Spring's Character Sheet: Difference between revisions

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     * 3 Seelie biped
     * 3 Seelie biped
     * 4 Faerie dragon
     * 4 Faerie dragon
     * 5 Goblin
     * 5 Goblin chief
     * 6 Satyr
     * 6 Satyr
     * 7 Werewolf/shifter
     * 7 Werewolf/shifter

Revision as of 16:25, 7 February 2022

Spring - Chaotic Neutral Lunacy Paladin

Background

Feyborn

Proficiencies: Deception, Survival, Sylvan

  • Feywild Connection: friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild
  • Fey Mark: Your eyes glow in moonlight. (No mechanical effect.)
  • Fey Visitor: Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speak that language normally.
   * 1 Awakened creature (a Beast or an ordinary plant that has had the awaken spell cast on it)
   * 2 Unseelie biped
   * 3 Seelie biped
   * 4 Faerie dragon
   * 5 Goblin chief
   * 6 Satyr
   * 7 Werewolf/shifter
   * 8 Firefly

Paladin: Oath of Lunacy

Be the Full Moon: watch and learn from others. Be serene in the face of change.

Be the Gibbous Moon: rejoice in wilderness, in chaos, in madness

Be the Crescent moon: slide through the dark places, like a knife, and open their secrets

Be the New Moon: protect the secrets of Her Lunacy and Her Demesne from mortals.

Level 1

Divine sense: 1+CHA mod, until long rest. action: until end of next turn, know location of any celestial/fiend/undead w/i 60' not behind total cover. Also any consecrated or desecrated areas.

Lay on Hands: PAL level x 5, replenishes on long rest. Action: any number of HP restored from the pool OR 5 points to cure one disease or poison. If I spend 10, I can cure 2x diseases or poisons, etc. No effect on undead, constructs.

Level 2

Fighting Style: Defense

Divine Smite: expend spell slot to add (1+X)d8 radiant damage, where X is spell slot level. Max 5d8.

Level 3

Immunity to disease.

Channel Divinity

  • 1 per short/long rest
  • Nature’s Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
  • Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Spellcasting

Spells to prepare each day: 4 [Charisma modifier + half paladin level, rounded down (minimum of one spell)]

Spell slots per day: 3 first-level slots

Spell save DC: 13 [8 + 2 (prof) + 3 (CHA)]

Spell attack modifier: 5 (prof + CHA)

Oath spells (from Ancients, modifications in ALL CAPS)

  • 3rd level - TASHA'S HIDEOUS LAUGHTER, speak with animals
  • ‍5th level - Moonbeam, misty step
  • 9th level - Plant growth, protection from energy
  • 13th level - GUARDIAN OF NATURE (beast form only), CONFUSION

Spell save DC: 13 (8 + proficiency + CHA mod)

Race and subrace

Shifter

Age: 15 (reaches adulthood at 10)

Size: Medium, 4'8

Speed: 30

Darkvision: 60'

Shifting:

  • Bonus Action. 1 per short/long rest. 1 minute, my death, or using a Bonus Action to end it.
  • Temp HP = 3 + CON mod
  • Bonus Action unarmed strike: piercing damage = 1d6 + STR mod.

+2 CHA, +1 STR

Longtooth

Proficiency in Intimidation (plus the shifting unarmed strike, as above)

Attributes

From race (using the new "+2 +1 to any two stats" approach): +2 CHA, +1 STR

Traits

Personality

Curious and talkative, Spring hides quite a bit behind her (unusually toothy) smile.

Ideal

The material plane is a corrupt and unnatural echo of the Feywild, and I must come to understand it--and perhaps, change it.

Flaw

I can be too quick to draw blood.

Bond

Wint and I both serve Her Lunacy and I must protect him.

Background

City Guard

Proficiencies

  • Languages: Common (Omatachi)
  • Weapons: simple, martial
  • Saves: WIS, CHA
  • Skills: Intimidation, Athletics, Insight

Feats and Fighting Style

Level 1 fighting style: +1 AC

Skills

Proficiencies: Perception, Deception, Persuasion, Intimidation, Insight

Inventory

  • Helm of Intelligence, looks like a twisting vine
  • Fey fish scale mail (AC 14 + dex) (not magic, just a pun)
  • Round wooden shield
  • Scimitar (1d6 slashing)
  • 5 javelins (1d6 piercing, thrown 30/120)
  • backpack
  • bedroll
  • mess kit
  • tinderbox
  • 10 torches
  • 10 days rations
  • waterskin
  • 50' rope
  • a moon pendant (my holy symbol)