Sid's Character Sheet: Difference between revisions
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[[Sid]] | [[Sid]] | ||
{{statsbox|sid2.png| | {{statsbox|sid2.png|7|Elf|Rogue 4/Bladesinger Wizard 3|fancy clothes|Rapier/dagger/wand|Hakan}} | ||
==Background: Trade Sheriff == | ==Background: Trade Sheriff == | ||
*Skill Proficiencies: Arcana, Investigation | *Skill Proficiencies: Arcana, Investigation | ||
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|Perception ||WIS|| '''+6''' (expertise) | |Perception ||WIS|| '''+6''' (expertise) | ||
|- | |- | ||
|Performance||CHA || | |Performance||CHA ||'''+2''' | ||
|- | |- | ||
|Persuasion||CHA || -1 | |Persuasion||CHA || -1 | ||
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*Light armor proficiency | *Light armor proficiency | ||
*Simple weapons, hand crossbows, longswords, rapiers, shortswords, scimitars (from Bladesinger archetype), shortbow, and longbow | *Simple weapons, hand crossbows, longswords, rapiers, shortswords, scimitars (from Bladesinger archetype), shortbow, and longbow | ||
*Bladesong: | *Bladesong: '''3''' (PROF bonus) per long rest. starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you don medium or heavy armor or a shield, if you use two hands to make an attack with a single weapon, or if you are incapacitated. You can also dismiss the Bladesong at any time you choose (no action required). While your Bladesong is active, you gain the following benefits: | ||
**You gain a bonus to your AC equal to | **You gain a bonus to your AC equal to '''3''' (INT modifier) | ||
**Your walking speed increases by 10 feet. | **Your walking speed increases by 10 feet to 40 feet. | ||
**You have advantage on Dexterity (Acrobatics) checks. | **You have advantage on Dexterity (Acrobatics) checks. | ||
**You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. | **You gain a '''+3''' (INT mod) bonus to any Constitution saving throw you make to maintain your concentration on a spell. | ||
*Cantrip Formulas: Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list. | |||
*Sneak Attack: 2d6 | *Sneak Attack: 2d6 | ||
*Cunning Action: Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action | *Cunning Action: Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action | ||
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==Spellcasting (INT, DC 13)== | ==Spellcasting (INT, DC 13)== | ||
*Cantrips (6 Known - 3 WIZ, 3 AT): | *Cantrips (6 Known - 3 WIZ, 3 AT): | ||
** | **Wizard (can switch out 1/long rest) | ||
** | ***Chill Touch(VS), | ||
** | ***Message(VSM), | ||
** | ***Prestidigitation (VS), | ||
** | **Arcane Trickster | ||
** | ***Advanced Mage Hand(VS), | ||
***Booming Blade (VM(a weapon)), | |||
***Minor Illusion(SM) | |||
*Spell Slots (refresh on long rest): 1st - 4, 2nd - | *Spell Slots (refresh on long rest): 1st - 4, 2nd - 3 | ||
*Spells Prepared: | *Spells Prepared: 6 Wizard, 4 AT spells always prepared | ||
*Level 1 Arcane Trickster | *Level 1 Arcane Trickster | ||
**Color Spray(VSM), | **Color Spray(VSM), | ||
**Disguise Self | |||
**Mage Armor(VSM), | **Mage Armor(VSM), | ||
**Silent Image(VSM), | **Silent Image(VSM), |
Revision as of 23:33, 27 February 2021
Level | 7 |
Race | Elf |
Class | Rogue 4/Bladesinger Wizard 3 |
Armor | fancy clothes |
Weapon(s) | Rapier/dagger/wand |
Hometown | Hakan |
Background: Trade Sheriff
- Skill Proficiencies: Arcana, Investigation
- Feature: Investigative Services - You are part of a small force employed by the trading company of Grosko, Turko, and Leobgytha to gather intelligence and investigate along the trade routes of the Golden and Silver Roads used by GTL and their business partners. Your rank and employer's prestige may allow you access to a crime scene or shipping records or to possibly requisition equipment or horses on a temporary basis from trade caravans or towns who seek good relations with GTL. When you enter a town or village along the trade roads you can identify a contact who will give you information on the local rumors and would help you simply because of your desire to get answers and information for anyone wanting to disrupt trade. Note: This feature is a modified variant of the soldier feature.
