CharacterD&D 5E: Trickster's Gambit - 4
Template copied from Catherine's Page, will be updated to reflect Skip in due time.
Urchin "Skip" Sharpstone :: Level 7 :: Otterfolk :: Class Warlock - Celestial[edit]
Character Quote[edit]
Attributes[edit]
- STR 8 -1 Save (-1) || DEX 16 +3 Save (+3) || CON 13 +1 Save (+1)
- INT 11 +0 Save (+0) || WIS 12 +1 Save (+4) || CHA 16 +3 Save (+6)
Skills and Feats[edit]
Proficiencies
- History +3 (Fisher)
- Survival +4 (Fisher)
- Religion +3 (Warlock)
- Nature +3 (Warlock)
- Persuasion +6 (Otterfolk)
- Performance +6 (Otterfolk)
- Acrobatics +6 (Otterfolk)
- Proficiency Bonus +3
Feats
- Warcaster
- You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
- You have advantage on Constitution saving throws that you make to
- maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have
- weapons or a shield in one or both hands.
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Languages[edit]
Dwarven Trade; Otterian; Giantish; Primordial
Combat[edit]
- AC 15 | HP 45 | HD D8
- Initiative Modifier +3
Weapon | To Hit | Damage | Range/Reach | Weapon | To Hit | Damage | Range/Reach | |
---|---|---|---|---|---|---|---|---|
Handaxe | +2 | 1d6-1 | Light, thrown(20/60) | Dagger | +6 | 1d4+3 | Finesse, light, thrown(20/60) | |
Weapon | 0 | 0d0+0 | 20' | Weapon | 0 | 0d0+0 | 20' | |
Weapon | 0 | 0d0+0 | 20' | Weapon | 0 | 0d0+0 | 20' |
Magic[edit]
Spell Save DC
- 14
Spell Attack Modifier
- +6
Spell Slots
- 2
Cantrips
- Eldritch Blast
- Lightening Lash
- Prestidigitation
- Light
- Sacred Flame
Spell List
- 1 - Cure Wounds
- 1 - Guiding Bolt
- 2 - Flaming Sphere
- 2 - Lesser Restoration
- 3 - Daylight
- 3 - Revivify
- 4 - Guardian of Faith
- 4 - Wall of Fire
Racial Features[edit]
Bite 1d4-1(+str) piercing; Hold Breath (hold breath for up to 8 min); Protective Pelt (AC is 12 + Dex); Cute & Cuddly (proficient in persuasion & performance); Natural Acrobat (proficient in acrobatics)
Class Features[edit]
Proficiency Light Armor; Proficiency Simple Weapons; Other Worldly Patron (Celestial Domiel, The Mercy-Bringer); Bonus Cantrips (Light & Sacred Flame); Healing Light(8d6 healing up to 60ft max 3d6 per turn); Invocations (Investment of the Chain Master, Voice of the Chain Master, Agonizing Blast, Eldritch Spear); Pact of the Chain; Radiant Soul;
Background Features[edit]
Fisher
Harvest the Water: You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.
Fishing Tale: You can tell a compelling tale, whether tall or true, to impress and entertain others. Once a day, you can tell your story to willing listeners. At the DM's discretion, a number of those listeners become friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions.
Equipment[edit]
Weapons
- Handaxe
- 2 Daggers
Armor
- Pelt
- Shield
- N/A
Gear
- Arcane Focus | Dungeoneers Pack | Fishing Tackle | A Net
- Favorite Fishing Lure | Oiled Leather Wading Boots | Traveler's Clothes | Belt Pouch
- Heart of Domiel (his rock) | Folding Boat | Decanter of Endless Water | Quall's Feather Token - Anchor
- 3 Superior Healing Potions | Item | Item | Item
- Item | Item | Item | Item
Magic Items
- Item
- Item
- Item
- Item
Contacts[edit]
Backstory[edit]
Urchin is a Fisher, lost at sea as a child when his parents' ship went down, he has worked to the point that he can get a ship and crew in any port in the Archipelago.
Personality Trait: My friends are my crew; we sink or float together.
Ideal: Camaraderie. Good people make even the longest voyage bearable.
Bond: The gods saved me during a terrible storm, and I will honor their gift.
Flaw: I work hard, but l play harder.
Binding Mark: One of your eyes looks the same as one of your patron's eyes.