Sedish's Character Sheet: Difference between revisions

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*Armor: Light and medium armor, shields (druids will not wear armor or use shields made of metal)  
*Armor: Light and medium armor, shields (druids will not wear armor or use shields made of metal)  
*Weapons: Simple weapons, Dwarf weapons
*Weapons: Simple weapons, Dwarf weapons
*Awakened Mind: Starting at 1st level, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Additionally, the creature does not gain the ability to telepathically reply, despite you being able to speak to it.
*Eldritch Invocations: Agonizing Blast (+CHA to Eldritch Blast damage), Repelling Blast (can push 10' back on Eldritch Blast hit)
*Star Map: You've created a star map as part of your study of the heavens. The map is a scroll of living wood that aligns with heavenly bodies to track solar storms and meteor showers and is a tiny object which can serve as a spellcasting focus for your druid spells. If you lose your map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.
**'''3''' (WIS mod) times per long rest you can cast the ''augury'' and ''guiding bolt'' spells without expending a spell slot and without preparing the spell, provided you use the star map as the spellcasting focus.
*Wild Shape (2/short rest): no flying or swimming
*Wild Shape (2/short rest): no flying or swimming
**Max CR: 1/4
**Max CR: 1/4
*Star Map: You've created a star map as part of your study of the heavens. The map is a Tiny object and can serve as a spellcasting focus for your druid spells. '''3''' (WIS mod) times per long rest you can cast the augury and guiding bolt spells without expending a spell slot and without preparing the spell, provided you use the star map as the spellcasting focus.
*Starry Form: As an action, you can expend a use of your Wild Shape feature to take on a starry form rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body takes on a luminous, star-like quality; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes or until you're incapacitated.
*Starry Form: As an action, you can expend a use of your Wild Shape feature to take on a starry form rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body takes on a luminous, starlike quality; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes or until you're incapacitated.
**Chalice: A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + half your level in this class.
**Chalice: A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + half your level in this class.
**Archer: A constellation of an archer appears on you. You gain a bonus action that you can use to make a ranged spell attack, hurling a luminous arrow that targets a creature you can see within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
**Archer: A constellation of an archer appears on you. You gain a bonus action that you can use to make a ranged spell attack, hurling a luminous arrow that targets a creature you can see within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
**Dragon: A constellation of a wise, ancient dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
**Dragon: A constellation of a wise, ancient dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
*Awakened Mind: Starting at 1st level, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Additionally, the creature does not gain the ability to telepathically reply, despite you being able to speak to it.
*Eldritch Invocations: Agonizing Blast, Repelling Blast





Revision as of 01:19, 20 September 2020

Sedish Lurorontak

Character Stats
File:Seddish.jpg
Level 4
Race Dwarf
Class Great Old Ones Warlock 2/Circle of Stars Druid 2
Armor Medium Armor
Weapon(s) weapons
Hometown destroyed dwarf outpost

Background: Likely Outlander or something similar

  • Skill Proficiencies: Perception, Survival
  • Tool Proficiencies:
  • Languages:
  • Equipment:
  • Lifestyle:
  • Feature:

Traits

Ideals

Bonds

Flaws

Extended XGtE Background

Attributes

Skills & Abilities

Druid Spellcasting (WIS, DC 13, +5 Attack)

  • Spell Slots (refresh on long rest): 1st - 3
  • Spells Prepared: 5
  • Cantrips (2 known):
    • Shillelagh(Bonus, VSM)
    • Guidance (VS)(C)
  • Level 1 (all known) - top 5 most typically prepared
    • Absorb Elements,
    • Detect Magic
    • Healing Word,
    • Goodberry,
    • Thunderwave

Warlock Spellcasting (CHA, DC 12, +4 Attack)

  • Pact Magic Spell Slots (refresh on short rest): 1st - 2
  • Cantrips (2 known):
    • Eldritch Blast (VS)
    • Prestidigitation (VS)
  • Level 1 (3 Known (always prepared))
    • Dissonant Whispers (V), or Guiding Bolt(VS) if allowed cross-class
    • Comprehend Languages (VSM)(Ritual)
    • Hex (VSM)(C)

Gear

Armor

  • Hide Armor
  • Wooden Shield

Weapons

Melee Weapons

  • club

Ranged Weapons

  • Sling

Inventory of items

  • Component Pouch
  • explorer's pack

Consumables