Alright, I'm the one mentioned that was working on my Sheet. I would like to introduce you too Falgrim Stormshield and his Familier Astim. As a Hill Dwarf he ventured onto the curface enough to become aquanited with these majestic creatures, and when he cast his spell he Summoned this magnificent beast from the Fey realm.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Falgrim Stormshield</div><div class="spoiler_body"><div class="floatright">(https://s-media-cache-ak0.pinimg.com/236x/79/66/a0/7966a08a8b27fdeb5c9813d715bdb749.jpg)</div><strong>Falgrim Stormshield (http://www.myth-weavers.com/sheet.html#id=1269126)</strong><br/><em>Hill Dwarf Fighter(Eldritch Knight) 4 Ng</em><br/><br/><strong>AC</strong> 17 <strong>HP</strong> 40 <strong>Speed</strong> 25ft<br/><br/><strong>Str</strong> 15 (2) <br/><strong>Dex</strong> 10 (0) <br/><strong>Con</strong> 15 (2) <br/><strong>Wis</strong> 10 (0) <br/><strong>Int</strong> 14 (2) <br/><strong>Cha</strong> 11 (0)<br/><br/><strong>Attacks</strong><br/><strong>warhammer</strong> +4 1d8+2<br/><strong></strong>  <br/><strong></strong>  <br/><strong></strong>  <br/><strong></strong><br/><br/><strong>Racial abilities</strong><hr/><em>Darkvision:</em>60 ft<br/><em>Dwarven Resilience:</em> Advantage on save vs Poison, resistance to poison<br/><em>Dwarven Combat training:</em> prof in Hand axe, battle axe, Throwing Hammer and warhammer<br/><em>Tool proficiency:</em> Stonemasons tools<br/><em>Stonecunning:</em> May add double your proficicncy bonus to any History Checks relating to stonework.<br/><em>Dwarven Toughness:</em> +1hp/level<br/><br/><strong>Class abilities</strong><br/><hr/>  <br/><em>Fighting Style(Bastion):</em> While wearing armor, you gain +1 AC. 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<br/><em>Second Wind:</em> You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.<br/><em>Action Surge:</em>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.<br/><em>Eldritch Knight feature(Spellcasting):</em> Spell casting Stat Int, Drawn from the Wizard spell list, mostly limited to Abjuration and Evocation.<br/><em>Eldritch Knight feature(Weapon bond):</em> 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.<br/><br/><strong>Feats</strong><br/><hr/><em>War Caster:</em> You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.<br/>You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.<br/>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.<br/><br/><strong>Gifts</strong><br/><hr/><em>Stoke the Coals:</em>Whenever you use your second wind, you recover HP as normal, and all allies within 15ft recover HP equal to your fighter level. Alternatively, you can choose to forgo regaining any HP, and instead gran all allies within 15ft the full benefit (1d10+your fighter level).<br/><em>Bleeding Heart:</em> Whenever an ally you can see fails a death saving through, you may as a free action take damage equal to your character level. If you do, the creature can reroll the saving throw.<br/><em>Swift Guardian:</em> Whenever you use your action surge, until the start of your next turn, you need not spend your reaction to oppose disadvantage on a creature attacking an ally adjacent to you.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Cantrips</div><div class="spoiler_body">Booming Blade<br/>Lightning Lure</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">1st level</div><div class="spoiler_body">3/long rest<br/>Thunderwave<br/>Find Familier<br/>Shield<br/>Witchbolt </div></div> </div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Astim the Hawk</div><div class="spoiler_body"><div class="floatright">(http://orientalbirdimages.org/images/data/mountain_hawk_eagle0095.jpg)</div>Hawk<br/>Tinybeast,unaligned<br/>Armor Class13<br/>Hit Points1(1d4- 1)<br/>Speed10 ft., fly 60 ft. ft.<br/>STR<br/>5 (-3)<br/>DEX<br/>16 (+3)<br/>CON<br/>8 (-1)<br/>INT<br/>2 (-4)<br/>WIS<br/>14 (+2)<br/>CHA<br/>6 (-2)<br/>Proficiency Bonus+2<br/>SkillsPerception +4<br/>Sensespassive Perception 14<br/>Challenge0(10 XP)<br/>Keen Sight.The hawk has advantage on Wisdom (Perception) checks that rely on sight.<br/><br/>Description<br/><br/>Actions<br/><br/>Talons.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.</div></div>