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
Attribute |
Value |
Bonus |
Save
|
Strength |
8 |
-1 |
-1
|
Dexterity |
17 |
+3 |
+3
|
Constitution |
15 |
+2 |
+2
|
Intelligence |
16 |
+3 |
+5
|
Wisdom |
8 |
-1 |
+1
|
Charisma |
8 |
-1 |
-1
|
|
Secondary Attributes
Hit Points |
22 (Level 1: 6 + 2 CON; Level 2: 4 + 2 CON; Level 3: 5 + 2 CON + 1 Immortal Durability)
|
Armor Class |
15 (unarmored), (19 when bladesinging and using "Iron Durability" focus, up to 23 if spending 4 psi points)
|
Proficiency Bonus |
+2
|
Passive Perception |
-1
|
Initiative |
+3
|
Base Speed |
30 Feet
|
|
Skills & Abilities
Skill |
Ability |
Score
|
Acrobatics |
DEX |
+3
|
Animal Handling |
WIS |
-1
|
Arcana |
INT |
+5
|
Athletics |
STR |
-1
|
Deception |
CHA |
-1
|
History |
INT |
+3
|
Insight |
WIS |
-1
|
Intimidation |
CHA |
-1
|
Investigation |
INT |
+5
|
Medicine |
WIS |
-1
|
Nature |
INT |
+3
|
Perception |
WIS |
+1
|
Performance |
CHA |
-1
|
Persuasion |
CHA |
-1
|
Religion |
INT |
+3
|
Sleight of Hand |
DEX |
+3
|
Stealth |
DEX |
+5
|
Survival |
WIS |
-1
|
|
Languages
Class and Background Abilities
- Light armor proficiency
- Daggers, darts, slings, quarterstaffs, light crossbows, rapier, longsword, shortsword, shortbow, and longbow
- Bladesong: 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, or if you use two hands to make an attack with a single weapon. 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 your Intelligence modifier (minimum of +1).
- Your walking speed increases by 10 feet.
- 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. The bonus equals your Intelligence modifier (minimum of +1).
- Immortal Durability:Starting at 1st level, your hit point maximum increases by 1 per mystic level. In addition, while you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.
Race Abilities
- Elf weapons
- Death Saves
- Darkvision: 60 feet
- Keen Senses: Proficiency in the Perception skill.
- Fey Ancestry: Advantage on saves vs magical charms and you can't be put to sleep with magic.
- Trance: Can meditate for 4 hours a day instead of sleeping for 8 hours.
|
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
Inventory of items
- Familiar: Probably a parrot if sailor background
- Arcane Focus: Wand
Consumables