Difference between revisions of "CharacterD&D 5E: Trickster's Gambit - 4"

From RPGnet
Jump to: navigation, search
(Skills and Feats)
(Skills and Feats)
Line 33: Line 33:
  
 
::: You have advantage on Constitution saving throws that you make to  
 
::: You have advantage on Constitution saving throws that you make to  
maintain your concentration on a spell when you take damage.
+
:::maintain your concentration on a spell when you take damage.
 
You can perform the somatic components of spells even when you have  
 
You can perform the somatic components of spells even when you have  
 
weapons or a shield in one or both hands.
 
weapons or a shield in one or both hands.

Revision as of 18:52, 19 January 2021

Template copied from Catherine's Page, will be updated to reflect Skip in due time.

< < < Back to Main Page

Urchin "Skip" Sharpstone :: Level 7 :: Otterfolk :: Class Warlock - Celestial

Avatar Icon 001.png

Character Quote

Attributes

STR 8 -1 Save (-1) || DEX 16 +3 Save (+3) || CON 13 +1 Save (+1)
INT 11 +0 Save (+0) || WIS 12 +1 Save (+4) || CHA 16 +3 Save (+6)

Skills and Feats

Proficiencies

History +3 (Fisher)
Survival +4 (Fisher)
Religion +3 (Warlock)
Nature +3 (Warlock)
Persuasion +6 (Otterfolk)
Performance +6 (Otterfolk)
Acrobatics +2 (Otterfolk)
Proficiency Bonus +3

Feats

Warcaster
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to
maintain your concentration on a spell when you take damage.

You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Languages

Dwarven Trade; Otterian; Giantish: Primordial

Combat

AC 15 | HP 38 | HD D8
Initiative Modifier +3
Weapon To Hit Damage Range/Reach Weapon To Hit Damage Range/Reach
Hexblade +8 2d6+5 Heavy,2-Handed Dagger +2 1d4+2 Finese, light, thrown(20/60)
Weapon 0 0d0+0 20' Weapon 0 0d0+0 20'
Weapon 0 0d0+0 20' Weapon 0 0d0+0 20'

Magic

Spell Save DC

14

Spell Attack Modifier

+6

Spell Slots

2

Cantrips

Eldritch Blast
Lightening Lash
Prestidigitation
Light
Sacred Flame

Spell List

1 - Cure Wounds
1 - Guiding Bolt
2 - Flaming Sphere
2 - Lesser Restoration
3 - Daylight
3 - Revivify
4 - Guardian of Faith
4 - Wall of Fire

Racial Features

Bite 1d4-1(+str) piercing; Hold Breath (hold breath for up to 8 min); Protective Pelt (AC is 12 + Dex); Cute & Cuddly (proficient in persuasion & performance); Natural Acrobat (proficient in acrobatics)

Class Features

Proficiency Light Armor; Proficiency Simple Weapons; Other Worldly Patron (Celestial Domiel, The Mercy-Bringer); Bonus Cantrips (Light & Sacred Flame); Healing Light(8d6 healing up to 60ft max 3d6 per turn); Invocations (Investment of the Chain Master, Voice of the Chain Master, Agonizing Blast, Eldritch Spear); Pact of the Chain; Radiant Soul;

Background Features

Fisher

Harvest the Water: You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.

Fishing Tale: You can tell a compelling tale, whether tall or true, to impress and entertain others. Once a day, you can tell your story to willing listeners. At the DM's discretion, a number of those listeners become friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions.

Equipment

Weapons

Handaxe
2 Daggers

Armor

Pelt
Shield
N/A

Gear

Arcane Focus | Dungeoneers Pack | Fishing Tackle | A Net
Favorite Fishing Lure | Oiled Leather Wading Boots | Traveler's Clothes | Belt Pouch
His Rock | Item | Item | Item
Item | Item | Item | Item
Item | Item | Item | Item

Magic Items

Item
Item
Item
Item

Contacts

Backstory

Urchin is a Fisher, lost at sea as a child when his parents' ship went down, he has worked to the point that he can get a ship and crew in any port in the Archipelago.

Personality Trait: My friends are my crew; we sink or float together.

Ideal: Camaraderie. Good people make even the longest voyage bearable.

Bond: The gods saved me during a terrible storm, and I will honor their gift.

Flaw: I work hard, but l play harder.

Binding Mark: One of your eyes looks the same as one of your patron's eyes.

Back to Main Page