Editing D&D 5e: Exile Character 04

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Baskar was born to a different family name but earned the name Hammerhands on the battlefield and abandoned his family name to try and hide from his shame after making a dire mistake. He was eventually caught for desertion and sentenced to exile - a punishment in part to cover up what happened.
 
Baskar was born to a different family name but earned the name Hammerhands on the battlefield and abandoned his family name to try and hide from his shame after making a dire mistake. He was eventually caught for desertion and sentenced to exile - a punishment in part to cover up what happened.
 
'''Personality traits:''' 1. I face problems head-on. A simple, direct solution is the best path to success. 2. I prefer to observe before I engage.
 
 
'''Ideal:''' Might. In life as in war, the stronger force wins. I need strength so that I can prevail.
 
 
'''Bonds:''' 1. If you save my life, I must save yours. 2. There is more strength in unity than division.
 
 
'''Flaw:''' I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.
 
  
 
[https://i.imgur.com/hwtv8Ag.jpg A picture that looks like Baskar, although his helmet isn't so intimidating and his chestplate doesn't have a glowing orb]
 
[https://i.imgur.com/hwtv8Ag.jpg A picture that looks like Baskar, although his helmet isn't so intimidating and his chestplate doesn't have a glowing orb]
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:'''Race:''' Human; '''Class-Level:''' Armourer Artificer 5; '''Background:''' Soldier
 
:'''Race:''' Human; '''Class-Level:''' Armourer Artificer 5; '''Background:''' Soldier
 
:'''Alignment:''' Neutral; '''Proficiency Bonus:''' +3
 
:'''Alignment:''' Neutral; '''Proficiency Bonus:''' +3
:'''Passive Perception:''' 14; '''Passive Investigation:''' 12; '''Darkvision:''' --
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:'''Passive Perception:''' 14; '''Passive Investigation:''' 11; '''Darkvision:''' --
 
:'''Hit Dice:''' 5d8; '''Spent HD:''' None
 
:'''Hit Dice:''' 5d8; '''Spent HD:''' None
  
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:'''Speed:''' 30 ft
 
:'''Speed:''' 30 ft
 
:'''Initiative:''' -1
 
:'''Initiative:''' -1
:'''AC:''' 21 (full plate +1 heirloom +1 magic +1 dual wielder)
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:'''AC:''' 20 (full plate +1 magic +1 dual wielder)
:'''HP:''' 43
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:'''HP:''' 43/43; '''TEMP:''' 0
  
:'''Spell Slots:''' ''1st:'' 4, ''2nd:'' 2
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:'''Spell Slots:''' ''1st:'' 4/4, ''2nd:'' 2/2
  
 
:'''Thunder Gauntlet:''' +7 melee 1d8+4 thunder plus target has disadvantage on attacks against others until start of my next turn
 
:'''Thunder Gauntlet:''' +7 melee 1d8+4 thunder plus target has disadvantage on attacks against others until start of my next turn
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:'''Skills:''' Arcana, Perception
 
:'''Skills:''' Arcana, Perception
 
:'''Spellcasting:''' ''Spell Save DC:'' 13, ''Spell Attack Modifier:'' +5, '''Spells Prepared per Day:''' 4
 
:'''Spellcasting:''' ''Spell Save DC:'' 13, ''Spell Attack Modifier:'' +5, '''Spells Prepared per Day:''' 4
:'''Firearm Proficiency'''
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:'''Armourer'''
:'''Magical Tinkering'''
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::'''Bonus Proficiencies:''' You gain proficiency with heavy armor.
:'''Infuse Item:''' Infusions known (4): Enhanced Defence, Mind Sharpener, Enhanced Weapon, Replicate Magic Item: Cap of Water Breathing; Infusions applied: Enhanced Defence (full plate armour), Mind Sharpener (robe)
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::'''Eyes of Night:''' You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
:'''Armourer:''' Tools of the Trade, Armourer Spells, Arcane Armour, Armour Model
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::'''Vigilant Blessing:''' The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
:'''The Right Tool for the Job'''
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:'''Channel Divinity:''' (1/day)
:'''ASI 4:''' +2 Str
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::'''Turn Undead:''' range 30 ft, duration 1 minute
:'''Extra Attack'''
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::'''Twilight Sanctuary:''' You can use your Channel Divinity to refresh your allies with soothing twilight. As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
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::* You grant it temporary hit points equal to ld6 plus your cleric level.
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::* You end one effect on it causing it to be charmed or frightened.
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:'''ASI, 4th level:''' Feat: Fey Touched
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:'''Destroy Undead:''' CR of 1/2 or lower.
  
 
== Equipment ==
 
== Equipment ==
:Trinket: a brass orb etched with strange runes
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:clothes, traveler's
:Heirloom: full plate, brass and black lacquered. While wearing this armour you have +1 AC. Choose one type of energy. You are resistant to this type of energy. You may change the type of energy you are resistant to at a long rest. (Current: fire. Enhanced Defence infusion +1 AC)
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:Pastillovilla Family Half Plate
 
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::holy symbol emblazened on chest
:Javelin, 4
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:Rapier
:Shortbow
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:Short bow
:20 arrows
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::quiver, arrows (40)
:Dungeoneer's pack
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:backpack
:Uniform (including Mind Sharpener robe/cape)
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::clothes, fine
:Rank Insignia (Captain)
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::clothes, common
:Dragonchess Set
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::mess kit
:Pouch
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:waterskin
 
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:'''''TODO'''''
:Dagger
 
:Smith's tools
 
:Tinker's tools
 
:Herbalism kit
 
:Healers' kit
 
:75gp worth of herbs
 
:Grappling hook
 
 
 
:12gp
 
:10sp
 

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