Sedish's Character Sheet: Difference between revisions

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(Created page with "Sedish Lurorontak {{statsbox|seddish.jpg|4|Dwarf|Great Old Ones Warlock 2/Circle of Twilight Druid 2|Medium Armor|weapons|birthplace}} ==Background: Likely Outlander or...")
 
 
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[[Sedish Lurorontak]]  
[[Sedish Lurorontak]]  


{{statsbox|seddish.jpg|4|Dwarf|Great Old Ones Warlock 2/Circle of Twilight Druid 2|Medium Armor|weapons|birthplace}}
{{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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|Wisdom || 16 || +3 || '''+5'''
|Wisdom || 16 || +3 || '''+5'''
|-
|-
|Charisma || 14 || +2 || '''+4'''
|Charisma || 15 || +2 || '''+4'''
|}
|}
{{col-break}}
{{col-break}}
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|Proficiency Bonus || +2
|Proficiency Bonus || +2
|-
|-
|Passive Perception || 15
|Passive Perception || 16
|-
|-
|Initiative || +1
|Initiative || +1
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|Acrobatics ||DEX|| +1
|Acrobatics ||DEX|| +1
|-
|-
|Animal Handling||WIS|| +3
|Animal Handling||WIS|| '''+5'''
|-
|-
|Arcana||INT|| -1
|Arcana||INT|| -1
|-
|-
|Athletics||STR|| 0
|Athletics||STR|| '''+1'''
|-
|-
|Deception||CHA|| '''+4'''
|Deception||CHA|| +2
|-
|-
|History||INT|| -1
|History||INT|| -1
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|Insight||WIS|| +3
|Insight||WIS|| +3
|-
|-
|Intimidation ||CHA || '''+4'''
|Intimidation ||CHA || +2
|-  
|-  
|Investigation||INT|| -1
|Investigation||INT|| -1
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|Persuasion||CHA || +2
|Persuasion||CHA || +2
|-  
|-  
|Religion||INT|| +2
|Religion||INT|| -1
|-  
|-  
|Sleight of Hand||DEX|| +1
|Sleight of Hand||DEX|| +1
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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.
*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:
**You know the guidance cantrip.
**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 '''2''' (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
*Harvest's Scythe: Starting at 2nd level, you have a pool of energy represented by a number of d10s equal to your druid level. When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell's damage, or 5 hit points per die if at least one of the slain creatures was undead. You regain the expended dice when you finish a long rest
*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).
*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.  
*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.
*Eldritch Invocations: Agonizing Blast, Repelling Blast
**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).
 
**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)==
==Druid Spellcasting (WIS, DC 13, +5 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)
**Druidcraft (VS)
**Guidance (VS)(C)(subclass)
*Level 1 (all known)
**Guiding Bolt (VS)(subclass, always prepared, can be cast '''2''' (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 12)==
==Warlock Spellcasting (CHA, DC 12, +4 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
**Eldritch Blast (VS)
**?
**Prestidigitation (VS)
 
*Level 1 (2 Known (always prepared))
*Level 1 (3 Known (always prepared))
**Comprehend Languages (VSM)(Ritual)
**Dissonant Whispers, or Tasha's Hideous Laughter
**Hex (VSM)(C)
**Comprehend Languages (ritual)
**Hex
 


==Gear==
==Gear==
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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====

Latest revision as of 08:30, 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 13, +5 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)
  • Level 1 (all known)
    • Guiding Bolt (VS)(subclass, always prepared, can be cast 2 (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 12, +4 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