[@Riaxh] Fair, we're still 1 to 1 on which plot we're go to do. I feel like doing the Raiders of Norn plot just because it has less scruples about who gets involved in terms of alignment and motives. [@Duthguy] You're short two skills. Outlanders are proficient in Athletics too so don't forget to include that, so you have one more floating skill to choose from on the Fighter list. Also don't forget to mark which saves you're proficient in (Off the top of my head I think Fighters are proficent in Strength and Dex saves). For Hit Die mark it as 3d10 instead of just 3. Do make sure you do your full accounting, including adding the price to your healing potion. I know I know, why all the math, but it's just going to be helpful for you and me if I ever have to do an audit. If I find out anyone has been fudging their numbers to afford their kit... Bad things happen. Also one final caveat that you should be aware of: As an arcane caster Eldritch Knights needs a spell component pouch. Now I'll admit this rule is sorta fudgy in the sense it kinda makes things weirdly complicated, so I'll let you decide if you wanna follow through with it or not. Just be aware that this ruling doesn't just apply to you too. To elaborate, most spellcasters require either a magical focus or a spell component pouch in order to cast spells with a insignificant material component (Bat guano for a fireball for example). If a spell requires a material component greater than 1 GP, than you must have it in order to cast the spell (Your Chromatic Orb for example). I see that you're using a sword-and-board fighter, which is fine, but it's a little bit complicated for Eldritch Knights. For two reasons really: firstly as your sword and shield occupy both hands, you [i]technically[/i] lack the dexterity to deftly remove your components such as a diamond in order to cast your spell without either dropping your sword or shield (Though I'm aware of the common EK trick of simply dropping your sword, casting your spell, then bonus action to summon your sword into your hand). However this also creates a secondary issue: Somatic components. That is to say, those fancy hand gestures you need to do to cast certain spells. Your spells such as Chromatic Orc, Shield, and Chill Touch requires somatic components in order to preform, which you can't do with both hands occupied (War Caster specifically allows you to do that; thus it is implied that without that feat you cannot cast somatic components with a weapon or shield occupying your hands). This issue can be offset if you did have some sort of arcane focus; I believe there is a specific rule how arcane focuses such as staves, wands, orbs, etc can be used to facilitate both the material and somatic components for spellcasting, but a spell component pouch cannot. Now I'm not just telling you this to make things harder for you. Your enemy spellcasters will also be affected by these rules, and the only time they aren't is when they're specifically built to avoid them (Like having the War Caster feat). Keep that in mind as once you guys get into mid-level, somewhere around level 5 and up, you will encounter a variety of mages and spell casters much more often than simply melee types. Use this knowledge to your advantage of debilitate and weaken them, however if I allow you guys a workaround for these drawbacks, so will your enemies.