Sidewinder's Character Sheet: Difference between revisions

From Protest-Stand Wiki
Jump to navigation Jump to search
(Created page with "Sidewinder Name "Sidewinder" - Level 6 Ranger, alignment ==Background: Spy (Criminal)== ===Traits=== ===Ideals=== ===Bonds=== ===Flaws=== ==Attributes== {{col-begin}} {{col-break}} {|class="wikitable" !Attribute !! Value !! Bonus !! Save |- |Strength || 8 || -1 || '''+2''' |- |Dexterity || 16 || +3 || '''+6''' |- |Constitution || 10 || - || - |- |Intelligence || 10 || - || - |- |Wisdom || 16 || +3 || +3 |- |Charisma || 14 || +2 || +2 |} {{col-break}} ===Seconda...")
 
 
(23 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[Sidewinder]] Name "Sidewinder" - Level 6 Ranger, alignment
Name Here, Call sign:"[[Sidewinder]]" - Level 6 Ranger, alignment


==Background: Spy (Criminal)==
==Background: Spy (Criminal)==
===Traits===
===Traits===
*I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
*I am incredibly slow to trust. Those who seem the fairest often have the most to hide.


===Ideals===
===Ideals===
*Charity. I steal from the wealthy so that I can help people in need. (adjust this to fit teachings, more poetic justice/retribution vibes)


===Bonds===
===Bonds===
*I'm trying to pay off the debt I owe to a generous benefactor (stand sponsor, current assumption Steros)
*My ill-gotten gains go to support my family (Naga-kin)
*<fellow kids in the barracks/dave's character>


===Flaws===
===Flaws===
 
*If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.


==Attributes==
==Attributes==
Line 32: Line 38:
===Secondary Attributes===
===Secondary Attributes===
{|
{|
|Hit Points || ()
|Hit Points || 40 (10+6*5)
|-
|-
|Armor Class ||  
|Armor Class ||  
Line 38: Line 44:
|Proficiency Bonus || +3
|Proficiency Bonus || +3
|-
|-
|Passive Perception ||  
|Passive Perception || 16
|-
|-
|Initiative || +3
|Initiative || +3
|-
|-
|Base Speed || 35 Feet  
|Base Speed || 35 Feet (walking, climbing, swimming)
|}
|}
{{col-end}}
{{col-end}}
Line 52: Line 58:
!|Skill||Ability||Score||Bonus
!|Skill||Ability||Score||Bonus
|-
|-
|Acrobatics ||DEX||'''11''' || +1
|Acrobatics ||DEX||'''13''' || +3
|-
|-
|Animal Handling||WIS||'''12''' || +2
|Animal Handling||WIS||'''13''' || +3
|-
|-
|Arcana||INT||'''20''' || '''+10'''
|Arcana||INT||'''10''' || -
|-
|-
|Athletics||STR||'''9''' || -1
|Athletics||STR||'''9''' || -1
|-
|-
|Deception||CHA||'''11''' || +1
|Deception||CHA||'''21''' || '''+11''' (spy, canny)
|-
|-
|History||INT||'''20''' || '''+10'''
|History||INT||'''10''' || -
|-
|-
|Insight||WIS||'''14''' || '''+4'''
|Insight||WIS||'''16''' || '''+6''' (ranger)
|-
|-
|Intimidation ||CHA ||'''11'''|| +1
|Intimidation ||CHA ||'''18'''|| '''+8''' (skilled)
|-  
|-  
|Investigation||INT||'''17''' || '''+7'''
|Investigation||INT||'''13''' || '''+3''' (ranger)
|-
|-
|Medicine||WIS||'''12'''|| +2
|Medicine||WIS||'''13'''|| +3
|-  
|-  
|Nature||INT||'''14'''|| +4
|Nature||INT||'''10'''|| -
|-  
|-  
|Perception  ||WIS||'''12'''|| +2
|Perception  ||WIS||'''16'''|| '''+6''' (ranger)
|-  
|-  
|Performance||CHA ||'''11'''|| +1
|Performance||CHA ||'''18'''|| '''+8''' (fey)
|-  
|-  
|Persuasion||CHA ||'''11'''|| +1
|Persuasion||CHA ||'''18'''|| '''+8''' (skilled)
|-  
|-  
|Religion||INT||'''14'''|| +4
|Religion||INT||'''10'''|| -
|-  
|-  
|Sleight of Hand||DEX||'''11'''|| +1
|Sleight of Hand||DEX||'''13'''|| +3
|-  
|-  
|Stealth ||DEX ||'''11'''|| +1
|Stealth ||DEX ||'''16'''|| '''+6''' (spy)
|-
|-
|Survival ||WIS ||'''12'''|| +2
|Survival ||WIS ||'''13'''|| +3
|}
|}
==Proficiencies==
*Thieves' Tools (spy)
*Playing cards (spy)
*Disguise Kit (skilled)
*Light and Medium Armor and Shields
*Simple and Martial Weapons
{{col-break}}
{{col-break}}


==Languages==
==Languages==
*Ubrekti (common)
*Ubrekti (common)
*
*Fresian or Hakni (GM halp which one we learned as bebe snek)
*Gnomish
*Halfling


