Wint's Character Sheet: Difference between revisions

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[[Wint]]  
[[Wint]]  


{{statsbox|Wint.png|2|Human(variant)|Aberrant Mind Sorcerer 1/Hexblade Warlock 1|scale armor|usually spell and shield, but warhammer available as well|Omatachi Village}}
{{statsbox|Wint.png|3|Human(variant)|Aberrant Mind Sorcerer 2/[[Maiden of the Moon Patron||Maiden of the Moon ]]Warlock 1|cold weather furs|a poor quality belt knife|Omatachi Village}}


==Background: Omatachi who survived to young adulthood ==
==Background: Omatachi who survived to young adulthood ==
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*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.
*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.
*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==
==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.  
*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.  
*[[Maiden of the Moon]] and [[Grandmother Yin]]
===Ideals===
===Ideals===
*Glory - To increase my magical powers I must earn glory in battle and face new challenges and experiences.
*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===
===Flaws===
*Stupid - I never back down from a fight and my strategy is usually overwhelming magical force.  
*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.
*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.
*Supernatural Mark: My eyes change color and sometimes glow when casting spells with somatic components.
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===Secondary Attributes===
===Secondary Attributes===
{|
{|
|Hit Points || '''15''' (Level 1: 6 + 2 CON; Level 2: 5 + 2 CON)
|Hit Points || '''21''' (Level 1: 6 + 2 CON; Level 2: 5 + 2 CON; Level 3: 4 + 2 CON)
|-
|-
|Armor Class || 18 (scale armor + shield)
|Armor Class || 12 (cold weather furs) (17 when casting Shield (bad))
|-
|-
|Proficiency Bonus || +2
|Proficiency Bonus || +2
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|Sleight of Hand||DEX|| +2
|Sleight of Hand||DEX|| +2
|-  
|-  
|Stealth ||DEX || +2 (disadvantage due to armor)
|Stealth ||DEX || +2  
|-
|-
|Survival ||WIS || '''+3'''
|Survival ||WIS || '''+3'''
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==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.
*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.
*Hexblade's Curse (single target bonus damage, gain HP on kill) (1/short rest)
*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.
*Hex Warrior (use CHA instead of DEX for hit and damage)
*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===
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==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: 4 (2 from feat, 2 from class) (refresh on long rest)
*Spell Slots: 1st - 3 (refresh on long rest),  
*Pact Magic Slots: 1st - 1 (refresh on short rest),  
*Pact Magic Slots: 1st - 1 (refresh on short rest),  
*Cantrips (Known: Sorcerer - 5, Warlock - 2)
*Cantrips (Known: Sorcerer - 5, Warlock - 2)
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**Prestidigitation (VS)
**Prestidigitation (VS)
**Shocking Grasp (VS)
**Shocking Grasp (VS)
*1st Level (Known: Sorcerer - 4, Warlock - 2)
*1st Level (Known: Sorcerer - 5, Warlock - 2)
**Arms of Hadar (VS)(psionic)
**Absorb Elements (Reaction, S)
**Comprehend Languages (VSM)(psionic)
**Dissonant Whispers (V)(psionic)
**Dissonant Whispers (V)(psionic)
**Hex (Bonus, Concentration, VSM)
**Hex (Bonus, Concentration, VSM)
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==Gear (rolled gold selected instead of default starting/background equipment)==
==Gear (rolled gold selected instead of default starting/background equipment)==
===Armor===
===Armor===
*Omatachi Hammered Bronze Scale Armor: While crude by the standards the far-off Summerland empires, this medium armor made from flattened pieces of metal is the pinnacle of the current state of Omatachi craftsmanship. It can occasionally stop the teeth or claws of some the fierce predators that roam the wilds while still allowing relatively quick movement though at the expense of being noisy. (DISADV to stealth)
*Currently nothing but a coat, studded leather armor as soon as he gets back to the village.
*Omatachi Wooden Shield: a simple wooden shield with no decoration and obvious signs of use
 
===Weapons===
===Weapons===
====Melee Weapons (+5)====
====Melee Weapons (+4)====
*Heavy Omatachi warclub: a large wooden staff nearly half of Wint's height with a head made of a large chunk of bog iron. (stats as per warhammer)
*Dagger (always a good idea to have a knife)
====Ranged Weapons (+4)====
====Ranged Weapons (+4)====
*Dagger (always a good idea to have a knife)
*Dagger
===Inventory of items===
===Inventory of items===
*Backpack
*Backpack
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*Common clothes
*Common clothes
*Component pouch
*Component pouch
*to be returned to village defense: warhammer and scale armor (shield was thrown away like a frisbee off the long stair way)


====Consumables====
====Consumables====
*Rations: 10
*Rations: 10
*Torches: 5
*Torches: 5
*Money: Omatachi equivalent of 2gp 7sp 5cp in small easily tradable units
*Money: small copper nuggets

Revision as of 02:16, 23 January 2022

Wint

Character Stats
Wint.png
Level 3
Race Human(variant)
Class Aberrant Mind Sorcerer 2/|Maiden of the Moon Warlock 1
Armor cold weather furs
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.
  • Maiden of the Moon and Grandmother Yin

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: 4 (2 from feat, 2 from class) (refresh on long rest)
  • Spell Slots: 1st - 3 (refresh on long rest),
  • Pact Magic Slots: 1st - 1 (refresh on short rest),
  • Cantrips (Known: Sorcerer - 5, Warlock - 2)
    • Booming Blade (VM(a weapon))
    • Eldritch Blast (VS)
    • Light (VM)
    • Mending (VSM)
    • Mind Sliver (V)(psionic)
    • Prestidigitation (VS)
    • Shocking Grasp (VS)
  • 1st Level (Known: Sorcerer - 5, Warlock - 2)
    • Absorb Elements (Reaction, S)
    • Comprehend Languages (VSM)(psionic)
    • Dissonant Whispers (V)(psionic)
    • Hex (Bonus, Concentration, VSM)
    • Magic Missile (VS)
    • Shield (Reaction, VS)
    • Sleep (VSM)

Gear (rolled gold selected instead of default starting/background equipment)

Armor

  • Currently nothing but a coat, studded leather armor as soon as he gets back to the village.

Weapons

Melee Weapons (+4)

  • Dagger (always a good idea to have a knife)

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
  • to be returned to village defense: warhammer and scale armor (shield was thrown away like a frisbee off the long stair way)

Consumables

  • Rations: 10
  • Torches: 5
  • Money: small copper nuggets