Journey: Difference between revisions
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'''Proficiency:''' +2<br> | '''Proficiency:''' +2<br> | ||
<br> | <br> | ||
'''Melee Attack:''' | '''Melee Attack:''' +0 (Str) / +0 (Dex) if the weapon has Finesse<br> | ||
'''Ranged Attack:''' +0<br> | '''Ranged Attack:''' +0<br> | ||
'''Spell Attack:''' +5 (spellmod + proficiency)<br> | '''Spell Attack:''' +5 (spellmod + proficiency)<br> |
Revision as of 20:56, 18 January 2023
Journey
Alignment: Neutral
Gender: Male
Race: Tiefling
Class: Sorcerer
Level: 3
Age: early-mid twenties
Ability Scores
Strength: 10 (+0) (+1 for Lightly Armoured)
Dexterity: 10 (+0)
Constitution: 13 (+1)
Intelligence: 14 (+2) (+1 for Tiefling)
Wisdom: 14 (+2)
Charisma: 16 (+3) (+2 for Tiefling)
AC:11
HP: 27
Hit Dice: 3d6
Speed: 30'
Proficiency: +2
Melee Attack: +0 (Str) / +0 (Dex) if the weapon has Finesse
Ranged Attack: +0
Spell Attack: +5 (spellmod + proficiency)
Spell Save DC: 13
Spells
Sorcery Points: 3
Spell Slots:
Level 1: 4
Level 2: 2
Cantrips known:
- Blade Ward
- Mending
- Prestidigitation
- Shocking Grasp
- Thaumaturgy (Tiefling)
Spells Known:
Level 1
- Fog Cloud
- Witch Bolt
Level 2
- Misty Step
- Shatter
Spells Prepared: TBC
Saving Throws
Strength: +0
Dexterity: +0
Constitution: +3 (PR)
Intelligence: +2
Wisdom: +2
Charisma: +5 (PR)
Languages Known
- Common
- Halfling
- Infernal
- Primordial (and can understand/be understood by speakers of the dialects Aquan, Auran, Ignan, Terran)
Proficiencies
- Daggers
- Darts
- Light armour
- Light crossbow
- Quarterstaff
- Slings
Skills
- Deception (Cha)
- Insight (Wis)
- Persuasion (Cha)
- Survival (Wis)
Feats
- Lightly Armoured - You gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20
- You gain proficiency with light armour
Traits
- Darkvision - You can see in dim light within 60' as if it were bright light, and in darkness as if it were in dim light (although only in shades of grey).
- Hellish Resistance - You have resistance to fire damage.
- Infernal Legacy - You know the Thaumaturgy Cantrip.
Features
Saving Throws - Cha / Con
Spellcasting
Sorcerous Origin - Storm
Wind Speaker - You can speak, read, and write Primordial (and can understand and be understood by those who speak its dialects Aquan, Auran, Ignan, and Terran)
Tempestuous Magic - You can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell at 1st level or higher. Doing so allows you to fly up to 10' without provoking opportunity attacks.
Font of Magic - Sorcery points
Metamagic
Subtle spell - can cast without Verbal or Somatic components.
Twinned Spell - can spend sorcery points to target an extra creature with single target spells.
Background
Vagabond
- Skill Proficiencies: Insight, Survival
- Languages: One of your choice
- Equipment: A torn blanket, a set of dirty mismatched clothes, a dagger, and 5 gp
- Feature: Natural Fortitude
As a Vagabond, you’ve experienced your share of hard knocks from when you had to steal, to fighting for the last bit of food. Once per day, when you would be knocked unconscious at zero hit points, you may make a Constitution saving throw with the DC equal to the damage that would knock you unconscious. If you succeed, you’re not knocked out, but instead reduced to 1 hit point.
Gear
- 2x daggers
- Light crossbow and 20 bolts
- Explorer's pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days' rations, waterskin, 50' hempen rope)
- Common clothes
- Spellcasting Focus - a piece of blue fulgarite on a chain
- Leather armour
- A torn blanket
- 5 gp