Editing CharacterD&D 5E: Freeport 5

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 5: Line 5:
  
 
==Base Matrix==
 
==Base Matrix==
:'''Ht:''' 5'8" | '''Wt:''' 190lbs | '''Skin:''' Olive, weathered |'''Hair:''' Black, wild | '''Eyes:''' Blue | '''Lv:''' 3 | '''Aln:''' NG |
+
:'''Ht:''' 5'8" | '''Wt:''' ##lbs | '''Skin:''' Olive, weathered |'''Hair:''' Black, wild | '''Eyes:''' Blue | '''Lv:''' 1 | '''Aln:''' NG |
  
 
==Attributes==
 
==Attributes==
: '''STR''' 16 / '''+3''' Save (+3) || '''DEX''' 11 / '''+0''' Save (+0) || '''CON''' 14 / '''+2''' Save (+2)  
+
: '''STR''' 15 / '''+2''' Save (+2) || '''DEX''' 11 / '''+0''' Save (+0) || '''CON''' 14 / '''+2''' Save (+2)  
  
 
: '''INT''' 9 / '''-1''' Save (-1) || '''WIS''' 16 / '''+3''' Save (+5) || '''CHA''' 13/ '''+1''' Save (+3)
 
: '''INT''' 9 / '''-1''' Save (-1) || '''WIS''' 16 / '''+3''' Save (+5) || '''CHA''' 13/ '''+1''' Save (+3)
Line 23: Line 23:
 
:Arcana -1
 
:Arcana -1
 
:Animal Handling +3
 
:Animal Handling +3
:Athletics +3
+
:Athletics +2
 
:Deception +1
 
:Deception +1
 
:History -1
 
:History -1
Line 41: Line 41:
  
 
==Combat==
 
==Combat==
'''AC''' 20 | '''HP''' 24 | <u>Hit Dice: 1d8</u> | Initiative Modifier +0
+
'''AC''' # | '''HP''' 10 | <u>Hit Dice: 1d8</u> | Initiative Modifier +0
 
{| class="wikitable"
 
{| class="wikitable"
 
|'''Weapon'''
 
|'''Weapon'''
Line 55: Line 55:
 
|scope="row" colspan="9"|   
 
|scope="row" colspan="9"|   
 
|-
 
|-
| Warhammer, cold iron
+
| Warhammer
! +5
+
! +4
| 1d8+3
+
| 1d8+4
 
| N/A
 
| N/A
 
|
 
|
 
| Dagger
 
| Dagger
! +5
+
! +4
| 1d4+3
+
| 1d4+4
 
| 20'
 
| 20'
|-
 
| Crossbow
 
! +2
 
| 1d8 P
 
| 80/320
 
|
 
| -
 
! -
 
| -
 
| -
 
 
|-
 
|-
 
|}
 
|}
: Spiritual hammer & cold iron warhammer 1d20+5;1d8+5;1d20+5;1d8+3
 
  
 
==Feats==
 
==Feats==
'''Heavy Armour Master''' ''+1 Str (to 16) & While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.''
+
'''Feat One''' ''Text:''
 +
 
 +
:Text
 +
 
 +
'''Feat Two''' ''Text:''
 +
 
 +
:Text
 +
 
  
 
==Racial Features (Human)==
 
==Racial Features (Human)==
Line 89: Line 85:
 
: '''Domain:''' Tempest
 
: '''Domain:''' Tempest
 
: '''Proficiencies''': All armour, Shields, Martial weapons
 
: '''Proficiencies''': All armour, Shields, Martial weapons
 +
Domain spells:
 +
: 1 - Fog cloud, Thunderwave
 +
: (3 - Gust of wind, Shatter)
  
: '''Wrath of the Storm''' - ''I can thunderously rebuke attackers.''
+
: '''Wrath of the Storm''' ''I can thunderously rebuke attackers.''
:: When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw.  
+
: When a creature within 5 feet o f you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw.  
:: The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
+
: The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
:: You can use this feature a number of times equal to your Wisdom modifier (3). You regain all expended uses when you finish a long rest.  
+
: You can use this feature a number of times equal to your Wisdom modifier (3). You regain all expended uses when you finish a long rest.
  
: '''Channel Divinity''' - 1/rest ''Used:'' 0/1
+
<u>Awakened Mind</u>
:: ''Turn undead:'' As an action, I present your holy symbol and speak a prayer censuring the undead. Each undead that can see/hear me within 30' must make Wis save
+
:30' Telepathy Line of Sight
:: If it fails, turned for 1 min. or until it takes damage. Turned creature must spend its turns trying to move as far away from me as it can, cannot willingly
 
:: move to a space within 30'. Also cannot take reactions. Can use only Dash action / try to escape from an effect that prevents it from moving. If nowhere to move,
 
:: can use Dodge action.
 
