Allister MacKenna
Allister MacKenna
Sheet
AC 17 · HP 34 · 30 ft.Saving throws
Skills
- AthleticsSTR
- IntimidationCHA
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
12 featuresBonus action
- Second WindLevel 1
When On his turn
Regain 1d10 + 5 hit points as a bonus action, once per short or long rest.
Always on
- Action SurgeLevel 2
When On his turn
Take one additional action on his turn, once per short or long rest.
- Extra AttackLevel 5
When When taking the Attack action
Make two attacks when taking the Attack action.
- Spellsword ChassisLevel 1
This character uses the 2014 Fighter chassis as a table-ready interpretation of the requested Spellsword class, with arcane magic represented by the Eldritch Knight archetype. This is a transparent adaptation, not an official 2014 base class.
- Fighting Style: DefenseLevel 1
Choose a fighting style. Defense grants +1 AC while wearing armor.
- Eldritch Knight Spellcasting and Weapon BondLevel 3
Learn two wizard cantrips and three 1st-level wizard spells. Two of the spells must be abjuration or evocation. Spellcasting ability is Intelligence. You can bond with up to two weapons, and cannot be disarmed of a bonded weapon unless incapacitated.
- Ability Score Improvement: War CasterLevel 4
Gain one feat instead of an ability score increase: War Caster. You have advantage on Constitution saves to maintain concentration, can perform somatic components with weapons or a shield in hand, and can cast a qualifying spell as an opportunity attack.
- Ability Score IncreaseHuman+1 to all six ability scores.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language. The additional language is not specified because no setting language was provided.
- Military RankSoldier
He can recognize the insignia, ranks, and customs of military forces he has served with or encountered. Former comrades still regard him as one of their own, and he can often find shelter or aid among soldiers who recognize his service.
Spells
5 spellsSpellcasting. Allister MacKenna casts with Intelligence (spell save DC 11, to hit with spell attacks).
Cantrips (at will): ,
1st level (3 slots): , ,
Gear
10 itemsWeapons
- LongswordA plain, serviceable blade. Allister has bonded with it through his weapon bond.
- HandaxeA balanced weapon for throwing or close work.
- Light crossbow and 20 boltsA compact ranged weapon with a case of bolts.
Armor
- Chain mailWorn but well-maintained heavy armor, marked with small repairs.
- ShieldA practical shield bearing a faded family mark.
Tools
- Smith’s toolsA set of smith’s tools used for small repairs and metalwork.
Gear
- Soldier’s packIncludes a set of common clothes and a belt pouch containing 10 gp.
- Insignia of rankA token of his former military company, kept out of sight.
- TrophyA small trophy taken from a fallen enemy, its origin known only to Allister.
- Field repair materialsA whetstone, spare cord, and scraps of leather for routine weapon and gear maintenance.
Appearance
Allister MacKenna stands six feet tall, broad in the shoulders from marching and hauling gear rather than showy training. His red hair is cut short with a blunt fringe, and his clear green eyes are a recognized family trait. Cold winds have roughened his cheeks and reddened his nose; he smells faintly of woodsmoke, oiled steel, and the peat he uses to keep his clothes dry. A small hammer hangs beside his sword, and his battered armor bears careful repairs in contrasting thread.
Mannerisms
He checks a blade’s edge with his thumb, then wipes the thumb on his trousers whether or not it is dirty. When a room grows tense, he quietly counts its doors and windows.
Personality
Measured and watchful, Allister listens longer than most people expect before answering. He respects practical skill and plain dealing, but is unexpectedly patient with apprentices and anyone trying to repair what others have broken.
Ideals
Self-determination. A hard life may teach you how to fight, but it does not get to decide what you fight for.
Bonds
He keeps a scrap of his mother’s old teaching written in a cipher only he understands. Finding his brothers matters more to him than he admits, and he quietly watches for the green-eyed redheads of his family whenever he enters a settlement.
Flaws
He is too quick to treat a disagreement as the beginning of a fight, and once he has decided someone is a threat, evidence to the contrary takes time to reach him. He also hoards coin even when sharing it would earn trust.
Quirks
Background
Allister MacKenna was born the second son of a family whose red hair and green eyes made them easy to recognize across the northern glens. He was still young when tragedy scattered him from his three brothers. Fostered among soldiers and raiders in Caledonia, he learned to march, keep watch, and take what a hard season would not give. The work made him steady, but never quite at ease with the men who called pillaging a way of life. His mother had taught him fragments of the old ways before they were separated: signs to read in weather and water, names for useful herbs, and a few guarded lessons in magic. He kept practicing in secret, first with small cantrips and later with spells he learned by watching and questioning the rare scholar who crossed his path. Between campaigns, he took to repairing blades and shaping simple metalwork, finding a quiet satisfaction in making something that would last. Now he has left his old company behind. Allister wants gold, but not another commander’s promise of a share. He means to win his own renown, choose his own causes, and learn what became of the family he lost.
“He was still young when tragedy scattered him from his three brothers.”
- Background
- Soldier
Connections
Species
Human
Media
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