CharacterD&D 5e: ROTGQ - Rider 4: Difference between revisions
(58 intermediate revisions by the same user not shown) | |||
Line 5: | Line 5: | ||
==Base Matrix== | ==Base Matrix== | ||
:'''Ht:''' 4'11" | '''Wt:''' 85lbs | '''Skin:''' Light brown |'''Hair:''' Black, straight, medium length | '''Eyes:''' yes (grey-blue) | '''Lv:''' | :'''Ht:''' 4'11" | '''Wt:''' 85lbs | '''Skin:''' Light brown |'''Hair:''' Black, straight, medium length | '''Eyes:''' yes (grey-blue) | '''Lv:''' 4 | '''Aln:''' NG | | ||
==Attributes== | ==Attributes== | ||
: '''STR''' 8 / '''-1''' Save (-1) || '''DEX''' 12 / '''+1''' Save (+1) || '''CON''' 11 / '''+0''' Save (+0) | : '''STR''' 8 / '''-1''' Save (-1) || '''DEX''' 12 / '''+1''' Save (+1) || '''CON''' 11 / '''+0''' Save (+0) | ||
: '''INT''' 10 / '''+0''' Save (+0) || '''WIS''' 16 / '''+3''' Save (+5) || '''CHA''' | : '''INT''' 10 / '''+0''' Save (+0) || '''WIS''' 16 / '''+3''' Save (+5) || '''CHA''' 20/ '''+5''' Save (+7) | ||
==Skills== | ==Skills== | ||
: '''Proficiencies:''' (Proficiency Bonus +2) | : '''Proficiencies:''' (Proficiency Bonus +2) | ||
:Athletics + | :Athletics +3 | ||
:Deception + | :Deception (Double Proficiency Bonus) +9 | ||
:Insight + | :Insight +5 | ||
:Sleight of Hand + | :Sleight of Hand +3 | ||
:Stealth + | :Stealth +3 | ||
: '''Untrained''' | : '''Untrained''' | ||
:Acrobatics + | :Acrobatics +1 | ||
:Arcana + | :Arcana +0 | ||
:Animal Handling + | :Animal Handling +3 | ||
:History + | :History +0 | ||
:Intimidation + | :Intimidation +5 | ||
:Investigation + | :Investigation +0 | ||
:Medicine + | :Medicine +3 | ||
:Nature + | :Nature +0 | ||
:Perception + | :Perception +3 | ||
:Performance + | :Performance +5 | ||
:Persuasion + | :Persuasion +5 | ||
:Religion + | :Religion +0 | ||
:Survival + | :Survival +3 | ||
==Languages== | ==Languages== | ||
: | :Common Tongue | ||
:Celestial | :Celestial | ||
:Two | |||
:One | |||
==Combat== | ==Combat== | ||
'''AC''' | '''AC''' 16(14) | '''HP''' 23 | <u>Hit Dice: 1d8</u> | Initiative Modifier +1 | ||
{| class="wikitable" | {| class="wikitable" | ||
|'''Weapon''' | |'''Weapon''' | ||
Line 67: | Line 69: | ||
==Feats== | ==Feats== | ||
''' | '''Shadow Touched''' +1 to CHA. You also get to learn Invisibility, and [http://dnd5e.wikidot.com/spell:ray-of-sickness Ray of Sickness] (Necromancy). You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is Charisma. | ||
==Racial Features (Kitsune)== | ==Racial Features (Kitsune)== | ||
Line 74: | Line 76: | ||
'''Speed:''' 30 (While not carrying anything in your hands you can drop to all fours and increase your movement speed to 35 feet) | '''Speed:''' 30 (While not carrying anything in your hands you can drop to all fours and increase your movement speed to 35 feet) | ||
'''Kitsune Trickery:''' You can appear as a human equivalent of yourself indefinitely using a very simple illusion magic, you cannot | '''Kitsune Trickery:''' You can appear as a human equivalent of yourself indefinitely using a very simple illusion magic, you cannot alter your illusionary human self. A creature looking directly at you can make a Intelligence (Investigation) check, to tell that you are not what you appear to be, though they still cannot perceive your true form. The DC for this check is equal to 10 + proficiency + Charisma = (17,). This magic is detectable by spells such as detect magic and dispelled in an antimagic field or by a successful dispel magic. Your proficiency bonus is considered the level of the spell for the sake of d+ispel magic. If your illusion is dispelled you cannot use the effect again until after a long rest. | ||
'''Kitsune Awareness:''' You have the ability to hear falsehoods for what they are. You know if you hear a creature willingly lie. A creature hidden from divination magic reveals nothing. | '''Kitsune Awareness:''' You have the ability to hear falsehoods for what they are. You know if you hear a creature willingly lie. A creature hidden from divination magic reveals nothing. | ||
