Wint's Character Sheet: Difference between revisions

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[[Wint]]  
[[Wint]]  


{{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}}
{{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: Omatachi who survived to young adulthood ==
==Background: Omatachi who survived to young adulthood ==
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===Secondary Attributes===
===Secondary Attributes===
{|
{|
|Hit Points || '''21''' (Level 1: 6 + 2 CON; Level 2: 5 + 2 CON; Level 3: 4 + 2 CON)
|Hit Points || '''27''' (Level 1: 6 + 2 CON; Level 2: 5 + 2 CON; Level 3: 4 + 2 CON)
|-
|-
|Armor Class || 12 (cold weather furs) (17 when casting Shield (bad))
|Armor Class || 14 (studded leather) (19 when casting Shield)
|-
|-
|Proficiency Bonus || +2
|Proficiency Bonus || +2
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===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. 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. (Quickened and Subtle)
**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.
**Subtle Spell - When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
*Skill Proficiency: Perception
*Skill Proficiency: Perception
*Bonus Language: Giant
*Bonus Language: Giant
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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'''
*Sorcery Points: 4 (2 from feat, 2 from class) (refresh on long rest)
*Sorcery Points: 5 (2 from feat, 3 from class) (refresh on long rest)
*Spell Slots: 1st - 3 (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.
**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.
**Unerring Spell - If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll.
**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, Warlock - 2
*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 - 5, Warlock - 2)
*1st Level
**Absorb Elements (Reaction, S)
**Absorb Elements (Reaction, S)
**Comprehend Languages (VSM)(psionic)
**Comprehend Languages (VSM)(psionic)
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**Magic Missile (VS)
**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 (rolled gold selected instead of default starting/background equipment)==
==Gear of note==
===Armor===
===Armor===
*Currently nothing but a coat, studded leather armor as soon as he gets back to the village.
*Crude fur and leather armor with scavenged metal parts from village supplies following the hobgoblin raid. (studded leather)
===Weapons===
===Weapons===
====Melee Weapons (+4)====
====Melee Weapons (+4)====
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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
*Money: small copper nuggets,
*Money: small copper nuggets
*Potions: probably

Revision as of 03:09, 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.
  • 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: 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.
    • 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.
    • Unerring Spell - If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll.
    • 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, Warlock - 2
  • 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
    • 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)

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