Harl Timbers' Character Sheet: Difference between revisions

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{{statsbox|harl.jpg|3|Road Halfling|Grave Cleric 1/ Theurgy Wizard 2|Medium Armor|weapons|birthplace}}
{{statsbox|harl.jpg|3|Road Halfling|Grave Cleric 1/ Theurgy Wizard 2|Medium Armor|weapons|birthplace}}


==Background: ==
==Background: Likely Soldier/Cleric or something similar==
*Skill Proficiencies: Arcana, Perception
*Skill Proficiencies: Arcana, Perception
*Tool Proficiencies:  
*Tool Proficiencies:  
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*Feature:  
*Feature:  
===Traits===
===Traits===
*
*
*
===Ideals===
===Ideals===
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*
*
===Flaws===
===Flaws===
*
*Squemish - Does not like to heal. Will cast "Spare the Dying" whenever needed (and usually only from a distance without looking too closely), but otherwise is extremely squeamish about healing powers/abilities, medicine skills, and physical attacks or wounds. Hates corporeal undead and gory monsters.




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*
*
*
*
==Attributes==
==Attributes==
{{col-begin}}
{{col-begin}}
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|Hit Points || '''22''' (Level 1: 8 + 2 CON; Level 2,3: 4 + 2 CON)
|Hit Points || '''22''' (Level 1: 8 + 2 CON; Level 2,3: 4 + 2 CON)
|-
|-
|Armor Class || 16 (scale armor)
|Armor Class || 18 (scale armor + shield)
|-
|-
|Proficiency Bonus || +2
|Proficiency Bonus || +2
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!|Skill||Ability||Score
!|Skill||Ability||Score
|-
|-
|Acrobatics ||DEX||  
|Acrobatics ||DEX|| +2
|-
|-
|Animal Handling||WIS||
|Animal Handling||WIS|| +2
|-
|-
|Arcana||INT|| '''+4'''
|Arcana||INT|| '''+4'''
|-
|-
|Athletics||STR||
|Athletics||STR|| -1
|-
|-
|Deception||CHA||  
|Deception||CHA|| -1
|-
|-
|History||INT||'''+4'''
|History||INT||'''+4'''
|-
|-
|Insight||WIS||
|Insight||WIS|| +2
|-
|-
|Intimidation ||CHA ||
|Intimidation ||CHA || -1
|-  
|-  
|Investigation||INT||  
|Investigation||INT|| +2
|-
|-
|Medicine||WIS||
|Medicine||WIS|| +2
|-  
|-  
|Nature||INT||  
|Nature||INT|| +2
|-  
|-  
|Perception  ||WIS|| '''+4'''  
|Perception  ||WIS|| '''+4'''  
|-  
|-  
|Performance||CHA ||
|Performance||CHA || -1
|-  
|-  
|Persuasion||CHA ||  
|Persuasion||CHA || -1
|-  
|-  
|Religion||INT|| '''+4'''
|Religion||INT|| '''+4'''
|-  
|-  
|Sleight of Hand||DEX||
|Sleight of Hand||DEX|| +2
|-  
|-  
|Stealth ||DEX || +2 (disadv due to armor)
|Stealth ||DEX || +2 (disadv due to armor)
|-
|-
|Survival ||WIS ||  
|Survival ||WIS || +2
|}
|}


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**Eyes of the Grave: At 1st level, as an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  
**Eyes of the Grave: At 1st level, as an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  
*Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.  
*Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.  
*Arcane Tradition: Theurgy (Life (or possibly Knowledge or Light) domain)
*Arcane Tradition: Theurgy (Light (or possibly Knowledge or Life) domain)
**Arcane Initiate: Beginning at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots. If you add all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots. Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can't copy cleric spells from your spellbook into their own spellbooks.  
**Arcane Initiate: Beginning at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots. If you add all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots. Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can't copy cleric spells from your spellbook into their own spellbooks.  
**Channel Arcana: At 2nd level, you gain the ability to channel arcane energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability. When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again. Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC. Beginning at 6th level, you can use your Channel Arcana twice between rests
**Channel Arcana: At 2nd level, you gain the ability to channel arcane energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability. When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again. Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC. Beginning at 6th level, you can use your Channel Arcana twice between rests
***Channel Divinity: Preserve Life - Starting at 2nd level, as an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.  
***Channel Divinity: Radiance of the Dawn - As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.  
***Divine Arcana: As a bonus action, you make the next spell you cast gains a +2 bonus to any attack roll you make for it or to its saving throw DC, as appropriate.  
***Divine Arcana: As a bonus action, you make the next spell you cast gains a +2 bonus to any attack roll you make for it or to its saving throw DC, as appropriate.  


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*Level 1  
*Level 1  
**Burning Hands (VS)
**Faerie Fire (Concentration, V)
**Find Familiar (Ritual)
**Find Familiar (Ritual)
**Shield (Reaction, VS)
**Shield (Reaction, VS)
 
**


==Gear==
==Gear==
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*mace
*mace
====Ranged Weapons====
====Ranged Weapons====
*(a) a light crossbow and 20 bolts, or (b) any simple weapon
*dagger
 
===Inventory of items===
===Inventory of items===
*Familiar: owl
*Familiar: owl
*Spell Book
*Spell Book
*Component Pouch
*Component Pouch
*(a) priest's pack, or (b) an explorer's pack  
*explorer's pack  
====Consumables====
====Consumables====

Latest revision as of 01:53, 12 April 2019

Harl Timbers

Character Stats
File:Harl.jpg
Level 3
Race Road Halfling
Class Grave Cleric 1/ Theurgy Wizard 2
Armor Medium Armor
Weapon(s) weapons
Hometown birthplace

Background: Likely Soldier/Cleric or something similar

  • Skill Proficiencies: Arcana, Perception
  • Tool Proficiencies:
  • Languages:
  • Equipment:
  • Lifestyle:
  • Feature:

Traits

Ideals

Bonds

Flaws

  • Squemish - Does not like to heal. Will cast "Spare the Dying" whenever needed (and usually only from a distance without looking too closely), but otherwise is extremely squeamish about healing powers/abilities, medicine skills, and physical attacks or wounds. Hates corporeal undead and gory monsters.


Extended XGtE Background

Attributes

Skills & Abilities

Cleric Spellcasting (WIS, DC 12)

  • Spell Slots (refresh on long rest, shared between classes): 1st - 4, 2nd - 2
  • Spells Prepared: 3
  • Domain Spells: Bane, False Life
  • Cantrips (4 known):
    • Guidance (Concentration, VS)
    • Spare the Dying (Grave Domain feature: 30' range and can be cast as a bonus action, VS)
    • Thaumaturgy (V)
    • Word of Radiance (VM)

Wizard Spellcasting (INT, DC 12)

  • Spell Slots (refresh on long rest, shared between classes): 1st - 4, 2nd - 2
  • Spells Prepared: 4 (8 known, 1 of which can be from selected Theurgy domain list)
  • Cantrips (3 known):
    • Firebolt(VS) or Create Bonfire (Concentration, VS)
    • Light or Prestidigitation or some other utility
    • Toll the Dead (VS)
  • Level 1
    • Burning Hands (VS)
    • Faerie Fire (Concentration, V)
    • Find Familiar (Ritual)
    • Shield (Reaction, VS)

Gear

Armor

  • Scale Armor
  • Shield

Weapons

Melee Weapons

  • mace

Ranged Weapons

  • dagger

Inventory of items

  • Familiar: owl
  • Spell Book
  • Component Pouch
  • explorer's pack

Consumables