Therunin's Character Sheet: Difference between revisions

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[[Therunin]] Zanna Pilwicken - Level 2 Wizard, Lawful Good
[[Therunin]] Zanna Madrin Helongum Pilwicken - Level 5 Wizard/1 Cleric, Lawful Good


==Background: Sage==
==Background: Sage==
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*prof dude, Qualen Miggledy
*prof dude, Qualen Miggledy
*-ex, Oppleby Maekkelferce
*-ex, Oppleby Maekkelferce
*-Wydmoor Hadriarch


===Flaws===
===Flaws===
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|Constitution || 12 || +1 || +1
|Constitution || 12 || +1 || +1
|-
|-
|Intelligence || 17 || +3 || '''+5'''
|Intelligence || 18 || +4 || '''+7'''
|-
|-
|Wisdom || 14 || +2 || '''+4'''
|Wisdom || 14 || +2 || '''+5'''
|-
|-
|Charisma || 12 || +1 || +1
|Charisma || 12 || +1 || +1
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===Secondary Attributes===
===Secondary Attributes===
{|
{|
|Hit Points || 7
|Hit Points || 31 (7 + 6 + 5 + 5 + 5)
|-
|-
|Armor Class || 11
|Armor Class || 14
|-
|-
|Proficiency Bonus || +2
|Proficiency Bonus || +3
|-
|-
|Passive Perception || 12
|Passive Perception || 12
|-
|-
|Initiative || +1
|Initiative || +4
|-
|-
|Base Speed || 25 Feet  
|Base Speed || 25 Feet  
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|Animal Handling||WIS||'''12''' || +2
|Animal Handling||WIS||'''12''' || +2
|-
|-
|Arcana||INT||'''15''' || '''+5'''
|Arcana||INT||'''20''' || '''+10'''
|-
|-
|Athletics||STR||'''9''' || -1
|Athletics||STR||'''9''' || -1
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|Deception||CHA||'''11''' || +1
|Deception||CHA||'''11''' || +1
|-
|-
|History||INT||'''15''' || '''+5'''
|History||INT||'''20''' || '''+10'''
|-
|-
|Insight||WIS||'''14''' || '''+4'''
|Insight||WIS||'''14''' || '''+4'''
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|Intimidation ||CHA ||'''11'''|| +1
|Intimidation ||CHA ||'''11'''|| +1
|-  
|-  
|Investigation||INT||'''15''' || '''+5'''
|Investigation||INT||'''17''' || '''+7'''
|-
|-
|Medicine||WIS||'''12'''|| +2
|Medicine||WIS||'''12'''|| +2
|-  
|-  
|Nature||INT||'''13'''|| +3
|Nature||INT||'''14'''|| +4
|-  
|-  
|Perception  ||WIS||'''12'''|| +2
|Perception  ||WIS||'''12'''|| +2
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|Persuasion||CHA ||'''11'''|| +1
|Persuasion||CHA ||'''11'''|| +1
|-  
|-  
|Religion||INT||'''13'''|| +3
|Religion||INT||'''14'''|| +4
|-  
|-  
|Sleight of Hand||DEX||'''11'''|| +1
|Sleight of Hand||DEX||'''11'''|| +1
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|}
|}
{{col-break}}
{{col-break}}
==Languages==
==Languages==
*Ubrekti (common)
*Ubrekti (common)
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*Old Ubrekti
*Old Ubrekti
*Hakani
*Hakani
*Ssel'it
*Celestial
*Primordial


==Class and Background Abilities==
==Class and Background Abilities==
*Spellcasting
*Spellcasting
*Arcane Recovery (1/2 Wiz lvl rd up)
*Divine Domain: Life
  *Life Domain Spells
  *Heavy Armor Proficiency
  *Disciple of Life
*Arcane Tradition: Lore Mastery <br/>
*Arcane Tradition: Lore Mastery <br/>
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed">
**Lore Master
*Lore Master
<div class="mw-collapsible-content" style="margin-left:20px">Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.
<div class="mw-collapsible-content" style="margin-left:20px">Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.
In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).
In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).
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</div>
</div>
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed">
**Spell Secrets
*Spell Secrets
<div class="mw-collapsible-content" style="margin-left:20px">When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it.
<div class="mw-collapsible-content" style="margin-left:20px">When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it.
When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest.
When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest.
</div>
</div>
</div>
</div>
===Race Abilities===
===Race Abilities===
*Artificer's Lore
*Artificer's Lore
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==Spellcasting==
==Spellcasting==
Slots: 4 1st lvl, 3 2nd lvl, 2 3rd level<br />
Cleric prep: 3 (Wis mod + Cleric lvl)<br />
Wizard prep: 9 (Int mod + Wizard lvl)<br />
===Cantrips===
===Cantrips===
*Fire Bolt
====Cleric====
*Guidance
*Sacred flame
*Thaumaturgy
====Wizard====
*Chill Touch
*Message
*Message
*Shocking Grasp
*Toll the Dead
*Toll the Dead


===1st Level===
===Cleric: 1st Level Life Domain===
*Burning Hands
*Bless
*Cure Wounds
===Cleric spells from Wydmoor===
*Air Jaunt
*Dictation
*Easy Trail
*Entropic Shield
*Alicorn Lance
*Blood Bond
*Dread Mercy
===Wizard: 1st Level===
*Alarm
*Color Spray
*Comprehend Languages
*Detect Magic
*Detect Magic
*Disguise Self
*Elemental Burst
*Expeditious Retreat
*Expeditious Retreat
*Ice Knife
*Illusory Script
*Illusory Script
*Ray of Sickness
*Mage Armor
*Shield
*Shield
*Chromatic Orb
*Tasha's Hideous Laughter
*Tenser's Floating Disk
*Tenser's Floating Disk
*Thunderwave
===Wizard 2nd Level===
*Arcane Lock
*Ebony Hand
*Invisibility
*Mind Spike
*Misty Step
*See Invisibility
*Shatter
===Wizard 3rd Level===
*Blink
*Leomund's Tiny Hut
*Counterspell
*Lightning Bolt
==Items of Note==
*[[White Obelaster]] Amulet
**You can try to cast a cantrip that you don't know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
** [ED: it is a reskinned Dark Shard Amulet without the attunement restriction]


==Gear==
==Starting Gear==
===Weapons===
===Weapons===
====Melee Weapons====
====Melee Weapons====
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*a set of common clothes, 5sp
*a set of common clothes, 5sp
*a belt pouch containing 10g
*a belt pouch containing 10g
*small diamond 50gp
*chain shirt, 50gp


====Consumables====
====Consumables====
800

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