Caelan Nightbane: Difference between revisions

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Created page with "This is a Dungeons & Dragons 5e character played by Chronicler in the campaign, Rails Through Hell. * [https://forum.rpg.net/index.php?threads/rails-through-hell-d-d-5e-ik.903126/ IC Thread] * [https://forum.rpg.net/index.php?threads/rails-through-hell-d-d-5e-ik.903125/ OOC Thread]<br><br> <table border="1" cellpadding="0" cellspacing="0" width="800"> <tr> <td><table border="0" cellpadding="10" cellspacing="0" width="100%"> <tr> <td><table border="0" cellpaddin..."
 
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* [https://forum.rpg.net/index.php?threads/rails-through-hell-d-d-5e-ik.903125/ OOC Thread]<br><br>
* [https://forum.rpg.net/index.php?threads/rails-through-hell-d-d-5e-ik.903125/ OOC Thread]<br><br>


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<td><b>Level 2:</b> Blur, Misty Step</td>
<td><b>Level 2:</b> Blur, Misty Step</td>
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<td bgcolor="#000000"><font face="times new roman" color="#ffffff" size="4"><b>BOOK OF SHADOWS</b></font></td>
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<td><b>Cantrips:</b> Guidance, Spare the Dying, Word of Radiance</td>
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<td><b>Level 1 Rituals:</b> Alarm, Comprehend Languages, Detect Magic, Detect Poison and Disease, Identify, Purify Food and Drink, Tenser's Floating Disk, Unseen Servant</td>
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<td><b>Level 2 Rituals:</b> Augury, Gentle Repose</td>
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Revision as of 17:05, 13 December 2025

This is a Dungeons & Dragons 5e character played by Chronicler in the campaign, Rails Through Hell.

Quote: "I am a light that stands against the darkness."
CAELAN NIGHTBANE
Race: Protector Aasimar Gender: Male Alignment: Neutral Good Background: Investigator
Class: Sorcerer/Warlock Level: 3/3 Sorcerous Origin: Divine Soul Deity: Solara
Otherworldly Patron: The Hexblade Pact Boon: Pact of the Tome Proficiency Bonus: +3
Height: 6'0" Weight: 155 lbs. Size: M Speed: 30 ft. Senses: Darkvision 60 ft., Passive Perception 15
Abilities: Str 8 (-1), Dex 12 (+1), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 16 (+3)
COMBAT
Initiative: +1 Armor Class: 18 Hit Dice: 3d6+3d8+12 Hit Points: 41
Melee: Booming Blade (Silvered Longsword) Reach: 5 ft. Attack: +6 Damage: 1-H 1d8+3 Slashing + 1d8 Thunder or 2-H 1d10+3 Slashing + 1d8 Thunder
Ranged: Eldritch Blast Range: 120 ft. Attack: +6 Damage: 1d10+3 Force (x2)
Spell Save DC: 14 Spell Attack: +6
PROFICIENCIES
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Disguise Kit, Thieves' Tools
Saving Throws: Strength 0, Dexterity +2, Constitution +6, Intelligence +2, Wisdom +3, Charisma +7
Skills: Arcana +4, Insight +5, Investigation +4, Perception +5
Languages: Celestial, Cruor (Common)
FEATS
War Caster: 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 take 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.
RACIAL TRAITS
Ability Score Increase: Your Charisma score increases by 2, and your Wisdom score increases by 1.
Darkvision: Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
Celestial Resistance: You have resistance to necrotic damage and radiant damage.
Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it.
Languages: You can speak, read, and write Common and Celestial.
Radiant Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
CLASS FEATURES (SORCERER)
Spellcasting: An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
• Cantrips: At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels.
• Spell Slots: The Sorcerer table shows how many spells slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
• Spells Known: You know two 1st-level spells of your choice from the sorcerer spell list. You learn additional sorcerer spells of your choice at higher levels. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which must also be of a level for which you have spell slots.
• Spellcasting Ability: Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
• Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your sorcerer spells.
 
Sorcerous Origin (Favored Soul): Your innate magic comes from divine magic that was mingled with your blood or that of your ancestors. Your sorcerous origin grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
• Divine Magic: Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. You also learn the healing word spell, which doesn't count against your number of sorcerer spells known.
• Favored by the Gods: Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.
 
Font of Magic: At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
• Sorcery Points: You have 2 sorcery points, and you gain more as you reach higher levels. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
• Flexible Casting: You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Any spell slot you create with this feature vanishes when you finish a long rest.
 
Metamagic: At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
• Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
• Twinned Spell: When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
CLASS FEATURES (WARLOCK)
Otherworldly Patron (The Hexblade): At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. Your patron is a powerful, sentient magic weapon formed from the radiant energy of the Positive Plane.
• Expanded Spell List: The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell.
• Hex Warrior: At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
• Hexblade's Curse: Starting at 1st level, you gain the ability to place a baleful curse on an enemy. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.
You can't use this feature again until you finish a short or long rest.
 
Pact Magic: Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
• Cantrips: You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels.
• Spell Slots: The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
• Spells Known: At 1st level, you know two 1st-level spells of your choice from the warlock spell list. You learn additional warlock spells of your choice of 1st level and higher at higher levels. A spell you choose must be of a level no higher than your Slot Level on the Warlock table. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
• Spellcasting Ability: Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
• Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your warlock spells.
 
Eldritch Invocations: In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you wilh an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
• Agonizing Blast: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
• Book of Ancient Secrets: You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
 
Pact Boon: At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain a pact feature of your choice.
• Pact of the Tome: Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
SPELLS (SORCERER)
Spell Slots: 4/2 Sorcery Points: 3
Cantrips Known: 4 Spells Known: 4
Cantrips: Light, Mage Hand, Prestidigitation, Sacred Flame, Shocking Grasp
Level 1: Absorb Elements, Bless, Healing Word
Level 2: Lesser Restoration, Spiritual Weapon
SPELLS (WARLOCK)
Spell Slots: 2 Slot Level: 2nd
Invocations Known: 2 Invocations: Agonizing Blast, Book of Ancient Secrets
Cantrips Known: 2 Spells Known: 4
Cantrips: Booming Blade, Eldritch Blast
Level 1: Hex, Shield
Level 2: Blur, Misty Step
BOOK OF SHADOWS
Cantrips: Guidance, Spare the Dying, Word of Radiance
Level 1 Rituals: Alarm, Comprehend Languages, Detect Magic, Detect Poison and Disease, Identify, Purify Food and Drink, Tenser's Floating Disk, Unseen Servant
Level 2 Rituals: Augury, Gentle Repose
MAGIC ITEMS
Cloak of Protection (+1 AC, +1 Saving Throws)
EQUIPMENT
Arcane Focus (Crystal), Breastplate, Explorer's Pack (Backpack, Bedroll, Hempen Rope [50 ft.], Mess Kit, Rations [10 Days], Tinderbox, Torches [10], Waterskin), Pouch, Ritual Components (Gem-Inlaid Sticks [25 gp], Pearl [100 gp]), Shield, Silvered Longsword, Thieves' Tools, Traveler's Clothes