Line 84: | Line 86: | ||
==Class Features== | ==Class Features== | ||
: '''Domain:''' Beauty | : '''Domain:''' Beauty | ||
: '''Proficiencies''': Light armor, medium armor, shields, simple weapons. | : '''Proficiencies''': Light armor, medium armor, shields, simple weapons. Deception (double proficiency bonus) | ||
: '''X''' - | : '''X''' - | ||
Line 92: | Line 94: | ||
:: ''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 | :: ''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 | ||
:: 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 | :: 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, | :: 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. | ||
:: ''Beguiling Beauty'' | |||
:: '' | Starting at 2nd level, you can use your Channel Divinity to infuse your appearance with the power from your god to ensnare a creature with your beauty. As an action, you present your holy symbol, and one creature you choose within 30 feet of you that can see you must make a Wisdom saving throw. If you or your companions are fighting it, the creature makes the saving throw with advantage. On a failed saving throw, the creature becomes charmed by you for 1 minute or until you or one of your companions do anything harmful to it. When the effect ends, the creature knows you charmed it. | ||
<u>Spellcasting Logistics</u> | <u>Spellcasting Logistics</u> | ||
'''Spell Slots:''' L1 | | '''Spell Slots:''' L1 | 4 || L2 | 3 | ||
'''Spell DC:''' | '''Spell DC:''' (8 + Prof 2 + Wis 3) 13 | ||
'''Spell Att Mod:''' +5 | '''Spell Att Mod:''' +5 | ||
Line 106: | Line 108: | ||
<u>Cantrips</u> | <u>Cantrips</u> | ||
:''' | :'''Guidance''' | ||
:''' | :'''Mending''' | ||
:''' | :'''Sacred Flame''' | ||
:'''Thaumaturgy''' | |||
:Domain: '''Friends''' | |||
:Kitsune: '''Produce Flame''' | |||
<u>Spells Prepared ( | <u>Spells Prepared (Wis 3 + Lvl 4 = 7)</u> | ||
:''' | :''' Sanctuary | ||
:''' | :''' Cure Wounds | ||
:''' | :''' Guiding Bolt | ||
:''' | :''' Shield of Faith | ||
: Domain: '''Charm Person''' | : Domain: '''Charm Person''' | ||
: Domain: '''Heroism''' | : Domain: '''Heroism''' | ||
:''' Locate Object (L2)''' | |||
:''' Spiritual Weapon (L2)''' | |||
: Domain: '''Enthrall (L2)''' | |||
: Domain: '''Suggestion (L2)''' | |||
: Kitsune: '''Bless''' 1/day | |||
==Background Features (Prisoner)== | ==Background Features (Prisoner)== | ||
: '''Proficiencies''': Sleight of Hand, | : '''Proficiencies''': Sleight of Hand, Stealth | ||
: '''Feature''' - Time on the Inside: As a prisoner, you quickly learned how life inside a prison works. It didn’t take you long to understand the various routines and tricks involved with surviving in such a place. As such, whenever you are in or dealing with a prison that you spend at least four hours studying, you always have at least some idea concerning the following (the GM has final discretion on what information is available to you, but these are some examples): how to find the major figures among the jailers and inmates, what general types of threats and hazards might be present to the occupants, the best way to contact the outside world, who might deal in contraband or be able to smuggle items in or out, and possible avenues to infiltrate or escape. | : '''Feature''' - Time on the Inside: As a prisoner, you quickly learned how life inside a prison works. It didn’t take you long to understand the various routines and tricks involved with surviving in such a place. As such, whenever you are in or dealing with a prison that you spend at least four hours studying, you always have at least some idea concerning the following (the GM has final discretion on what information is available to you, but these are some examples): how to find the major figures among the jailers and inmates, what general types of threats and hazards might be present to the occupants, the best way to contact the outside world, who might deal in contraband or be able to smuggle items in or out, and possible avenues to infiltrate or escape. | ||
