Difference between revisions of "CharacterD&D 5E: Freeport 2"

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(Combat and quick stats)
(Possessions, Mundane)
 
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*'''Level:''' 1
+
*'''Level:''' 3
 
*'''Race:''' Fire Genasi
 
*'''Race:''' Fire Genasi
 
*'''Class:''' Fighter
 
*'''Class:''' Fighter
**Subclass:
+
**Subclass: Eldritch Knight
 
*'''Alignment:''' Neutral Good
 
*'''Alignment:''' Neutral Good
 
*'''Background:''' Mercenary Veteran
 
*'''Background:''' Mercenary Veteran
Line 46: Line 46:
 
----
 
----
  
*'''Total Hit Points:''' 13
+
*'''Inspiration:''' Yes
*'''Armor Class:''' 16 (18 with shield)
+
*'''Total Hit Points:''' 31
 +
*'''Armor Class:''' 17 (19 with shield)
 
*'''Saving Throws:''' Str (+5), Con (+5)
 
*'''Saving Throws:''' Str (+5), Con (+5)
  
 
'''Attacks'''
 
'''Attacks'''
  
*Longsword +5 melee (1d8+5 slashing)
+
*Bonded magic spear +6 melee or ranged 20/60 (1d6+4 piercing or 1d8+4 in two hands)
*Handaxe +5 melee or 20/60 ranged (1d6+5 slashing)
+
*Bonded longsword +5 melee (1d8+3 slashing)
*Dagger +5 melee or 20/60 ranged (1d4+5 piercing)
+
*Handaxe +5 melee or 20/60 ranged (1d6+3 slashing)
*Javelin +5 melee or 30/120 ranged (1d6+5 piercing)
+
*Dagger +5 melee or 20/60 ranged (1d4+3 piercing)
*Produce Flame +5 ranged spell 60 (1d8)
+
*Javelin +5 melee or 30/120 ranged (1d6+3 piercing)
 +
*Produce Flame +4 ranged spell 60 (1d8 fire)
  
 
'''Passives'''
 
'''Passives'''
Line 103: Line 105:
  
 
*'''Ability scores:''' +2 Con, +1 Str
 
*'''Ability scores:''' +2 Con, +1 Str
*'''Darkvision 60'''' (shades of red)
+
*'''Darkvision 60''''
 
*'''Fire resistance'''
 
*'''Fire resistance'''
*'''Reach to the Blaze:''' [https://5e.d20srd.org/srd/spells/produceFlame.htm Produce Flame] cantrip; Burning Hands 1/long rest at 3rd level. Con casting (+5 to hit, save DC 13)
+
*'''Reach to the Blaze:''' [https://5e.d20srd.org/srd/spells/produceFlame.htm Produce Flame] cantrip; [https://5e.d20srd.org/srd/spells/burningHands.htm Burning Hands] 1/long rest and spell known. Int casting (+4 to hit, save DC 12)
 
*'''Mercenary Life:''' You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook).
 
*'''Mercenary Life:''' You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook).
 
*'''Fires of Fury:''' +1 Int (included); reroll 1s on fire damage spells; casting a fire spell sets you on fire until the end of your next turn, shedding bright/dim light for 30/30ft and dealing 1d4 fire damage to creatures that hit you with a melee attack from within 5 feet.
 
*'''Fires of Fury:''' +1 Int (included); reroll 1s on fire damage spells; casting a fire spell sets you on fire until the end of your next turn, shedding bright/dim light for 30/30ft and dealing 1d4 fire damage to creatures that hit you with a melee attack from within 5 feet.
*'''Fighting Style (Dueling):''' +2 damage with melee weapons in one hand
+
*'''Fighting Style (Interception):''' Reaction: reduce by 1d10+PB the damage of an attack from a creature you can see against a target that is within 5 feet of you
*'''Second Wind:''' As a bonus action heal 1d10+1 hit points
+
*'''Second Wind:''' As a bonus action heal 1d10+3 hit points
 +
*'''Action Surge:''' Take an extra Action once on your turn, 1/rest
 +
*'''Spellcasting:''' 2× Cantrips, 3× 1st level spells known, Intelligence, +4 to hit, DC 12
 +
*'''Weapon Bond:''' Bond with up to 2 weapons, 1hr ritual, can't be Disarmed, can teleport one to hand as a Bonus Action (magic spear; longsword)
 +
 