Traits
- I never let emotion complicate work.
- My sense of humor is considered by most to be awkward
Ideals
- When I do investigations, I expect answers immediately.
Bonds
- I need to prove my worth to my fellow Sheriffs
Flaws
- I always over exaggerate my abilities.
Extended XGtE Background
- Spellbook: A battered Tome filled with pictographs only you can understand
- Eccentricity: Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purposes
Attributes
|
Secondary Attributes
|
Skills & Abilities
|
Languages
Class and Background Abilities
Race Abilities
|
Spellcasting (INT, DC 13)
- Cantrips (6 Known - 3 WIZ, 3 AT):
- Wizard (can switch out 1/long rest)
- Chill Touch(VS),
- Message(VSM),
- Prestidigitation (VS),
- Arcane Trickster
- Advanced Mage Hand(VS),
- Booming Blade (VM(a weapon)),
- Minor Illusion(SM)
- Wizard (can switch out 1/long rest)
- Spell Slots (refresh on long rest): 1st - 4, 2nd - 3
- Spells Prepared: 6 Wizard, 4 AT spells always prepared
- Level 1 Arcane Trickster
- Color Spray(VSM),
- Disguise Self
- Mage Armor(VSM),
- Silent Image(VSM),
- Level 2 Arcane Trickster
- Shadow Blade (VS)(C)
- Level 1 Wizard (8 known for free, 8 purchased, 5 prepared):
- Absorb Elements(reaction, S),
- Comprehend Languages(ritual, VSM),
- Detect Magic(ritual, VS),
- Find Familiar(ritual(10gp charcoal, incense, herbs; consumed), VSM),
- Fog Cloud (VS),
- Grease (VSM),
- Healing Elixir (VSM),
- Mage Armor(VSM),
- Protection from Evil and Good (VSM)(C),
- Shield (reaction, VS),
- Tasha's Hideous Laughter (VSM)(C),
- Tensor's Floating Disc (ritual, VSM)
- Thunderwave (VS)
- Level 2 Wizard:
- Misty Step (Bonus)(V)
- See Invis (VSM)
- Shatter (VSM)
Gear
- Bedroll (1gp)
- Fine Clothes (15gp)
- Cheap winter furs: some benefit in cold weather (advantage on cold weather CON saves?)
- Manacle (2gp)
- Scholar's Pack (40 gp):
- a backpack,
- a book of lore (pre-Calamity Hakan-published Guide to The Pinch, heavily marked up with several loose pages of notes included),
- a bottle of ink,
- an ink pen,
- 10 sheets of parchment,
- a little bag of sand,
- and a small knife.
- Silver GTL Insignia (1gp): a silver badge of office identifying the holder as an investigator employed by Grosko, Turko, and Leobgytha
- Thieves' Tools (25gp)
- Waterskin (2sp)
Armor
- Fine clothes - magically cleaned very frequently but probably looking rather worn and poorly repaired.
- Cloak of the Dwarf Lords's Thrall (ATTUNED) - cloak of protection taken from the defeated corpse of the breaker gnome Wallkott
Weapons
Melee Weapons
- Rapier
- Scimitar(25gp)
- 4 Daggers (4gp)
- 1 Dagger, Silvered
- The Red Caller's Knife (ATTUNED): (Ability Req. Attunement): Crude Star-Iron Dagger (Damage is magic typed) Attuned Bonus Action: [Choose a target.] On successful hit against this target, you deal critical damage on a roll of 19. After any critical or sneak attack damage is rolled, you may add one of your hit dice to the damage total. You may not pick a new target for this ability until the first target is slain or you take a short or long rest.
- Ornate Magic Dagger: +1 dagger with fancy style
Ranged Weapons
Inventory of items
- Familiar: Krieg, an owl (10gp)
- Arcane Focus: Wand (10gp)
- Spellbook (50gp)
Consumables
- Potion of Healing