Sid's Character Sheet: Difference between revisions
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[[Sid]] - Level 3 (Bladesinger Wizard 2/Immortal Mystic 1), chaotic neutral elf | |||
==Background: Sailor? == | |||
*Skill Proficiencies: Perception, Stealth (sub for Athletics), Navigator’s tools, vehicles (water) | |||
*Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp | |||
*Feature: Ship's Passage - When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. | |||
===Traits=== | ===Traits=== | ||
* | * | ||
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==Spellcasting== | ==Spellcasting== | ||
*Cantrips (3 Known) | *Cantrips (3 Known): | ||
**Booming Blade, Greenflame Blade, Minor Illusion or Mage Hand | |||
*Spell Slots (refresh on long rest): 1st - 3 | *Spell Slots (refresh on long rest): 1st - 3 | ||
*Level 1 (8 known) | *Level 1 (8 known): | ||
**Absorb Elements, Comprehend Languages, Detect Magic, Find Familiar, Grease, Hideous Laughter, Shield, Thunderwave, | |||
==Psionics== | ==Psionics== | ||
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===Talents (1)=== | ===Talents (1)=== | ||
*Mind Slam: As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). | *Mind Slam: As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). | ||
===Disciplines (3)=== | ===Disciplines (3, 2 of which must be Immortal disciplines)=== | ||
*Bestial Form | *Bestial Form | ||
*Iron Durability | *Iron Durability | ||
*Psionic Restoration or Psionic Weapon | *Celerity or Nomadic Step or Psionic Restoration or Psionic Weapon | ||
==Gear== | ==Gear== | ||
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*Rapier | *Rapier | ||
===Inventory of items=== | ===Inventory of items=== | ||
*Familiar: Probably a parrot if sailor background | |||
*Arcane Focus: Wand | |||
====Consumables==== | ====Consumables==== |
Revision as of 19:52, 28 March 2018
WIP Sid - Level 3 (Bladesinger Wizard 2/Immortal Mystic 1), chaotic neutral elf
Background: Sailor?
- Skill Proficiencies: Perception, Stealth (sub for Athletics), Navigator’s tools, vehicles (water)
- Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp
- Feature: Ship's Passage - When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Traits
Ideals
Bonds
Flaws
Extended XGtE Background
Attributes
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Secondary Attributes
|
Skills & Abilities
|
Languages
Class and Background Abilities
Race Abilities
|
Spellcasting
- Cantrips (3 Known):
- Booming Blade, Greenflame Blade, Minor Illusion or Mage Hand
- Spell Slots (refresh on long rest): 1st - 3
- Level 1 (8 known):
- Absorb Elements, Comprehend Languages, Detect Magic, Find Familiar, Grease, Hideous Laughter, Shield, Thunderwave,
Psionics
- Psi Points (refresh on long rest): 4
- Psi Limit: 2
Talents (1)
- Mind Slam: As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Disciplines (3, 2 of which must be Immortal disciplines)
- Bestial Form
- Iron Durability
- Celerity or Nomadic Step or Psionic Restoration or Psionic Weapon
Gear
Weapons
Melee Weapons
- Rapier
Inventory of items
- Familiar: Probably a parrot if sailor background
- Arcane Focus: Wand