 +
====Spells====
 +
Attack +4, save DC 12
 +
=====Cantrips=====
 +
*Produce Flame [genasi] V, S
 +
*Red-flame Blade S, M
 +
*Control Flames S
 +
 
 +
=====1st level spells known=====
 +
*Burning Hands [genasi] V, S
 +
*Expeditious Retreat V, S ©
 +
*Absorb Elements S
 +
*Protection from Evil and Good V, S, M ©
  
 
===Gear etc.===
 
===Gear etc.===
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===Weapons and Armor===
 
===Weapons and Armor===
*Chain Mail
+
*Splint Mail
 
*Shield
 
*Shield
 +
*Spear +1
 
*Longsword
 
*Longsword
 
*Handaxe
 
*Handaxe
 
*Dagger
 
*Dagger
 +
*Javelin
  
 
===Retainers, Familiars, and Mounts===
 
===Retainers, Familiars, and Mounts===
Line 127: Line 147:
 
===Possessions, Mundane===
 
===Possessions, Mundane===
 
*A uniform of your company (traveler's clothes quality)
 
*A uniform of your company (traveler's clothes quality)
 +
*regular traveler's clothes
 
*an insignia of your rank (Sergeant)
 
*an insignia of your rank (Sergeant)
 
*a gaming set (bone dice)
 
*a gaming set (bone dice)
 
*a pouch containing the remainder of your last wages (8 gp)
 
*a pouch containing the remainder of your last wages (8 gp)
*Explorer's Pack (a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, 50 feet of hempen rope)
+
*Explorer's Pack (a backpack, a bedroll, a mess kit, a tinderbox, 9 torches, 10 days of rations, a waterskin, 50 feet of hempen rope)
 
*Grappling hook
 
*Grappling hook
 +
*a sack
 +
*blanket
 +
*Full skin of ale, 2
  
 
===Possessions, Treasure===
 
===Possessions, Treasure===
*A 1-pound egg with a bright red shell (taken as spoils of war a month ago from the locked chest of a yuan-ti pirate)
+
*A 1-pound egg with a bright red-orange shell (taken as spoils of war a couple of month ago from the locked chest of a yuan-ti pirate)
 +
*A tiny crown made of pure gold and set with real, if minuscule, gemstones. In terms of raw materials it's worth a few dozen gold, but the impeccable craftsmanship increases the value to at least three or four hundred if a buyer can be found. It appears to actually be a crown sized for a tiny person, rather than a ring designed to resemble a crown.
 +
*Amulet of the drunkard (1/dawn recover 4d4+4hp by drinking a pint)
 +
*Books: ''True Accounts of the Love Lives of the Elves'', and ''Eminent Mind Flayers And Their Kin''
  
Gold: 18
+
Gold: 177
  
Silver: 13
+
Silver: 6
  
Copper: 10
+
Copper: 9
  
 
===Possessions, Party Loot===
 
===Possessions, Party Loot===
 
 
===Possessions, Magical===
 
  
  
 
---------------------
 
---------------------
 
[https://wiki.rpg.net/index.php/Freeport_5e Back to the main page]
 
[https://wiki.rpg.net/index.php/Freeport_5e Back to the main page]

Latest revision as of 12:52, 2 June 2022

Borzak Leaping-flame[edit]

Portrait of Borzak in full flow

Personality traits[edit]


  • Personality: I can stare down a hell hound without flinching.
  • Ideal: Greater Good. Our lot is to lay down our lives in defense of others. (Good)
  • Bond: Something worth fighting for is something worth dying for. If it's not worth dying, it's not worth killing.
  • Flaw: In battle, I find it hard to listen to other's ideas.

Stat Block[edit]



STR DEX CON INT WIS CHA
16 10 16 14 12 8
+3 +0 +3 +2 +1 -1
  • Level: 3
  • Race: Fire Genasi
  • Class: Fighter
    • Subclass: Eldritch Knight
  • Alignment: Neutral Good
  • Background: Mercenary Veteran

Combat and quick stats[edit]


  • Inspiration: Yes
  • Total Hit Points: 31
  • Armor Class: 17 (19 with shield)
  • Saving Throws: Str (+5), Con (+5)