Line 134: | Line 143: | ||
: '''0''' gp | : '''0''' gp | ||
: 0 ep | : 0 ep | ||
: ''' | : '''5''' sp | ||
: ''' | : '''12''' cp | ||
'''<u>Weapons</u>''' | '''<u>Weapons</u>''' | ||
: | : Mace | ||
: Light crossbow and 20 bolts | : Light crossbow and 20 bolts | ||
: Dagger | : Dagger | ||
'''<u>Armor</u>''' | '''<u>Armor</u>''' | ||
: | : Chain shirt | ||
: Shield | : Shield | ||
'''<u>Gear</u>''' | '''<u>Gear</u>''' | ||
: Priest´s pack | : Priest´s pack | ||
: | :: Backpack 5lb | ||
:: Antitoxin (vial) | |||
:: Bell | |||
:: Chalk (10 piece) | |||
:: Blanket | |||
:: 10 candles | |||
:: Tinderbox 1lb | |||
:: Alms box | |||
:: 2 blocks of incense | |||
:: Censer | |||
:: Ink (1 ounce bottle) | |||
:: Ink pen | |||
:: Kit, disguise 3lb | |||
:: Parchment (3 sheets) | |||
:: Perfume (vial) | |||
:: Rope, silk (50 feet) 5lb | |||
:: Sack 1 cp 1/2 lb. | |||
:: Soap | |||
:: Vestments | |||
:: 2 days of rations | |||
:: Waterskin 5lb | |||
:: Holy water (flask) 1lb | |||
: Clothes, traveler’s 4lb | |||
: Component pouch 2lb | |||
: Holy symbol Sune | |||
: Oil (flask) 1 sp 1 lb. | |||
: Pouch (coins) 1lb. | |||
: Signal whistle | |||
: Fine clothes | |||
* BUY AT SOME POINT: | |||
Bedroll 1 gp 7 lb. | |||
Caltrops (bag of 20) 1 gp 2 lb. | |||
Grappling hook 2 gp 4 lb. | |||
Kit, climber’s 25 gp 12 lb. | |||
Kit, forgery 15 gp 5 lb. | |||
Kit, herbalism 5 gp 3 lb. | |||
Kit, healer’s 5 gp 3 lb. | |||
'''<u>Trinket</u> | '''<u>Trinket</u> | ||
: | : A dead sprite inside a clear glass bottle | ||
: An old divination card bearing the likeness of a mystical half-fox, half-human being | |||
'''<u>Magic Items</u> | '''<u>Magic Items</u> | ||
: | : Healing potion | ||
==Backstory== | ==Backstory== | ||
==Notes== | ==Notes== |
Latest revision as of 00:41, 8 March 2022
Tulki :: Kitsune Cleric :: (Beauty Domain)[edit]
"Quote"[edit]
Base Matrix[edit]
- Ht: 4'11" | Wt: 85lbs | Skin: Light brown |Hair: Black, straight, medium length | Eyes: yes (grey-blue) | Lv: 4 | Aln: NG |
Attributes[edit]
- STR 8 / -1 Save (-1) || DEX 12 / +1 Save (+1) || CON 11 / +0 Save (+0)
- INT 10 / +0 Save (+0) || WIS 16 / +3 Save (+5) || CHA 20/ +5 Save (+7)
Skills[edit]
- Proficiencies: (Proficiency Bonus +2)
- Athletics +3
- Deception (Double Proficiency Bonus) +9
- Insight +5
- Sleight of Hand +3
- Stealth +3
- Untrained
- Acrobatics +1
- Arcana +0
- Animal Handling +3
- History +0
- Intimidation +5
- Investigation +0
- Medicine +3
- Nature +0
- Perception +3
- Performance +5
- Persuasion +5
- Religion +0
- Survival +3
Languages[edit]
- Common Tongue
- Celestial
- Two
- One
Combat[edit]
AC 16(14) | HP 23 | Hit Dice: 1d8 | Initiative Modifier +1
Weapon | To Hit | Damage | Range/Reach | Weapon | To Hit | Damage | Range/Reach | |
---|---|---|---|---|---|---|---|---|
XX | +X | X | N/A | XX | +X | XX | XX |
Feats[edit]
Shadow Touched +1 to CHA. You also get to learn Invisibility, and Ray of Sickness (Necromancy). You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is Charisma.
Racial Features (Kitsune)[edit]
Size: Medium
Speed: 30 (While not carrying anything in your hands you can drop to all fours and increase your movement speed to 35 feet)
Kitsune Trickery: You can appear as a human equivalent of yourself indefinitely using a very simple illusion magic, you cannot alter your illusionary human self. A creature looking directly at you can make a Intelligence (Investigation) check, to tell that you are not what you appear to be, though they still cannot perceive your true form. The DC for this check is equal to 10 + proficiency + Charisma = (17,). This magic is detectable by spells such as detect magic and dispelled in an antimagic field or by a successful dispel magic. Your proficiency bonus is considered the level of the spell for the sake of d+ispel magic. If your illusion is dispelled you cannot use the effect again until after a long rest.
