Sedish's Character Sheet: Difference between revisions

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(updated post-TCE release and a few other minor changes)
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[[Sedish Lurorontak]]  
[[Sedish Lurorontak]]  


{{statsbox|seddish.jpg|4|Dwarf|Great Old Ones Warlock 2/Circle of Stars Druid 2|Medium Armor|weapons|destroyed dwarf outpost}}
{{statsbox|seddish.jpg|4|Dwarf|Great Old Ones Warlock 1/Circle of Stars Druid 3|hide armor and shield|magic, maybe a club or quarterstaff as backup|destroyed dwarf outpost}}


==Background: Likely Outlander or something similar==
==Background: Likely Outlander or something similar==
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!Attribute !! Value !! Bonus !! Save
!Attribute !! Value !! Bonus !! Save
|-
|-
|Strength || 10 || 0 || 0
|Strength || 8 || -1 || -1
|-
|-
|Dexterity || 12 || +1 || +1
|Dexterity || 12 || +1 || +1
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|Intelligence || 8 || -1 || -1
|Intelligence || 8 || -1 || -1
|-
|-
|Wisdom || 16 || +3 || '''+5'''
|Wisdom || 16 || +3 || '''+6'''
|-
|-
|Charisma || 14 || +2 || '''+4'''
|Charisma || 15 || +2 || '''+5'''
|}
|}
{{col-break}}
{{col-break}}
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|Armor Class || 15 (Hide + Shield)
|Armor Class || 15 (Hide + Shield)
|-
|-
|Proficiency Bonus || +2
|Proficiency Bonus || +3
|-
|-
|Passive Perception || 15
|Passive Perception || 16
|-
|-
|Initiative || +1
|Initiative || +1
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|Acrobatics ||DEX|| +1
|Acrobatics ||DEX|| +1
|-
|-
|Animal Handling||WIS|| '''+5'''
|Animal Handling||WIS|| '''+6'''
|-
|-
|Arcana||INT|| -1
|Arcana||INT|| -1
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|Nature||INT|| -1
|Nature||INT|| -1
|-  
|-  
|Perception  ||WIS|| '''+5'''  
|Perception  ||WIS|| '''+6'''  
|-  
|-  
|Performance||CHA || +2
|Performance||CHA || +2
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|Stealth ||DEX || +1
|Stealth ||DEX || +1
|-
|-
|Survival ||WIS ||  '''+5'''  
|Survival ||WIS ||  '''+6'''  
|}
|}


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*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.  
*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. While holding this map, you have these benefits:
*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.
**You know the guidance cantrip.
**'''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.
**You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
**You can cast guiding bolt without expending a spell slot. You can do so '''3''' (proficiency bonus) times per long rest.
*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
*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.
*Wild Companion: You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after '''1''' hour (half your druid level, rounded down).
**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.
*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 of the [[Zodiac]]. 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.
**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.
**Druid: The constellation of the Druid 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 + '''3''' (WIS 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.
**Warrior: The constellation of the Warrior appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + '''3''' (WIS modifier).
 
**Dragon: The constellation of the 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.


===Race Abilities===
===Race Abilities===
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{{col-end}}
{{col-end}}


==Druid Spellcasting (WIS, DC 13, +5 Attack)==
==Druid Spellcasting (WIS, DC 14, +6 Attack)==
*Spell Slots (refresh on long rest): 1st - 3
*Spell Slots (refresh on long rest): 1st - 4, 2nd - 2
*Spells Prepared: 5
*Spells Prepared: 6 + Guiding Bolt as long Star Map is used as focus.
*Cantrips (2 known):  
*Cantrips (3 known):  
**Shape Water (S)
**Shillelagh(Bonus, VSM)
**Shillelagh(Bonus, VSM)
**Guidance (VS)(C)
**Guidance (VS)(C)(subclass bonus)
*Level 1 (all known) - top 5 most typically prepared
*Level 1 (all known)
**Absorb Elements,  
**Guiding Bolt (VS)(subclass bonus, always prepared, can be cast '''3''' (proficiency bonus) times per long rest with expending a spell slot)
**Detect Magic
**also often prepared: Absorb Elements, Detect Magic, Healing Word, Goodberry
**Healing Word,  
*Level 2 (all known)
**Goodberry,
**often prepared: Moonbeam, Spike Growth, Warding Wind
**Thunderwave


==Warlock Spellcasting (CHA, DC 12, +4 Attack)==
==Warlock Spellcasting (CHA, DC 13, +5 Attack)==
*Pact Magic Spell Slots (refresh on short rest): 1st - 2
*Pact Magic Spell Slots (refresh on short rest): 1st - 1
*Cantrips (2 known):
*Cantrips (2 known):
**Eldritch Blast (VS)
**Eldritch Blast (VS)
**Prestidigitation (VS)
**Prestidigitation (VS)
 
*Level 1 (2 Known (always prepared))
*Level 1 (3 Known (always prepared))
**Dissonant Whispers (V), or Guiding Bolt(VS) if allowed cross-class
**Comprehend Languages (VSM)(Ritual)
**Comprehend Languages (VSM)(Ritual)
**Hex (VSM)(C)
**Hex (VSM)(C)
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===Weapons===
===Weapons===
====Melee Weapons====
====Melee Weapons====
*club
*club or quarterstaff
*probably a dagger
====Ranged Weapons====
====Ranged Weapons====
*Sling
*Sling
===Inventory of items===
===Inventory of items===
*Component Pouch
*star map
*explorer's pack  
*explorer's pack  
====Consumables====
====Consumables====

Revision as of 07:31, 21 November 2020

Sedish Lurorontak

Character Stats
File:Seddish.jpg
Level 4
Race Dwarf
Class Great Old Ones Warlock 1/Circle of Stars Druid 3
Armor hide armor and shield
Weapon(s) magic, maybe a club or quarterstaff as backup
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 14, +6 Attack)

  • Spell Slots (refresh on long rest): 1st - 4, 2nd - 2
  • Spells Prepared: 6 + Guiding Bolt as long Star Map is used as focus.
  • Cantrips (3 known):
    • Shape Water (S)
    • Shillelagh(Bonus, VSM)
    • Guidance (VS)(C)(subclass bonus)
  • Level 1 (all known)
    • Guiding Bolt (VS)(subclass bonus, always prepared, can be cast 3 (proficiency bonus) times per long rest with expending a spell slot)
    • also often prepared: Absorb Elements, Detect Magic, Healing Word, Goodberry
  • Level 2 (all known)
    • often prepared: Moonbeam, Spike Growth, Warding Wind

Warlock Spellcasting (CHA, DC 13, +5 Attack)

  • Pact Magic Spell Slots (refresh on short rest): 1st - 1
  • Cantrips (2 known):
    • Eldritch Blast (VS)
    • Prestidigitation (VS)
  • Level 1 (2 Known (always prepared))
    • Comprehend Languages (VSM)(Ritual)
    • Hex (VSM)(C)

Gear

Armor

  • Hide Armor
  • Wooden Shield

Weapons

Melee Weapons

  • club or quarterstaff
  • probably a dagger

Ranged Weapons

  • Sling

Inventory of items

  • star map
  • explorer's pack

Consumables