Wint's Character Sheet: Difference between revisions

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(moving warlock back, fewer attack rolls so go for empowered instead)
 
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[[Wint]]  
[[Wint]]  


{{statsbox|wint.jpg|2|Human(variant or custom lineage)|Aberrant Mind Sorcerer 1/Hexblade Warlock 1|scale armor|usually wand and shield, but battleaxe or hammer when needed|far south}}
{{statsbox|Wint.png|4|Human(variant)|Aberrant Mind Sorcerer 3/[[Maiden of the Moon Patron|Maiden of the Moon]] Warlock 1|studded leather armor|a poor quality belt knife|Omatachi Village}}


==Background: ==
==Background: Omatachi who survived to young adulthood ==
*Skill Proficiencies: Perception, one of (acrobatics, arcana, athletics, sleight of hand, stealth, survival)
*Skill Proficiencies: Survival, Persuasion
*Tool Proficiencies:  
*Tool Proficiencies: Herbalism Kit
*Languages:  
*Languages: Orc
*Equipment:
*Lifestyle: Poor
*Lifestyle:  
*Feature: Trained Omatachi Survivor (based on Uthgardt Heritage) - You have a good knowledge of your tribe's territory, and some knowledge about the terrain and natural resources of the South. You are familiar enough with any wilderness area that you can find twice as much food and water as you normally would when you forage there. Additionally, you can call upon the hospitality of your people, and those allied with your tribe.
*Feature:  
===Traits===
===Traits===
*
*Intrigued By Other Cultures - I delight in meeting others and learning about cultures far removed from my own. I am very interested in how they practice magic.
*Wanderlust - I was driven to leave my home by wanderlust. I will never reach my full magical potential by settling down.
*Raised - I died yet live again. [[Ettari]]'s sacrifice and the Maiden of the Moon personally restoring my life obliges me to follow through. I wish to avoid death again but after a short time of fear and doubt I realized I had died a good and meaningful death the first time protecting the village. If I die again in service it will be a good death too.
 
==Bonds==
*Magic - I want to push myself to become an ever more powerful magic user. Using magic is euphoric and the more powerful the spell the better.
*Both the [[Maiden of the Moon]] and [[Grandmother Yin]] are watching and magically here with us always. We must succeed in our expedition and not regret our exile (and we gotta produce good content for the paid subscribers in the feywild).
*SECRETS!
===Ideals===
===Ideals===
*
*I must go forth and explore the world. I must protect the fey and prevent any attempts to control them.
*
*I have sudden and intense sense of duty to both the Maiden of the Moon and Grandmother Yin.
*
 
===Bonds===
 
*
*
===Flaws===
===Flaws===
*
*Split loyalties - I must strive to serve both worlds and do so in perfect balance and if I fail I will lose my soul again.
 
*Shortcuts - I am magically duplicitous. I find it easy to use magic to lie or cheat, sometimes without even consciously meaning to.


===Extended XGtE Background===
===Extended XGtE Background===
*
*Supernatural Mark: My eyes change color and sometimes glow when casting spells with somatic components.
*
*Reaction: Some in the village see my powers as a sign I should become more involved in the village dedicating to heal and protect instead of wanting to range and hunt.


==Attributes==
==Attributes==
Line 48: Line 53:
===Secondary Attributes===
===Secondary Attributes===
{|
{|
|Hit Points || '''15''' (Level 1: 6 + 2 CON; Level 2: 5 + 2 CON)
|Hit Points || '''27''' (Level 1: 6 + 2 CON; Level 2: 5 + 2 CON; Level 3,4: 4 + 2 CON)
|-
|-
|Armor Class || 18 (scale armor + shield)
|Armor Class || 14 (studded leather) (19 when casting Shield)
|-
|-
|Proficiency Bonus || +2
|Proficiency Bonus || +2
Line 72: Line 77:
|Animal Handling||WIS|| +1
|Animal Handling||WIS|| +1
|-
|-
|Arcana||INT|| -1
|Arcana||INT|| '''+1'''
|-
|-
|Athletics||STR|| 0
|Athletics||STR|| 0
|-
|-
|Deception||CHA|| +3
|Deception||CHA|| '''+5'''
|-
|-
|History||INT||-1
|History||INT|| -1
|-
|-
|Insight||WIS|| '''+3'''
|Insight||WIS|| +1
|-
|-
|Intimidation ||CHA || +3
|Intimidation ||CHA || +3
Line 100: Line 105:
|Sleight of Hand||DEX|| +2
|Sleight of Hand||DEX|| +2
|-  
|-  
|Stealth ||DEX || +2 (disadvantage due to armor)
|Stealth ||DEX || +2  
|-
|-
|Survival ||WIS || +1
|Survival ||WIS || '''+3'''
|}
|}


Line 108: Line 113:


==Languages==
==Languages==
*common
*Omatachi
*origin
*Giant
*custom lineage bonus
*Orc
*2 tool or language proficiencies from background