Kitsune Awareness: You have the ability to hear falsehoods for what they are. You know if you hear a creature willingly lie. A creature hidden from divination magic reveals nothing.
Kitsune Divinity: You know the produce flame cantrip, with the exception that your flame is blue. When you reach 3rd level, you can cast the bless spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the calm emotions spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.
Second Language: You can speak, read and write Celestial.
Class Features[edit]
- Domain: Beauty
- Proficiencies: Light armor, medium armor, shields, simple weapons. Deception (double proficiency bonus)
- X -
- X
- Channel Divinity - 1/rest Used: 0/1
- 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
- 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.
- Beguiling Beauty
Starting at 2nd level, you can use your Channel Divinity to infuse your appearance with the power from your god to ensnare a creature with your beauty. As an action, you present your holy symbol, and one creature you choose within 30 feet of you that can see you must make a Wisdom saving throw. If you or your companions are fighting it, the creature makes the saving throw with advantage. On a failed saving throw, the creature becomes charmed by you for 1 minute or until you or one of your companions do anything harmful to it. When the effect ends, the creature knows you charmed it.
Spellcasting Logistics
Spell Slots: L1 | 4 || L2 | 3
Spell DC: (8 + Prof 2 + Wis 3) 13
Spell Att Mod: +5
Cantrips
- Guidance
- Mending
- Sacred Flame
- Thaumaturgy
- Domain: Friends
- Kitsune: Produce Flame
Spells Prepared (Wis 3 + Lvl 4 = 7)
- Sanctuary
- Cure Wounds
- Guiding Bolt
- Shield of Faith
- Domain: Charm Person
- Domain: Heroism
- Locate Object (L2)
- Spiritual Weapon (L2)
- Domain: Enthrall (L2)
- Domain: Suggestion (L2)
- Kitsune: Bless 1/day
Background Features (Prisoner)[edit]
- Proficiencies: Sleight of Hand, Stealth
- Feature - Time on the Inside: As a prisoner, you quickly learned how life inside a prison works. It didn’t take you long to understand the various routines and tricks involved with surviving in such a place. As such, whenever you are in or dealing with a prison that you spend at least four hours studying, you always have at least some idea concerning the following (the GM has final discretion on what information is available to you, but these are some examples): how to find the major figures among the jailers and inmates, what general types of threats and hazards might be present to the occupants, the best way to contact the outside world, who might deal in contraband or be able to smuggle items in or out, and possible avenues to infiltrate or escape.
- Personality Trait: I don’t share my food.
- Ideal: Freedom. Being locked up is the worst thing imaginable.
- Bond: I still owe a debt to the person that helped get me out of prison.
- Flaw: I‘m plagued by nightmares and horrible memories.
Equipment[edit]
Wealth
- 0 gems
- 0 pp
- 0 gp
- 0 ep
- 5 sp
- 12 cp
Weapons
- Mace
- Light crossbow and 20 bolts
- Dagger
Armor
- Chain shirt
- Shield
Gear
- Priest´s pack
- Backpack 5lb
- Antitoxin (vial)
- Bell
- Chalk (10 piece)
- Blanket
- 10 candles
- Tinderbox 1lb
- Alms box
- 2 blocks of incense
- Censer
- Ink (1 ounce bottle)
- Ink pen
- Kit, disguise 3lb
- Parchment (3 sheets)
- Perfume (vial)
- Rope, silk (50 feet) 5lb
- Sack 1 cp 1/2 lb.
- Soap
- Vestments
- 2 days of rations
- Waterskin 5lb
- Holy water (flask) 1lb
- Clothes, traveler’s 4lb
- Component pouch 2lb
- Holy symbol Sune
- Oil (flask) 1 sp 1 lb.
- Pouch (coins) 1lb.
- Signal whistle
- Fine clothes
- BUY AT SOME POINT:
Bedroll 1 gp 7 lb. Caltrops (bag of 20) 1 gp 2 lb. Grappling hook 2 gp 4 lb. Kit, climber’s 25 gp 12 lb. Kit, forgery 15 gp 5 lb. Kit, herbalism 5 gp 3 lb. Kit, healer’s 5 gp 3 lb.
Trinket
- A dead sprite inside a clear glass bottle
- An old divination card bearing the likeness of a mystical half-fox, half-human being
Magic Items
- Healing potion