:: ''Destructive Wrath (Domain):'' do max damage on thunder/lightning damage instead of rolling.
 
  
 
<u>Spellcasting Logistics</u>
 
<u>Spellcasting Logistics</u>
  
'''Spell Slots:'''  L1 | 4 || L2 2 per short/long rest  
+
'''Spell Slots:'''  L1 | 1 per short/long rest
  
'''Spell DC:''' 14
+
'''Spell DC:''' 11
  
'''Spell Att Mod:''' +5
+
'''Spell Att Mod:''' +3
  
  
 
<u>Cantrips</u>
 
<u>Cantrips</u>
:'''Guidance''' - used
+
:'''Eldritch Blast''' 120' [A] 1d10 Force
:'''Light'''
+
:'''Mage Hand''' 30' [A] [1m]  10 lb limit
:'''Thaumaturgy'''
+
 
 +
<u>Spells Known</u>
 +
:'''Dissonant Whispers''' 60' [A] 5d6 Psy Dmg + Move/Wis save v DC16 for 1/2 + no move
 +
:'''Tasha's Hideous Laughter''' 30' [A] Wis Save or fall prone/incapacitated. C^1m
 +
 
 +
<u>Rituals Known</u>
 +
:-
 +
:-
 +
:-
  
<u>Spells Prepared (Wis X + L3 = 6) change after long rest</u>
+
<u>Eldritch Invocations</u>
:''Level 1''
+
:-
::''' Bless
+
:-
::''' Cure Wounds
 
::''' Guiding Bolt
 
::''' Healing Word
 
:: Domain: '''Fog Cloud'''
 
:: Domain: '''Thunderwave'''
 
:''Level 2''
 
::'''Silence'''
 
::'''Spiritual Weapon'''
 
  
 
==Background Features (Hermit)==
 
==Background Features (Hermit)==
: '''Proficiencies''': Medicine, Religion
+
: '''Proficiencies''': Medicine, Religion, Herbalism Kit
: '''Tool Proficiency''' : Herbalism Kit - 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.
 
 
: '''Life of Seclusion''': I needed to commune with nature, far from civilization
 
: '''Life of Seclusion''': I needed to commune with nature, far from civilization
 
: '''Feature''' - Discovery: The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.
 
: '''Feature''' - Discovery: The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.
Line 142: Line 136:
 
: 0 gems
 
: 0 gems
 
: 0 pp
 
: 0 pp
: '''65''' gp
+
: '''9''' gp
 
: 0 ep
 
: 0 ep
: '''5''' sp
+
: '''9''' sp
: '''2''' cp
+
: '''10''' cp
  
 
'''<u>Weapons</u>'''
 
'''<u>Weapons</u>'''
: Warhammer, cold iron
+
: Warhammer
 
: Light crossbow and 20 bolts
 
: Light crossbow and 20 bolts
 
: Dagger  
 
: Dagger  
  
 
'''<u>Armor</u>'''
 
'''<u>Armor</u>'''
: Splint mail  
+
: Chain mail  
: Shield +1 with design from the deeps
+
: Shield
  
 
'''<u>Gear</u>'''
 
'''<u>Gear</u>'''
: Common clothes
+
: Priest´s pack or Explorer´pack | Winter blanket
: Signal whistle (neck)
+
: Set of common clothes | Herbalism kit | Holy symbol
: Holy symbol (neck)
+
: A scroll case stuffed full of notes from your studies or prayers
: Belt
+
 
:: Rope, silk (50 feet) 5 lb.
 
:: Grappling hook 4 lb.
 
:: Hammer 3 lb.
 
:: Holy water (flask) 1 lb.
 
: Backpack
 
:: Alms box
 
:: Antitoxin x 1 (gives advantage on poison saves for 1 hour)
 
:: Bedroll 7 lb.
 
:: Bell
 
:: Blanket
 
:: Caltrops (bag of 20) 2 lb.
 
:: Candles, 10
 
:: Case, scroll 1 lb.
 
:: Censer
 
:: Chalk (10 pieces)
 
:: Crowbar 5 lb.
 
:: Herbalism kit
 
:: Incense, 2 blocks
 
:: Kit, climber’s 12 lb.
 
:: Kit, healer’s 3 lb.
 
:: Pick, miner’s 10 lb.
 
