Banner Rindherder - Level 6 (Shadow Sorcerer 1/Hexblade Warlock 2/Shadow Monk 3), Chaotic Good
Background: Haunted One
The incident in the cave has left you haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and flee from it to no avail. This thing that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from others and making you question your sanity. You must find a way to overcome it before it destroys you. But on the good side you're not afraid of the dark anymore and have useful powers.
- Skill Proficiencies: Perception and Stealth
- Languages: exotic language (Primordial)
- Equipment: took gold instead
- Feature: Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Traits
- You don’t talk about the thing that torments you. You’d rather not burden others with your curse.
- You refuse to become a victim, and you will not allow others to be victimized.
Ideals
- You kill monsters to make the world a safer place and to exorcise your own demons.
Bonds
- A terrible guilt consumes you. You hope that you can find redemption through your actions.
Flaws
- You are a purveyor of doom and gloom who lives in a world without hope.
Sorcerer Background
- A powerful entity entered the world. Its magic changed you.
- People around you believe that your powers are a curse levied on your family for a past transgression
- Your eyes are an unusual color (red) and reflect like an animal's eyes in low light
- For a moment after you cast a spell, the area around you grows dark and gloomy.
- When you are asleep, you don't appear to breathe (though you must still breathe to survive).
Warlock Background
- You are mostly left to your own devices with no interference from your patron. Sometimes you dread the demands it will make when it does appear
- You must occasionally conduct bizarre rituals to maintain your pact.
- Your tongue is an unnatural color (black)
Attributes
Attribute |
Value |
Bonus |
Save
|
Strength |
8 |
+1 |
-1
|
Dexterity |
16 |
+3 |
+3
|
Constitution |
14 |
+2 |
+5
|
Intelligence |
7 |
-2 |
-2
|
Wisdom |
13 |
+1 |
+1
|
Charisma |
16 |
+3 |
+6
|
|
Secondary Attributes
Hit Points |
43 (Level 1: 6 + 2 CON; 2-6: 5 + 2 CON)
|
Armor Class |
16 (Mage Armor + 3 DEX)(21 under shield spell, 14 unarmored)
|
Proficiency Bonus |
+3
|
Passive Perception |
14
|
Initiative |
+3
|
Base Speed |
35 Feet
|
|
Skills & Abilities
Skill |
Ability |
Score
|
Acrobatics |
DEX |
+3
|
Animal Handling |
WIS |
+1
|
Arcana |
INT |
-2
|
Athletics |
STR |
-1
|
Boatwright/River Halfling Boat Skills |
UNTYPED |
+3
|
Deception |
CHA |
+6
|
History |
INT |
-2
|
Insight |
WIS |
+1
|
Intimidation |
CHA |
+3
|
Investigation |
INT |
-2
|
Medicine |
WIS |
+1
|
Nature |
INT |
-2
|
Perception |
WIS |
+4
|
Performance |
CHA |
+3
|
Persuasion |
CHA |
+6
|
Religion |
INT |
-2
|
Sleight of Hand |
DEX |
+2
|
Stealth |
DEX |
+6
|
Survival |
WIS |
+1
|
|
Languages
- Ubrekti (common)
- Fresia (origin)
- Flannari (halfling bonus)
- Primordial
Class and Background Abilities
- Proficient with light armor, medium armor, and shields
- Proficient with simple and martial weapons
- Eyes of the Dark (120' darkvision, special Darkness spell at SORC3)
- Strength of the Grave (CHA saving throw to avoid 0 hp)
- Hexblade's Curse (single target bonus damage, gain HP on kill)
- Hex Warrior (use CHA instead of DEX for hit and damage)
- Warlock Invocations: Agonizing Blast (+CHA to eldritch blast damage), Armor of Shadows (Mage Armor)
- Curse of the Green Hobs: Every day you spend in civilization, you must find someone who has not heard about the Gubbites and tell them. You are able to multiclass into monk levels even if otherwise unable to meet the ability score requirements.
- Nym's Mark of Greatness: +1 to an ability score (WIS), -1 to a different ability score (INT)
- Unarmored Defense: while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
- Martial Arts: DEX for unarmed, bonus attack
- Ki: 3/short rest
- Flurry of Blows: 1 Ki point to make 2 unarmed attacks as bonus action
- Patient Defense: 1 Ki point to dodge as bonus action
- Step of the Wind: 1 Ki point to disengage or dash as bonus action
- Shadow Arts: You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.
- Deflect Missiles: You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + 6 (DEX + Monk Level). If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
- Unarmored Movement: +10' Movement speed when unarmored and not wielding a shield
- Dedicated Weapon: Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again. (The weapon must be a simple or martial weapon, you must be proficient with it, and it must lack the heavy and special properties.)
- Ki-Fueled Attack: If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.
Race Abilities
- Halfling Luck
- Brave
- Nimble
- Stealthy
|
Spellcasting
- Ability: Charisma, Spell Save DC: 13, Spell Attack Bonus: +5, warlock slot(s) refresh on short rest, all slots refresh on long rest
- Spell Slots: 1st - 4 (2 refresh on long rest, 2 refresh on short rest)
- Cantrips (6 Known)
- Eldritch Blast (VS)
- Prestidigitation (VS)
- Minor Illusion (SM)
- Friends (Concentration, SM)
- Mage Hand (VS)
- Green Flame Blade(Bonus, VM(a weapon))
- 1st Level (7 Known)
- Armor of Agathys (VSM)
- Arms of Hadar (VS)
- Hex (Bonus, Concentration, VSM)
- Inflict Wounds (VS)
- Shield (Reaction, VS)
- Thunderwave (VS)
- Wrathful Smite (Bonus, Concentration, V)
Gear (starting gold option: 75gp instead of class items
Armor
- Worn out clothing (relatively clean, but probably cheap and poorly mended)
- Tattoo: Large arm tattoo of a hobgoblin crone in front of a red door
Weapons
Melee Weapons
- Trained Monk/Pact Weapon: Longsword (usually wielded in a 2-handed overhead chopping style. CHA or DEX to hit and damage)
- Fists, kicks, headbutts etc: (1d4 bludgeoning, DEX to hit and damage)
- Silver Dagger
- Quarterstaff
Inventory of items
- Bedroll(1gp)
- Waterskin(2sp)
- Signal Whistle(5cp)
Consumables
Bobwhite keeps the books.