==Class and Background Abilities==
==Class and Background Abilities==
<div class="mw-collapsible mw-collapsed">
*Feat: Skilled
<div class="mw-collapsible-content" style="margin-left:20px">Proficiencies chosen: Persuasion, Intimidation, Disguise Kit
</div>
</div>
<div class="mw-collapsible mw-collapsed">
*Favored Foe
<div class="mw-collapsible-content" style="margin-left:20px">When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
</div>
</div>
*Deft Explorer
<div class="mw-collapsible mw-collapsed">
**Canny
<div class="mw-collapsible-content" style="margin-left:20px">Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
You can also speak, read, and write two additional languages of your choice.
</div>
</div>
<div class="mw-collapsible mw-collapsed">
**Roving
<div class="mw-collapsible-content" style="margin-left:20px">Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
</div>
</div>
*Fighting Style: TBD
*Spellcasting
*Spellcasting
*Arcane Recovery (1/2 Wiz lvl rd up)
*Ranger Archetype: Fey Wanderer
*Divine Domain: Life
  *Life Domain Spells
  *Heavy Armor Proficiency
  *Disciple of Life
*Arcane Tradition: Lore Mastery <br/>
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed">
*Lore Master
**Dreadful Strikes
<div class="mw-collapsible-content" style="margin-left:20px">Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.
<div class="mw-collapsible-content" style="margin-left:20px">You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.
In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).
The extra damage increases to 1d6 when you reach 11th level in this class.
</div>
</div>
</div>
</div>
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed">
*Spell Secrets
**Fey Wanderer Magic
<div class="mw-collapsible-content" style="margin-left:20px">When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it.
<div class="mw-collapsible-content" style="margin-left:20px">You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest.
{|class="wikitable"
!|Ranger Level ||Spells
|-
|3rd|| charm person
|-
|5th|| misty step
|-
|9th|| dispel magic
|-
|13th|| dimension door
|-
|17th|| mislead
|}
You also possess a preternatural blessing from a fey ally or a place of fey power: Your skin and hair change color to match the season at each dawn.
</div>
</div>
<div class="mw-collapsible mw-collapsed">
**Otherworldly Glamour
<div class="mw-collapsible-content" style="margin-left:20px">Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
In addition, you gain proficiency in one of the following skills of your choice: Deception, '''Performance''', or Persuasion.
</div>
</div>
</div>
</div>
*TBD ABI or Feat
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed">
*Alchemical Casting
*Primal Awareness
<div class="mw-collapsible-content" style="margin-left:20px">When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend.
<div class="mw-collapsible-content" style="margin-left:20px">You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
*An additional 1st-level spell slot can increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.
{|class="wikitable"
*An additional 2nd-level spell slot can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile.
!|Ranger Level ||Spells
*An additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2.
|-
|3rd|| speak with animals
|-
|5th|| beast sense
|-
|9th|| speak with plants
|-
|13th|| locate creature
|-
|17th|| commune with nature
|}
</div>
</div>
</div>
</div>
*Extra Attack


===Race Abilities===
===Race Abilities===
*
*Darkvision, 60ft
*Darkvision
<div class="mw-collapsible mw-collapsed">
*Magic Resistance
<div class="mw-collapsible-content" style="margin-left:20px">You have advantage on saving throws against spells.
</div>
</div>
<div class="mw-collapsible mw-collapsed">
*Poison Resistance
<div class="mw-collapsible-content" style="margin-left:20px">You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
</div>
</div>
<div class="mw-collapsible mw-collapsed">
*Serpentine Spellcasting
<div class="mw-collapsible-content" style="margin-left:20px">You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.
 
Intelligence, '''Wisdom''', or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
</div>
</div>
{{col-end}}
{{col-end}}


==Spellcasting==
==Spellcasting==
Slots: 4 1st lvl, 3 2nd lvl, 2 3rd level<br />
Slots: 4 1st lvl, 2 2nd lvl<br />
Cleric prep: 3 (Wis mod + Cleric lvl)<br />
===Cantrip===
Wizard prep: 9 (Int mod + Wizard lvl)<br />
*Poison spray
===Level 1===
===Level 1===
*Animal Friendship (Snakes) unlimited casting
*Speak with Animals (once free per day)
*Charm Person
*Hunter's Mark
*Longstrider
===Level 2===
===Level 2===
*Suggestion (once free per day)
*Beast Sense (once free per day)
*Misty Step
*Enhance Ability
*Pass without Trace


==Starting Gear==
==Starting Gear==

Latest revision as of 17:15, 1 November 2025

Name Here, Call sign:"Sidewinder" - Level 6 Ranger, alignment

Background: Spy (Criminal)

Traits

  • I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
  • I am incredibly slow to trust. Those who seem the fairest often have the most to hide.

Ideals

  • Charity. I steal from the wealthy so that I can help people in need. (adjust this to fit teachings, more poetic justice/retribution vibes)

Bonds

  • I'm trying to pay off the debt I owe to a generous benefactor (stand sponsor, current assumption Steros)
  • My ill-gotten gains go to support my family (Naga-kin)
  • <fellow kids in the barracks/dave's character>

Flaws

  • If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.

Attributes

Skills

Spellcasting

Slots: 4 1st lvl, 2 2nd lvl

Cantrip

  • Poison spray

Level 1

  • Animal Friendship (Snakes) unlimited casting
  • Speak with Animals (once free per day)
  • Charm Person
  • Hunter's Mark
  • Longstrider

Level 2

  • Suggestion (once free per day)
  • Beast Sense (once free per day)
  • Misty Step
  • Enhance Ability
  • Pass without Trace

Starting Gear

Weapons

Melee Weapons

Ranged Weapons

Inventory of items

Consumables