Attacks

  • Bonded magic spear +6 melee or ranged 20/60 (1d6+4 piercing or 1d8+4 in two hands)
  • Bonded longsword +5 melee (1d8+3 slashing)
  • Handaxe +5 melee or 20/60 ranged (1d6+3 slashing)
  • Dagger +5 melee or 20/60 ranged (1d4+3 piercing)
  • Javelin +5 melee or 30/120 ranged (1d6+3 piercing)
  • Produce Flame +4 ranged spell 60 (1d8 fire)

Passives

  • Passive Perception: 13
  • Passive Investigation: 12
  • Passive Insight: 11

Proficiencies and Skills[edit]


  • Proficiency bonus: +2
  • Acrobatics (Dex) +2
  • Animal Handling (Wis) +1
  • Arcana (Int) +2
  • Athletics (Str) +5
  • Deception (Cha) -1
  • History (Int) +2
  • Insight (Wis) +1
  • Intimidation (Cha) -1
  • Investigation (Int) +2
  • Medicine (Wis) +1
  • Nature (Int) +2
  • Perception (Wis) +3
  • Performance (Cha) -1
  • Persuasion (Cha) +1
  • Religion (Int) +2
  • Sleight of Hand (Dex) +0
  • Stealth (Dex) +0
  • Survival (Wis) +1


  • Languages: Common, Primordial (Ignan dialect)
  • Tools: Gaming set (dice); Vehicles (land)
  • Weapons and Armor: Light armour, medium armour, heavy armour, shields; Simple weapons, martial weapons

Spells and Features and Feats[edit]


  • Ability scores: +2 Con, +1 Str
  • Darkvision 60'
  • Fire resistance
  • Reach to the Blaze: Produce Flame cantrip; Burning Hands 1/long rest and spell known. Int casting (+4 to hit, save DC 12)
  • Mercenary Life: You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook).
  • Fires of Fury: +1 Int (included); reroll 1s on fire damage spells; casting a fire spell sets you on fire until the end of your next turn, shedding bright/dim light for 30/30ft and dealing 1d4 fire damage to creatures that hit you with a melee attack from within 5 feet.
  • Fighting Style (Interception): Reaction: reduce by 1d10+PB the damage of an attack from a creature you can see against a target that is within 5 feet of you
  • Second Wind: As a bonus action heal 1d10+3 hit points
  • Action Surge: Take an extra Action once on your turn, 1/rest
  • Spellcasting: 2× Cantrips, 3× 1st level spells known, Intelligence, +4 to hit, DC 12
  • Weapon Bond: Bond with up to 2 weapons, 1hr ritual, can't be Disarmed, can teleport one to hand as a Bonus Action (magic spear; longsword)

Spells[edit]

Attack +4, save DC 12

Cantrips[edit]
  • Produce Flame [genasi] V, S
  • Red-flame Blade S, M
  • Control Flames S
1st level spells known[edit]
  • Burning Hands [genasi] V, S
  • Expeditious Retreat V, S ©
  • Absorb Elements S
  • Protection from Evil and Good V, S, M ©

Gear etc.[edit]


Weapons and Armor[edit]

  • Splint Mail
  • Shield
  • Spear +1
  • Longsword
  • Handaxe
  • Dagger
  • Javelin

Retainers, Familiars, and Mounts[edit]

Possessions, Mundane[edit]

  • A uniform of your company (traveler's clothes quality)
  • regular traveler's clothes
  • an insignia of your rank (Sergeant)
  • a gaming set (bone dice)
  • a pouch containing the remainder of your last wages (8 gp)
  • Explorer's Pack (a backpack, a bedroll, a mess kit, a tinderbox, 9 torches, 10 days of rations, a waterskin, 50 feet of hempen rope)
  • Grappling hook
  • a sack
  • blanket
  • Full skin of ale, 2

Possessions, Treasure[edit]

  • A 1-pound egg with a bright red-orange shell (taken as spoils of war a couple of month ago from the locked chest of a yuan-ti pirate)
  • A tiny crown made of pure gold and set with real, if minuscule, gemstones. In terms of raw materials it's worth a few dozen gold, but the impeccable craftsmanship increases the value to at least three or four hundred if a buyer can be found. It appears to actually be a crown sized for a tiny person, rather than a ring designed to resemble a crown.
  • Amulet of the drunkard (1/dawn recover 4d4+4hp by drinking a pint)
  • Books: True Accounts of the Love Lives of the Elves, and Eminent Mind Flayers And Their Kin

Gold: 177

Silver: 6

Copper: 9

Possessions, Party Loot[edit]


Back to the main page