Shaw: Difference between revisions
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==Traits== | ==Traits== | ||
* | * Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: | ||
You have advantage on saving throws against being poisoned, and you have resistance to poison damage. | |||
• You don't need to eat, drink, or breathe. | |||
• You are immune to disease. | |||
• You don't need to sleep, and magic can't put you to sleep. | |||
* Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. | |||
* Integrated Protection. Your body has built-in defen sive layers, which can be enhanced with armor: | |||
• You gain a +l bonus to Armor Class. | |||
You can don only armor with which you have profi ciency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. | |||
• While you live, your armor can't be removed from your body against your will. | |||
==Features== | ==Features== |
Revision as of 02:21, 15 March 2020
Osteon Shaw Warforged Draconic Bloodline Sorcerer
Character
Age: 10
Height: 6’2”
Weight: 270 lbs
Background: Noble
Ideal:
Bond:
Flaw:
General
AC: 15
HP: 17/17
Speed: 30ft
Alignment: Neutral Good
Languages: Common, Draconic, Elvish, Dwarvish
Abilities (+modifiers)
- Wisdom 12 (+1)
- Intelligence 14 (+2)
- Constitution 10 (0)
- Strength 10 (0)
- Dexterity 13 (+1)
- Charisma 16 (+3)
Skills and Proficiencies
- Deception (+5)
- History (+3)
- Intimidation (+5)
- Perception (+4)
- Persuasion (+5)
Proficiencies:
- Daggers, darts, slings, quarterstaffs, light crossbows
- Poisoner’s Kit
- Playing Cards
Saving Throws
- Constitution (+2)
- Charisma (+5)
Traits
- Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage. • You don't need to eat, drink, or breathe. • You are immune to disease. • You don't need to sleep, and magic can't put you to sleep.
- Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
- Integrated Protection. Your body has built-in defen sive layers, which can be enhanced with armor:
• You gain a +l bonus to Armor Class. You can don only armor with which you have profi ciency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. • While you live, your armor can't be removed from your body against your will.