Neximus Delmirev: Difference between revisions
Jump to navigation
Jump to search
m →Notes |
|||
Line 163: | Line 163: | ||
: 0 gems | : 0 gems | ||
: 0 pp | : 0 pp | ||
: ''' | : '''110''' gp | ||
: 0 ep | : 0 ep | ||
: ''' | : '''312''' sp | ||
: '''0''' cp | : '''0''' cp | ||
Line 191: | Line 191: | ||
:: xxxxx Xlb | :: xxxxx Xlb | ||
: Clothes, xxxxx Xlb | : Clothes, xxxxx Xlb | ||
: | : 2 Garnets(worth 25 GP each) Xlb | ||
: | : Gold ring engraved with Karakas(worth 10 GP) Xlb | ||
: | : 1 Potion of Healing Xlb | ||
: | : Tinderbox Xlb | ||
: Item Xlb | : Item Xlb | ||
: Item Xlb | : Item Xlb |
Revision as of 15:31, 10 January 2022
Back to The Fightin' Fables
Metallic Dragonborn Draconic Bloodline Sorcerer Criminal
Basics
- Level: 1
- Alignment: Neutral
- Ht: 6'8"
- Wt: 180lbs
- Size: Medium
- Speed: 30 feet
- Appearance: xxxxxxxxxx
- STR 10 (+0) Save (+0)
- DEX 15 (+2) Save (+2)
- CON 14 (+2) Save (+4)
- INT 12 (+1) Save (+1)
- WIS 8 (-1) Save (-1)
- CHA 16 (+3) Save (+5)
Skills & Proficiencies
- Skills (Proficiencies in bold):
- Acrobatics (Dex) +2
- Animal Handling (Wis) -1
- Arcana (Int) +3
- Athletics (Str) +0
- Deception (Cha) +5
- History (Int) +1
- Insight (Wis) -1
- Intimidation (Cha) +3
- Investigation (Int) +1
- Medicine (Wis) -1
- Nature (Int) +1
- Perception (Wis) -1
- Performance (Cha) +3
- Persuasion (Cha) +5
- Religion (Int) +1
- Sleight of Hand (Dex) +2
- Stealth (Dex) +4
- Survival (Wis) -1
- Passive Perception: 9
- Proficiency Bonus: +2
- Proficiencies
- Tools: Thieves' Tools, Playing Cards Set
- Weapons & Armour: Sorcerer weapons
- Languages: Common Tongue | Draconic |Undercommon|
Combat
AC 15 | HP 9 | Hit Dice 1d6 | Initiative +2
Weapon | To Hit | Damage | Range/Reach | Weapon | To Hit | Damage | Range/Reach | |
---|---|---|---|---|---|---|---|---|
Quarterstaff | +2 | 1d6 | N/A | XX | +X | XX | XX | |
XX | +X | X | N/A | Dagger | +4 | 1d4+2 | 20/60 | |
XX | +X | X | N/A | XX | +X | XX | XX |
- Common Action:
- Common Action:
- Common Action:
- Common Action:
- Common Action:
Spellcasting
Spell Slots: L1 | 2 || L2 | 0
Spell DC: (8 + Prof 2 + Stat 3) 12
Spell Att Mod: (Prof 2 + Stat 3) +5
Cantrips
- Frostbite: 60 ft range, DC 13 Constitution save or target takes 1d6 cold damage and has disadvantage on next attack
- Ray of Frost: 60 ft range, +5 spell attack, 1d8 damage and target is slowed by 10 feet
- Dancing Lights: 120 ft range, Concentration, summon up to three orbs of light within range, bonus action to move lights
- Mage Hand: 30 ft range, 1 minute duration, summon a ghostly hand, action to manipulate objects, can only carry 10 lbs
- Friends: Targets self, 1 minute duration, Concentration, grants advantage on Charisma rolls, target knows they have been effected when duration ends.
- Minor Illusion: 30 ft range, 1 minute duration, make a illusory sound or a 5 foot cube worth of visual illusion, if investigated is a DC 13 Investigation check to disbelieve
- Source: xxx: Description
Spellbook:
- Magic Missile: 120 ft range, 3 missiles, 1d4+1 force damage
- Charm Person: 30 ft range, 1 hour duration, DC 13 Wisdom save(advantage if in combat), if failed targets regards you as friendly acquaintance. When the spell ends target knows you charmed them
- Armor of Agathys: Self, 1 hour duration, ice coats you granting 5 temporary hit points and dealing 5 cold damage to anyone who hits you in melee while the temporary hit points last
Feats
- Magic Initiate Gain Friends and Minor Illusion cantrips from Warlock spell list, can cast Armor of Agathys 1/long rest
Racial Features (Race)
- Draconic Resistance: Resistant to cold damage
- Breath Weapon: 15 foot cone, DC 12 Dexterity save, 1d10 cold damage, 2/long rest
- Metallic Breath Weapon: At 3rd level can exhale a 15 foot cone of gas. Choice of Envervating, DC 12 Constitution save or be incapacitated, or Repulsion, DC 12 Strength save or be pushed back 20 feet, 1/long rest
Class Features (Class)
- Sorcerous Origin Draconic Bloodline
- Deity: Bahamut
- Draconic Resilience: AC is 13+Dexterity, +1 HP/level.
- Draconic Bloodline(Silver): Advantage on Charisma rolls involving dragons, cold element for other features
Background Features (Background)
- Proficiencies: Deception, Stealth, Thieves' Tools
- Criminal Specialty - Smuggler
- Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
- Personality Trait: I would rather make a new friend than a new enemy.
- Ideal: People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.
- Bond: I'm paying off debts to the kind of people you don't want to be in debt to
- Flaw: I turn tail and run when things look bad.
Equipment
Wealth
- 0 gems
- 0 pp
- 110 gp
- 0 ep
- 312 sp
- 0 cp
Weapons
- Quarterstaff
- 2 Daggers
Armor
- None
Gear
- Backpack 5lb ?
- Component Pouch 2lb
- Dungeoneer's Pack Xlb
- Crowbar Xlb
- Common Clothing Xlb
- xxxxx Xlb
- xxxxx Xlb
- xxxxx Xlb
- xxxxx Xlb
- xxxxx Xlb
- xxxxx Xlb
- xxxxx Xlb
- xxxxx Xlb
- xxxxx Xlb
- Clothes, xxxxx Xlb
- 2 Garnets(worth 25 GP each) Xlb
- Gold ring engraved with Karakas(worth 10 GP) Xlb
- 1 Potion of Healing Xlb
- Tinderbox Xlb
- Item Xlb
- Item Xlb
Trinket
- xxxxxxxxx
Magic Items
- XXXX
Backstory
- Good little dragonborn from Waterdeep, made bad choices as a teenager, got into debt with bad people, working it off as a smuggler
Notes
- For his religious leanings he's a lapsed church of Bahamut.