:: Rations, 7 days 14 lb
 
:: Tinderbox 1 lb
 
:: Vestments
 
:: Winter blanket
 
:: Mirror, steel 1/2 lb.
 
:: Oil (flask X 2) 2 lb.
 
:: Paper (5 sheets)
 
:: Piton X 12  3 lb.
 
:: Sack 1 cp 1/2 lb.
 
:: Scroll case stuffed full of notes from your studies or prayers
 
:: Shovel 5 lb.
 
:: Soap
 
:: Spikes, iron (10) 5 lb.
 
:: Waterskin
 
  
To buy:
 
Potion of healing 50 gp 1/2 lb.
 
  
 +
: 5gp
  
'''<u>Trinket</u>
+
To buy from:
: Alabaster mask
+
Pack | Bedroll | 50' Silk Rope | 2 weeks Rations | Water Skin | Holy symbol
: Grozdan's mirror is oval and the frame is decorated with designs evoking fish and the sea. It has a magical aura (Divination), but so far, you have been unable to discern its exact powers. A couple of times, while looking into it, Grozdan thought he saw a face that was not his own - a female face with large, dark eyes and a bluish cast to its skin - but as soon as he blinked, the face was gone.
+
Daggers
  
 
'''<u>Magic Items</u>
 
'''<u>Magic Items</u>
 +
:-
 +
:-
 +
:-
 
:-
 
:-
  
 
==Backstory==
 
==Backstory==
: When a child was born at once female and male, a ewe and a ram were offered to the Titans and a feast was held. An astrologer´s palms were crosed with silver and the child was named Grozdan, which means the thunderstorm on the horizon.
+
Salt is a young minotaur with a great wanderlust, a certain bitterness towards the gods, and a giant heart for the people in his life. His wandering is in no small part due to the pact he entered into with a strange creature from the deeps in the midst of a terrible storm.
:
 
:As a boy, Grozdan played with the rattle and the drum. He was schooled in the legends of the three gods and the art of war. He was beaten to make him tough and was taught both pride and humility.
 
:
 
:As a girl, Grozdan lived as a hermit on the Blasted Rock in the Serpent Sea. She learned to hear the Titans´ voices in the storm and saw how they wield their weapons. She honed her skills and became their vessel.
 
:
 
:Now a man, Grozdan wears a warrior´s harness and travels the world to learn of foe and friend, of other gods and other ways. He must learn mysteries from the outside, that he may look inside and become a woman.
 
:
 
:Grozdan worships the storm gods '''Tol''', '''Fendis''' and '''Tisa'''. Each has their own mutable nature and represents different aspects of the Storm according to a cycle whose natures is one of the great Mysteries.  
 
  
 +
For three days the sea assaulted them.
  
* Pick another PC (one of your teammates). Tell me a rumor or belief your people have about their race/culture/nation. - Gan
+
For three days the gods ignored their prayers while the devils mocked their skills.
* Tell me about a deity, spirit, or legendary creature your people either worship or fear. - trickster spirit
+
 
* Tell me something you would compromise your morals to achieve (or at least consider doing so).
+
In the deep night it came to him. Pale, bulbous, writhing with tentacles bigger than their longboat, and so many eyes - all those eyes - and not a soul on board could see it but him.
* Tell me a superstition or unfounded belief that you possess.
+
 
 +
And in the echoing cavern of his stormsoaked mind, it offered him their lives. His own life was all it required in return.
 +
 
 +
Salt didn't know how long it took him to respond. In some recollections his answer was immediate. In some he agonized for hours. But in blood and brine, he made the pact and the storm and the creature vanished.
 +
 
 +
Upon returning home, Salt found nothing left him content, and though he always returned, he found himself sailing farther away from the isles of the Dragon's Reach and staying abroad longer each time he fled the rocky broken shores of his home.
  
 
==Notes==
 
==Notes==
 
*To Do:
 
*To Do:
 +
** Tool Proficiency?
 +
** Feats
 
** Discovery from Background
 
** Discovery from Background
 
** Backstory
 
** Backstory
** 2nd & 3rd Languages
+
** Spells
:'''Downtime''':
+
** Second+Third Languages
:*Helped out at the Temple of Sekhmet and made antitoxin there
 
:*Helped Peligro at the temple of Protius (Protius is the god of the sea and sailors; his temple evokes a sailing ship and is considered sacred neutral ground by even the worst of pirates and privateers.)
 
 
 
:'''Note''':
 
: Healer´s kit: On its own, the kit lets you stabilise someone who's been knocked to 0 hit points, as an action, without the need for a Medicine check. If you don't have a kit, you need to make a Medicine check to stabilise someone.
 

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)