Sid's Character Sheet: Difference between revisions

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[[Sid]]  
[[Sid]]  


{{statsbox|sid2.png|7|Elf|Rogue 4/Bladesinger Wizard 3|fancy clothes|Rapier/dagger/wand|Hakan}}
{{statsbox|sid2.png|8|Elf|Rogue 4/Bladesinger Wizard 4|fancy clothes|an ornate jewel-encrusted +1 dagger, a silvered dagger, several other mundane daggers hidden in various pockets and holsters|Hakan}}
==Background: Trade Sheriff ==
==Background: Trade Sheriff ==
*Skill Proficiencies:  Arcana, Investigation
*Skill Proficiencies:  Arcana, Investigation
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===Secondary Attributes===
===Secondary Attributes===
{|
{|
|Hit Points || '''43''' (Level 1: 8 + 2 CON; Level 2,3: 4 + 2 CON; Level 4,5,6: 5 + 2 CON)
|Hit Points || '''55''' (Level 1: 8 + 2 CON; Level 2,3,7,8: 4 + 2 CON; Level 4,5,6: 5 + 2 CON)
|-
|-
|Armor Class || 18 (mage armor + cloak of protection), (21 when bladesinging, 26 when under Shield spell)
|Armor Class || 18 (mage armor + cloak of protection), (22 when bladesinging, 27 when under Shield spell also)
|-
|-
|Proficiency Bonus || +3
|Proficiency Bonus || +3
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|Animal Handling||WIS||0
|Animal Handling||WIS||0
|-
|-
|Arcana||INT||'''+6'''
|Arcana||INT||'''+7'''
|-
|-
|Athletics||STR||'''+2'''
|Athletics||STR||'''+2'''
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|Deception||CHA|| -1
|Deception||CHA|| -1
|-
|-
|History||INT||+3
|History||INT||+4
|-
|-
|Insight||WIS||0
|Insight||WIS||0
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|Intimidation ||CHA ||-1
|Intimidation ||CHA ||-1
|-  
|-  
|Investigation||INT|| '''+8''' (Expertise)
|Investigation||INT|| '''+9''' (Expertise)
|-
|-
|Medicine||WIS||0
|Medicine||WIS||0
|-  
|-  
|Nature||INT||+3
|Nature||INT||+4
|-  
|-  
|Perception  ||WIS|| '''+6''' (expertise)
|Perception  ||WIS|| '''+6''' (Expertise)
|-  
|-  
|Performance||CHA ||'''+2'''
|Performance||CHA ||'''+2'''
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|Persuasion||CHA || -1
|Persuasion||CHA || -1
|-  
|-  
|Religion||INT||+3
|Religion||INT||+4
|-  
|-  
|Sleight of Hand||DEX||+4
|Sleight of Hand||DEX||+4
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*Simple weapons, hand crossbows, longswords, rapiers, shortswords, scimitars (from Bladesinger archetype), shortbow, and longbow  
*Simple weapons, hand crossbows, longswords, rapiers, shortswords, scimitars (from Bladesinger archetype), shortbow, and longbow  
*Bladesong: '''3''' (PROF bonus) per long rest. 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, if you use two hands to make an attack with a single weapon, or if you are incapacitated. You can also dismiss the Bladesong at any time you choose (no action required). While your Bladesong is active, you gain the following benefits:
*Bladesong: '''3''' (PROF bonus) per long rest. 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, if you use two hands to make an attack with a single weapon, or if you are incapacitated. 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 '''3''' (INT modifier)
**You gain a bonus to your AC equal to '''+4''' (INT modifier)
**Your walking speed increases by 10 feet to 40 feet.
**Your walking speed increases by 10 feet to 40 feet.
**You have advantage on Dexterity (Acrobatics) checks.
**You have advantage on Dexterity (Acrobatics) checks.
**You gain a '''+3''' (INT mod) bonus to any Constitution saving throw you make to maintain your concentration on a spell.  
**You gain a '''+4''' (INT mod) bonus to any Constitution saving throw you make to maintain your concentration on a spell.  
*Cantrip Formulas: Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
*Cantrip Formulas: Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
*Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. Either 1 2nd level or 2 1st lever. (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.)
*Sneak Attack: 2d6
*Sneak Attack: 2d6
*Cunning Action: Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action
*Cunning Action: Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action
*Feat: Elven Accuracy: Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
*Feat: Elven Accuracy: Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
*ASI: +2 INT
===Race Abilities===
===Race Abilities===
*Elf weapons
*Elf weapons
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{{col-end}}
{{col-end}}


==Spellcasting (INT, DC 13)==
==Spellcasting (INT, DC 14 or +6 attack)==
*Cantrips (6 Known - 3 WIZ, 3 AT):
*Cantrips (7 Known - 4 WIZ, 3 AT):
**Wizard (can switch out 1/long rest)
**Wizard (can switch out 1/long rest)
***Chill Touch(VS),
***Chill Touch(VS),
***Message(VSM),
***Message(VSM),
***Mind Sliver (V),
***Prestidigitation (VS),  
***Prestidigitation (VS),  
**Arcane Trickster
**Arcane Trickster
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***Minor Illusion(SM)
***Minor Illusion(SM)


*Spell Slots (refresh on long rest): 1st - 4, 2nd - 3
*Spell Slots (refresh on long rest): 1st - 4, 2nd - 3, 3rd - 2
*Spells Prepared: 6 Wizard, 4 AT spells always prepared
*Spells Prepared: 8 Wizard, 4 AT spells always prepared
*Level 1 Arcane Trickster
*Level 1 Arcane Trickster
**Color Spray(VSM)
**Color Spray(VSM)
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**Silent Image(VSM)
**Silent Image(VSM)
*Level 2 Arcane Trickster
*Level 2 Arcane Trickster
*Level 1 Wizard (8 known for free, 8 purchased, 5 prepared):
*Level 1 Wizard (6 prepared):
**Absorb Elements(reaction, S)
**Absorb Elements(reaction, S)
**Alarm (ritual, VSM)
**Alarm (ritual, VSM)
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**Unseen Servant (ritual, VSM)
**Unseen Servant (ritual, VSM)
*Level 2 Wizard:
*Level 2 Wizard:
**Alter Self (VS)(C)
**Levitate (VSM)(C)
**Levitate (VSM)(C)
**Magic Mouth (ritual, VSM (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes))
**Magic Mouth (ritual, VSM (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes))
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**Shadow Blade (VS)(C)
**Shadow Blade (VS)(C)
**Shatter (VSM)
**Shatter (VSM)
**Tasha's Mind Whip (V)
**Warding Wind (V)(C)
**Warding Wind (V)(C)


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*1 Ornate Magic Dagger - fancy bordering on ostentatious. +1 to hit and damage.
*1 Ornate Magic Dagger - fancy bordering on ostentatious. +1 to hit and damage.


===Inventory of items===
===Inventory of important items===
*Familiar: Krieg, an owl
*Familiar: Krieg, a bat
*Arcane Focus: Wand  
*Arcane Focus: Wand  
*Enduring Spellbook (fire and waterproof)
*Enduring Spellbook (fire and waterproof)
*Pearl worth 100gp for identify
*Pearl worth 100gp for identify
*Talisman Sai or something (?): strange magical? trinket that can hold keys or crush paper (?)
*Talisman Sai: This carved claw can crush paper, drag itself around, or hold onto keys.
====Consumables====
====Consumables====
*3 Potion of Healing
*3 Potion of Healing


[[Category:PC Character Sheets]]
[[Category:PC Character Sheets]]
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