==Class and Background Abilities==
==Class and Background Abilities==
*Psionic Spells - You learn additional spells when you reach certain levels. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list. Eventually can be cast with sorcery points.  
*Psionic Spells - You learn additional spells when you reach certain levels. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list. Eventually can be cast with sorcery points.  
**Level 1: ''arms of Hadar'', ''dissonant whispers'', ''mind sliver''
**Level 1: ''Comprehend Languages'', ''Dissonant Whispers'', ''Mind Sliver''
*Telepathic Speech - You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within ''3'' (CHA mod) miles of each other. To understand each other, you each must speak mentally in a language the other knows. The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
**Level 3: ''Calm Emotions'', ''Detect Thoughts''
*Hexblade's Curse (single target bonus damage, gain HP on kill) (1/short rest)
*Telepathic Speech - You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within ''3'' (CHA mod) miles of each other. To understand each other, you each must speak mentally in a language the other knows. The telepathic connection lasts for '''3''' minutes (sorcerer level). It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
*Hex Warrior (use CHA instead of DEX for hit and damage)
*Fey Presence - As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.
*Font of Magic - You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.


===Race Abilities===
===Race Abilities===
*Feat: Metamagic Adept - You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
*Feat: Metamagic Adept - You learn two Metamagic options of your choice from the sorcerer class and chose Quickened and Subtle. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.  
**Transmute Spell - When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
*Skill Proficiency: Perception
**Subtle Spell - When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
*Bonus Language: Giant
*Skill Proficiency
*Bonus Language: tbd
{{col-end}}
{{col-end}}


==Spellcasting==
==Spellcasting==
*Ability: Charisma, Spell Save DC: 13, Spell Attack Bonus: +5
*Ability: Charisma, Spell Save DC: '''13''', Spell Attack Bonus: '''+5'''
*Spell Slots: 1st - 2 (refresh on long rest),  
*Sorcery Points: 5 (2 from feat, 3 from class) (refresh on long rest)
*Pact Magic Slots: 1st - 1 (refresh on short rest),
**Subtle Spell - When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
*Cantrips (6 Known)
**Empowered Spell - When you roll damage for a spell, you can spend 1 sorcery point per die to reroll up to '''3''' (CHA mod) damage dice. You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
**Booming Blade (VM(a weapon))
**Quickened Spell - When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
**Heightened Spell - When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
*Spell Slots: 1st - 4, 2nd - 2 (refresh on long rest),
*Spells Known: Sorcerer - 8 (4 psionic), Warlock - 2
*Pact Magic Slots: 1st - 1 (refresh on short rest)
*Cantrips (Known: Sorcerer - 5, Warlock - 2)
**Chill Touch (VS)
**Eldritch Blast (VS)
**Eldritch Blast (VS)
**Light (VM)
**Light (VM)
Line 140: Line 149:
**Prestidigitation (VS)
**Prestidigitation (VS)
**Shocking Grasp (VS)
**Shocking Grasp (VS)
*1st Level (2 Known)
*1st Level
**Arms of Hadar (VS)(psionic)
**Absorb Elements (Reaction, S)
**Detect Magic (VS)
**Comprehend Languages (VSM)(psionic)
**Dissonant Whispers (V)(psionic)
**Dissonant Whispers (V)(psionic)
**Hex (Bonus, Concentration, VSM)
**Hex (Bonus, Concentration, VSM)
**Magic Missile (VS)
**Shield (Reaction, VS)
**Shield (Reaction, VS)
**Sleep (VSM)
*2nd Level
**Calm Emotions (Concentration, VS)(psionic)
**Detect Thoughts (Concentration, VSM)(psionic)
**Misty Step (Bonus, V)
**Shatter (VSM)


==Gear==
==Gear of note==
===Armor===
===Armor===
*scale (breastplate or better as soon as it can be afforded)
*Crude fur and leather armor with scavenged metal parts from village supplies following the hobgoblin raid. (studded leather)
*Shield
 
===Weapons===
===Weapons===
====Melee Weapons====
====Melee Weapons (+4)====
*Hammer maybe?
*Dagger (always a good idea to have a knife but stay out of melee)
*Dagger (always a good idea to have a knife)
====Ranged Weapons (+4)====
====Ranged Weapons====
*Dagger
===Inventory of items===
===Inventory of items===
*Wand
*Backpack
**Bedroll
**Blanket
**Herbalism Kit: This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
***Arcana: Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
***Investigation: When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
***Medicine: Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
***Nature and Survival: When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
***Identify Plants: You can identify most plants with a quick inspection of their appearance and smell.
****Find plants: dc 15
****Identify poison: dc 20
**Mess Kit
**Rope, hemp (50')
**Waterskin
*Common clothes
*Component pouch
 
====Consumables====
====Consumables====
*Rations: 10
*Money: small copper nuggets,
*Potions: probably

