb. ADVANCEMENT:
2nd level: Fighter
4th level: Fighter – War Caster, Disguise Self 5th level: Fighter - 6th level: Fighter – 7th level: Fighter Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. 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. Weapon Bond (Longsword & Longbow) At 3rd level, 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.
==SPELL CASTING ==
Spells Known = 3 Absorb Elements (rS), Shield (rVS), Magic Missile (aVS), |