Wint's Character Sheet

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Revision as of 04:15, 26 August 2021 by Bartley (talk | contribs) (final.final.final.etc)
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Wint

Character Stats
Wint.png
Level 2
Race Human(variant)
Class Aberrant Mind Sorcerer 1/Hexblade Warlock 1
Armor scale armor
Weapon(s) usually spell and shield, but warhammer available as well
Hometown Omatachi Village

Background: Omatachi who survived to young adulthood

  • Skill Proficiencies: Survival, Persuasion
  • Tool Proficiencies: Herbalism Kit
  • Languages: Orc
  • Lifestyle: Poor
  • Feature: Trained Omatachi Survivor (based on Uthgardt Heritage) - You have a good knowledge of your tribe's territory, and some knowledge about the terrain and natural resources of the South. You are familiar enough with any wilderness area that you can find twice as much food and water as you normally would when you forage there. Additionally, you can call upon the hospitality of your people, and those allied with your tribe.

Traits

  • Intrigued By Other Cultures - I delight in meeting others and learning about cultures far removed from my own. I am very interested in how they practice magic.
  • Wanderlust - I was driven to leave my home by wanderlust. I will never reach my full magical potential by settling down.

Bonds

  • Magic - I want to push myself to become an ever more powerful magic user. Using magic is euphoric and the more powerful the spell the better.

Ideals

  • Glory - To increase my magical powers I must earn glory in battle and face new challenges and experiences.

Flaws

  • Stupid - I never back down from a fight and my strategy is usually overwhelming magical force.
  • Shortcuts - I am magically duplicitous. I find it easy to use magic to lie or cheat, sometimes without even consciously meaning to.

Extended XGtE Background

  • Supernatural Mark: My eyes change color and sometimes glow when casting spells with somatic components.
  • Reaction: Some in the village see my powers as a sign I should become more involved in the village dedicating to heal and protect instead of wanting to range and hunt.

Attributes

Skills & Abilities

Spellcasting

  • Ability: Charisma, Spell Save DC: 13, Spell Attack Bonus: +5
  • Spell Slots: 1st - 2 (refresh on long rest),
  • Pact Magic Slots: 1st - 1 (refresh on short rest),
  • Cantrips (Known: Sorcerer - 5, Warlock - 2)
    • Booming Blade (VM(a weapon))
    • Eldritch Blast (VS)
    • Light (VM)
    • Mending (VSM)
    • Mind Sliver (V)(psionic)
    • Prestidigitation (VS)
    • Shocking Grasp (VS)
  • 1st Level (Known: Sorcerer - 4, Warlock - 2)
    • Arms of Hadar (VS)(psionic)
    • Dissonant Whispers (V)(psionic)
    • Hex (Bonus, Concentration, VSM)
    • Magic Missile (VS)
    • Shield (Reaction, VS)
    • Sleep (VSM)

Gear (rolled gold selected instead of default starting/background equipment)

Armor

  • Omatachi Hammered Bronze Scale Armor: While crude by the standards the far-off Summerland empires, this medium armor made from flattened pieces of metal is the pinnacle of the current state of Omatachi craftsmanship. It can occasionally stop the teeth or claws of some the fierce predators that roam the wilds while still allowing relatively quick movement though at the expense of being noisy. (DISADV to stealth)
  • Omatachi Wooden Shield: a simple wooden shield with no decoration and obvious signs of use

Weapons

Melee Weapons (+5)

  • Heavy Omatachi warclub: a large wooden staff nearly half of Wint's height with a head made of a large chunk of bog iron. (stats as per warhammer)

Ranged Weapons (+4)

  • Dagger (always a good idea to have a knife)

Inventory of items

  • Backpack
    • Bedroll
    • Blanket
    • Herbalism Kit: This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
      • Arcana: Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
      • Investigation: When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
      • Medicine: Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
      • Nature and Survival: When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
      • Identify Plants: You can identify most plants with a quick inspection of their appearance and smell.
        • Find plants: dc 15
        • Identify poison: dc 20
    • Mess Kit
    • Rope, hemp (50')
    • Waterskin
  • Common clothes
  • Component pouch

Consumables

  • Rations: 10
  • Torches: 5
  • Money: Omatachi equivalent of 2gp 7sp 5cp in small easily tradable units