Sid's Character Sheet: Difference between revisions

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*Elf weapons
*Elf weapons
*Death Saves
*Death Saves
*Darkvision: 60 feet
*Keen Senses: Proficiency in the Perception skill.
*Fey Ancestry: Advantage on saves vs magical charms and you can't be put to sleep with magic.
*Trance: Can meditate for 4 hours a day instead of sleeping for 8 hours.
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Revision as of 20:28, 28 March 2018

WIP Sid - Level 3 (Bladesinger Wizard 2/Immortal Mystic 1), chaotic neutral elf

Background: Sailor?

  • Skill Proficiencies: Perception, Stealth (sub for Athletics), Navigator’s tools, vehicles (water)
  • Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp
  • Feature: Ship's Passage - When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Traits

Ideals

Bonds

Flaws

Extended XGtE Background

Attributes

Skills & Abilities

Spellcasting

  • Cantrips (3 Known):
    • Booming Blade, Greenflame Blade, Minor Illusion or Mage Hand
  • Spell Slots (refresh on long rest): 1st - 3
  • Level 1 (8 known):
    • Absorb Elements, Comprehend Languages, Detect Magic, Find Familiar, Grease, Hideous Laughter, Shield, Thunderwave,

Psionics

  • Psi Points (refresh on long rest): 4
  • Psi Limit: 2

Talents (1)

  • Mind Slam: As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Disciplines (3, 2 of which must be Immortal disciplines)

  • Bestial Form
  • Iron Durability
  • Celerity or Nomadic Step or Psionic Restoration or Psionic Weapon

Gear

Weapons

Melee Weapons

  • Rapier

Inventory of items

  • Familiar: Probably a parrot if sailor background
  • Arcane Focus: Wand

Consumables