Banner Rindherder's Character Sheet: Difference between revisions

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[[Banner Rindherder]] - Level 2 (Shadow Sorcerer 1/Hexblade Warlock 1), Chaotic Good
[[File:BannerRindherder.png |150px]]
 
[[Banner Rindherder]] - Level 6 (Shadow Sorcerer 1/Hexblade Warlock 2/Shadow Monk 3), Chaotic Good


==Background: Haunted One ==
==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===
===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===
===Ideals===
*You kill monsters to make the world a safer place and to exorcise your own demons.
===Bonds===
===Bonds===
*A terrible guilt consumes you. You hope that you can find redemption through your actions.
===Flaws===
===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==
==Attributes==
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|Strength || 8 || +1 || -1
|Strength || 8 || +1 || -1
|-
|-
|Dexterity || 15 || +2 || +2
|Dexterity || 16 || +3 || +3
|-
|-
|Constitution || 15 || +2 || '''+4'''
|Constitution || 14 || +2 || '''+5'''
|-
|-
|Intelligence || 8 || -1 || -1
|Intelligence || 7 || -2 || -2
|-
|-
|Wisdom || 12 || +1 || +1
|Wisdom || 13 || +1 || +1
|-
|-
|Charisma || 16 || +3 || '''+5'''
|Charisma || 16 || +3 || '''+6'''
|}
|}
{{col-break}}
{{col-break}}
===Secondary Attributes===
===Secondary Attributes===
{|
{|
|Hit Points || 14
|Hit Points || '''43''' (Level 1: 6 + 2 CON; 2-6: 5 + 2 CON)
|-
|-
|Armor Class ||  
|Armor Class || 16 (Mage Armor + 3 DEX)(21 under shield spell, 14 unarmored)
|-
|-
|Proficiency Bonus || +2
|Proficiency Bonus || +3
|-
|-
|Passive Perception ||  
|Passive Perception || 14
|-
|-
|Initiative || +2
|Initiative || +3
|-
|-
|Base Speed || 25 Feet  
|Base Speed || 35 Feet  
|}
|}
{{col-end}}
{{col-end}}
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{{col-break}}
{{col-break}}
{|class="sortable mw-collapsible wikitable"
{|class="sortable mw-collapsible wikitable"
!|Skill||Ability||Score||Bonus
!|Skill||Ability||Score
|-
|-
|Acrobatics ||DEX||'''13''' || '''+3'''
|Acrobatics ||DEX|| +3
|-
|-
|Animal Handling||WIS||'''11''' || +1
|Animal Handling||WIS||+1
|-
|-
|Arcana||INT||'''9''' || -1
|Arcana||INT||-2
|-
|-
|Athletics||STR||'''13''' || +3
|Athletics||STR||-1
|-
|-
|Deception||CHA||'''12''' || +2
|Boatwright/River Halfling Boat Skills||UNTYPED||'''+3'''
|-
|-
|History||INT||'''9''' || -1
|Deception||CHA|| '''+6'''
|-
|-
|Insight||WIS||'''13''' || '''+3'''
|History||INT||-2
|-
|-
|Intimidation ||CHA ||'''14'''|| '''+4'''
|Insight||WIS||+1
|-
|Intimidation ||CHA ||+3
|-  
|-  
|Investigation||INT||'''9''' || -1
|Investigation||INT|| -2
|-
|-
|Medicine||WIS||'''11'''|| +1
|Medicine||WIS||+1
|-  
|-  
|Nature||INT||'''9'''|| -1
|Nature||INT||-2
|-  
|-  
|Perception  ||WIS||'''11'''|| +1
|Perception  ||WIS|| '''+4'''
|-  
|-  
|Performance||CHA ||'''14'''|| '''+4'''
|Performance||CHA ||+3
|-  
|-  
|Persuasion||CHA ||'''12'''|| +2
|Persuasion||CHA || '''+6'''
|-  
|-  
|Religion||INT||'''11'''|| '''+1'''
|Religion||INT||-2
|-  
|-  
|Sleight of Hand||DEX||'''11'''|| +1
|Sleight of Hand||DEX||+2
|-  
|-  
|Stealth ||DEX ||'''11'''|| +1
|Stealth ||DEX ||'''+6'''
|-
|-
|Survival ||WIS ||'''11'''|| +1
|Survival ||WIS ||+1
|}
|}


{{col-break}}
{{col-break}}
==Languages==
==Languages==
*Ubrekti (common)
*Ubrekti (common)
*halfling
*Fresia (origin)
*shadow planar language?
*Flannari (halfling bonus)
*Primordial


==Class and Background Abilities==
==Class and Background Abilities==
*Proficient with light,armor, medium armor, and shields
*Proficient with light armor, medium armor, and shields
*Proficient with simple and martial weapons
*Proficient with simple and martial weapons
*Proficient with BACKGROUND
*Eyes of the Dark (120' darkvision, special Darkness spell at SORC3)
*Eyes of the Dark (120' darkvision)
*Strength of the Grave (CHA saving throw to avoid 0 hp)
*Strength of the Grave (CHA saving throw to avoid 0 hp)
*Hexblade's Curse
*Hexblade's Curse (single target bonus damage, gain HP on kill)
*Hex Warrior (use CHA for instead of DEX for hit and damage)
*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)
*[[Nym|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===
===Race Abilities===
*Lucky
*Halfling Luck
*Brave
*Brave
*Nimble
*Nimble
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==Spellcasting==
==Spellcasting==
*Ability: Charisma, Spell Save DC: 13, Spell Attack Bonus: +5, warlock slot(s) refresh on short rest, all slots refresh on long rest
*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 - 3 (2 Sorcerer, 1 Warlock)
*Spell Slots: 1st - 4 (2 refresh on long rest, 2 refresh on short rest)
*Cantrips (6 Known)
*Cantrips (6 Known)
**Eldritch Blast
**Chill Touch (VS)
**?
**Eldritch Blast (VS)
**?
**Friends (Concentration, SM)
**?
**Green Flame Blade(Bonus, VM(a weapon))
**?
**Mage Hand (VS)
**?
**Minor Illusion (SM)
*1st Level (4 Known)
**Prestidigitation (VS)
**Shield
*1st Level (7 Known)
**Wrathful Smite
**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==
==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===
===Weapons===
====Melee Weapons====
====Melee Weapons====
====Ranged 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===
===Inventory of items===
*Bedroll(1gp)
*Waterskin(2sp)
*Signal Whistle(5cp)
====Consumables====
====Consumables====
[[Bobwhite]] keeps the books.


[[Category:Mattiverse Next]]
[[Category:Mattiverse Next]]
[[Category:PC Character Sheets]]
[[Category:PC Character Sheets]]

Latest revision as of 03:42, 26 February 2023

BannerRindherder.png

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

Skills & Abilities

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)
    • Chill Touch (VS)
    • Eldritch Blast (VS)
    • Friends (Concentration, SM)
    • Green Flame Blade(Bonus, VM(a weapon))
    • Mage Hand (VS)
    • Minor Illusion (SM)
    • Prestidigitation (VS)
  • 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.