Cade Wildheart

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Cade Wildheart[edit]

CG Halfling (Stout) Sorcerer / 4

3'1" 42 lbs Brown hair Green eyes

Characteristics

  • Str 8 (-1)
  • Dex 16 (+3)
  • Con 14 (+2)
  • Int 12 (+1)
  • Wis 10 (+0)
  • Cha 16 (+3)

Combat

  • HP 26/26
  • AC 13 (16 w/Mage Armor)
  • Move 25'
  • Init +3

Proficiency Bonus +2

Saves

  • Str -1
  • Dex +3
  • Con +4
  • Int +1
  • Wis +0
  • Cha +5

Proficiencies

  • Acrobatics +5
  • Deception +5
  • Perception +2
  • Persuasion +5

Tools

  • Navigator's Tools
  • Water Vehicles

Weapons & Armor

  • Daggers, darts, slings, quarterstaffs, light crossbows

Attacks Dagger +5, 1d4+3 Piercing Light Crossbow +5, 1d8+3 Piercing Belaying Pin -1, 1d4-1 Bludgeoning Unarmed +1, 0 Bludgeoning Fire Bolt +5, 1d10 Fire

Background Sailor

Features and Feats

  • Ship's Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (Perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Stout Halfling

  • Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Brave: You have advantage on saving throws against being frightened.
  • Halfling Nimbleness: You can move through the sapce of any creature that is of a size larger than yours.
  • Stout Reslilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

Sorcerer

  • Level 1
    • Spellcasting
    • Sorcerous Origin: Wild Magic
      • Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, after casting a sorcerer spell of 1st level or higher, roll a d20. On a 1, roll on the Wild Magic Surge table to create a magical effect. No metamagic, and disregard concentration.
      • Tides of Chaos [Spent]: You can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you use this feature again. Any time before you regain this feature, the DM can have you roll on the WMS table immediately after you case a sorcerer spell of 1st level or higher. You then regain the use of this feature.
  • Level 2
    • Font of Magic: You gain sorcery points per day equal to your level (1/4). You can never have more than that number. You regain them all when you complete a long rest. You can sacrifice a spell slot as a bonus action to gain sorcery points equal to the slot's level. You can convert to points to a 1st-level spell slot or 3 to a 2nd-level slot as a bonus action.
  • Level 3
    • Metamagic
      • Quickened Spell: When you cast a spell with a casting time of 1 action, spend 2 sorcery points to cast it as a bonus action.
      • Twinned Spell: When you cast a spell that targets only one creature, spend sorcery points equal to its level to target two creatures.
  • Level 4
    • ASI: Second Chance (Xanathar's Guide to Everything): When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.

Equipment

  • A light crossbow with 20 bolts
  • An arcane focus (wand)
  • An explorer's pack
  • Two daggers
  • A belaying pin (club)
  • 50 feet of silk rope
  • A bronze pentacle with an etching of a rat's head in the center (Lucky charm)
  • Common Clothes
  • The shell of an egg painted with scenes of human misery in disturbing detail (Trinket)
  • Pouch containing 10 gp
  • Potion of Healing (2d4+2)
  • Wand of Web (attuned), 7/7 charges

81 lb

Spellcasting Save DC 13, Spell attacks +5

Cantrips

  • Dancing Lights (V, S, M; C)
  • Fire Bolt (V, S)
  • Frostbite (V, S) (XGtE)
  • Mage Hand (V, S)
  • Prestidigitation (V, S)

1st Level 0/4 slots

  • Chaos Bolt (V, S) (XGtE)
  • Mage Armor (V, S, M)

2nd Level 1/3 slots

  • Dragon's Breath (V, S, M; C) (XGtE)
  • Enlarge/Reduce (V, S, M; C)
  • Mirror Image (V, S)

Personality My friends know they can rely on me, no matter what. Also, if someone is in trouble I'm always read to lend help.

Ideal Respect: The thing that keeps a ship together is mutual respect.

Bond In Saltmarsh, there is an innkeeper's son by the name of Garrett Brightmoon, whose eyes stole me from the sea.

Flaw Once someone questions my courage, I never back down no matter how dangerous the situation.



Two of Cade Wildheart's grandparents had been sailors, and both of his parents were. As a young child he remembered being raised primarily by one parent at a time, as it was rare that one wasn't at sea. As soon as his eldest brother was old enough to care for the younger siblings, he'd often have one parent or adult sibling at home. His grandmother's stories of her adventures were always the strangest, and his grandfather, who wasn't a sailor, insisted that every one of them was half true and they'd left their mark on her bloodline. This seemed like part of the story; nothing so strange had ever happened to the rest of them.

He eventually followed in their path, and learned to share their love of the sea--although meeting Garrett Brightmoon for the first time was something that encouraged him to seek work that kept him home in Saltmarsh more often. Once he returned home from a voyage to find that some villagers--including Garrett--had been trapped in the graveyard, cornered by the restless dead and had been holed up for days in an old mausoleum. Some adventurers had been tasked with their rescue, but Cade ran to the site to see what was happening.

That was the day he learned his grandmother's stories were at least half true, and her experiences had left their mark on him after all. He had magical power, and when properly incentivized he unlocked the ability to wield it intuitively... but it was difficult to control. After one too many incidents, he decided to stay on dry land until he had a handle on his abilities. Nobody wants to cause a magical accident in such close quarters.