Latest revision as of 05:09, 24 February 2023

Wint

Character Stats
Wint.png
Level 4
Race Human(variant)
Class Aberrant Mind Sorcerer 3/Maiden of the Moon Warlock 1
Armor studded leather armor
Weapon(s) a poor quality belt knife
Hometown Omatachi Village

Background: Omatachi who survived to young adulthood

  • Skill Proficiencies: Survival, Persuasion
  • Tool Proficiencies: Herbalism Kit
  • Languages: Orc
  • Lifestyle: Poor
  • Feature: Trained Omatachi Survivor (based on Uthgardt Heritage) - You have a good knowledge of your tribe's territory, and some knowledge about the terrain and natural resources of the South. You are familiar enough with any wilderness area that you can find twice as much food and water as you normally would when you forage there. Additionally, you can call upon the hospitality of your people, and those allied with your tribe.

Traits

  • Intrigued By Other Cultures - I delight in meeting others and learning about cultures far removed from my own. I am very interested in how they practice magic.
  • Wanderlust - I was driven to leave my home by wanderlust. I will never reach my full magical potential by settling down.
  • Raised - I died yet live again. Ettari's sacrifice and the Maiden of the Moon personally restoring my life obliges me to follow through. I wish to avoid death again but after a short time of fear and doubt I realized I had died a good and meaningful death the first time protecting the village. If I die again in service it will be a good death too.

Bonds

  • Magic - I want to push myself to become an ever more powerful magic user. Using magic is euphoric and the more powerful the spell the better.
  • Both the Maiden of the Moon and Grandmother Yin are watching and magically here with us always. We must succeed in our expedition and not regret our exile (and we gotta produce good content for the paid subscribers in the feywild).
  • SECRETS!

Ideals

  • I must go forth and explore the world. I must protect the fey and prevent any attempts to control them.
  • I have sudden and intense sense of duty to both the Maiden of the Moon and Grandmother Yin.


Flaws

  • Split loyalties - I must strive to serve both worlds and do so in perfect balance and if I fail I will lose my soul again.
  • Shortcuts - I am magically duplicitous. I find it easy to use magic to lie or cheat, sometimes without even consciously meaning to.

Extended XGtE Background

  • Supernatural Mark: My eyes change color and sometimes glow when casting spells with somatic components.
  • Reaction: Some in the village see my powers as a sign I should become more involved in the village dedicating to heal and protect instead of wanting to range and hunt.

Attributes

Skills & Abilities

Spellcasting

  • Ability: Charisma, Spell Save DC: 13, Spell Attack Bonus: +5
  • Sorcery Points: 5 (2 from feat, 3 from class) (refresh on long rest)
    • Subtle Spell - When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
    • Empowered Spell - When you roll damage for a spell, you can spend 1 sorcery point per die to reroll up to 3 (CHA mod) damage dice. You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
    • Quickened Spell - When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
    • Heightened Spell - When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
  • Spell Slots: 1st - 4, 2nd - 2 (refresh on long rest),
  • Spells Known: Sorcerer - 8 (4 psionic), Warlock - 2
  • Pact Magic Slots: 1st - 1 (refresh on short rest)
  • Cantrips (Known: Sorcerer - 5, Warlock - 2)
    • Chill Touch (VS)
    • Eldritch Blast (VS)
    • Light (VM)
    • Mending (VSM)
    • Mind Sliver (V)(psionic)
    • Prestidigitation (VS)
    • Shocking Grasp (VS)
  • 1st Level
    • Absorb Elements (Reaction, S)
    • Comprehend Languages (VSM)(psionic)
    • Dissonant Whispers (V)(psionic)
    • Hex (Bonus, Concentration, VSM)
    • Magic Missile (VS)
    • Shield (Reaction, VS)
  • 2nd Level
    • Calm Emotions (Concentration, VS)(psionic)
    • Detect Thoughts (Concentration, VSM)(psionic)
    • Misty Step (Bonus, V)
    • Shatter (VSM)

Gear of note

Armor

  • Crude fur and leather armor with scavenged metal parts from village supplies following the hobgoblin raid. (studded leather)

Weapons

Melee Weapons (+4)

  • Dagger (always a good idea to have a knife but stay out of melee)

Ranged Weapons (+4)

  • Dagger

Inventory of items

  • Backpack
    • Bedroll
    • Blanket
    • Herbalism Kit: This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
      • Arcana: Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
      • Investigation: When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
      • Medicine: Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
      • Nature and Survival: When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
      • Identify Plants: You can identify most plants with a quick inspection of their appearance and smell.
        • Find plants: dc 15
        • Identify poison: dc 20
    • Mess Kit
    • Rope, hemp (50')
    • Waterskin
  • Common clothes
  • Component pouch

Consumables

  • Rations: 10
  • Money: small copper nuggets,
  • Potions: probably