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==Base Matrix==
 
==Base Matrix==
:'''Ht:''' 5'8" | '''Wt:''' 190lbs | '''Skin:''' Olive, weathered |'''Hair:''' Black, wild | '''Eyes:''' Blue | '''Lv:''' 3 | '''Aln:''' NG |
+
:'''Ht:''' 5'8" | '''Wt:''' ##lbs | '''Skin:''' Olive, weathered |'''Hair:''' Black, wild | '''Eyes:''' Blue | '''Lv:''' 1 | '''Aln:''' NG |
  
 
==Attributes==
 
==Attributes==
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==Combat==
 
==Combat==
'''AC''' 20 | '''HP''' 24 | <u>Hit Dice: 1d8</u> | Initiative Modifier +0
+
'''AC''' 18 | '''HP''' 10 | <u>Hit Dice: 1d8</u> | Initiative Modifier +0
 
{| class="wikitable"
 
{| class="wikitable"
 
|'''Weapon'''
 
|'''Weapon'''
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|scope="row" colspan="9"|   
 
|scope="row" colspan="9"|   
 
|-
 
|-
| Warhammer, cold iron
+
| Warhammer
 
! +5
 
! +5
| 1d8+3
+
| 1d8+5
 
| N/A
 
| N/A
 
|
 
|
 
| Dagger
 
| Dagger
 
! +5
 
! +5
| 1d4+3
+
| 1d4+5
 
| 20'
 
| 20'
|-
 
| Crossbow
 
! +2
 
| 1d8 P
 
| 80/320
 
|
 
| -
 
! -
 
| -
 
| -
 
 
|-
 
|-
 
|}
 
|}
: Spiritual hammer & cold iron warhammer 1d20+5;1d8+5;1d20+5;1d8+3
 
  
 
==Feats==
 
==Feats==
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:: When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw.  
 
:: When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw.  
 
:: The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
 
:: The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
:: You can use this feature a number of times equal to your Wisdom modifier (3). You regain all expended uses when you finish a long rest.
+
:: You can use this feature a number of times equal to your Wisdom modifier (3). You regain all expended uses when you finish a long rest.
 
 
: '''Channel Divinity''' - 1/rest ''Used:'' 0/1
 
:: ''Turn undead:'' As an action, I present your holy symbol and speak a prayer censuring the undead. Each undead that can see/hear me within 30' must make Wis save
 
:: If it fails, turned for 1 min. or until it takes damage. Turned creature must spend its turns trying to move as far away from me as it can, cannot willingly
 
:: move to a space within 30'. Also cannot take reactions. Can use only Dash action / try to escape from an effect that prevents it from moving. If nowhere to move,
 
:: can use Dodge action.
 
:: ''Destructive Wrath (Domain):'' do max damage on thunder/lightning damage instead of rolling.
 
  
 
<u>Spellcasting Logistics</u>
 
<u>Spellcasting Logistics</u>
  
'''Spell Slots:'''  L1 | 4 || L2 2 per short/long rest  
+
'''Spell Slots:'''  L1 | 2 per short/long rest
  
 
'''Spell DC:''' 14
 
'''Spell DC:''' 14
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:'''Thaumaturgy'''
 
:'''Thaumaturgy'''
  
<u>Spells Prepared (Wis X + L3 = 6) change after long rest</u>
+
<u>Spells Prepared (4)</u>
:''Level 1''
+
:''' Bless
::''' Bless
+
:''' Command
::''' Cure Wounds
+
:''' Cure Wounds
::''' Guiding Bolt
+
:''' Detect Evil and Good
::''' Healing Word
+
: Domain: '''Fog Cloud'''
:: Domain: '''Fog Cloud'''
+
: Domain: '''Thunderwave'''
:: Domain: '''Thunderwave'''
 
:''Level 2''
 
::'''Silence'''
 
::'''Spiritual Weapon'''
 
  
 
==Background Features (Hermit)==
 
==Background Features (Hermit)==
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: 0 gems
 
: 0 gems
 
: 0 pp
 
: 0 pp
: '''65''' gp
+
: '''5''' gp
 
: 0 ep
 
: 0 ep
: '''5''' sp
+
: '''0''' sp
: '''2''' cp
+
: '''0''' cp
  
 
'''<u>Weapons</u>'''
 
'''<u>Weapons</u>'''
: Warhammer, cold iron
+
: Warhammer
 
: Light crossbow and 20 bolts
 
: Light crossbow and 20 bolts
 
: Dagger  
 
: Dagger  
  
 
'''<u>Armor</u>'''
 
'''<u>Armor</u>'''
: Splint mail  
+
: Chain mail  
: Shield +1 with design from the deeps
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: Shield
  
 
'''<u>Gear</u>'''
 
'''<u>Gear</u>'''
: Common clothes
+
: Priest´s pack or Explorer´pack | Winter blanket
: Signal whistle (neck)
+
: Set of common clothes | Herbalism kit | Holy symbol
: Holy symbol (neck)
+
: A scroll case stuffed full of notes from your studies or prayers
: Belt
 
:: Rope, silk (50 feet) 5 lb.
 
:: Grappling hook 4 lb.
 
:: Hammer 3 lb.
 
:: Holy water (flask) 1 lb.
 
: Backpack
 
:: Alms box
 
:: Antitoxin x 1 (gives advantage on poison saves for 1 hour)
 
:: Bedroll 7 lb.
 
:: Bell
 
:: Blanket
 
:: Caltrops (bag of 20) 2 lb.
 
:: Candles, 10
 
:: Case, scroll 1 lb.
 
:: Censer
 
:: Chalk (10 pieces)
 
:: Crowbar 5 lb.
 
:: Herbalism kit
 
:: Incense, 2 blocks
 
:: Kit, climber’s 12 lb.
 
:: Kit, healer’s 3 lb.
 
:: Pick, miner’s 10 lb.
 
:: Rations, 7 days 14 lb
 
:: Tinderbox 1 lb
 
:: Vestments
 
:: Winter blanket
 
:: Mirror, steel 1/2 lb.
 
:: Oil (flask X 2) 2 lb.
 
:: Paper (5 sheets)
 
:: Piton X 12  3 lb.
 
:: Sack 1 cp 1/2 lb.
 
:: Scroll case stuffed full of notes from your studies or prayers
 
:: Shovel 5 lb.
 
:: Soap
 
:: Spikes, iron (10) 5 lb.
 
:: Waterskin
 
  
To buy:
 
Potion of healing 50 gp 1/2 lb.
 
  
  
'''<u>Trinket</u>
+
: 5gp
: Alabaster mask
+
 
: Grozdan's mirror is oval and the frame is decorated with designs evoking fish and the sea. It has a magical aura (Divination), but so far, you have been unable to discern its exact powers. A couple of times, while looking into it, Grozdan thought he saw a face that was not his own - a female face with large, dark eyes and a bluish cast to its skin - but as soon as he blinked, the face was gone.
+
To buy from:
 +
Bedroll | 50' Silk Rope | 2 weeks Rations | Water Skin
 +
Daggers
  
 
'''<u>Magic Items</u>
 
'''<u>Magic Items</u>
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==Notes==
 
==Notes==
 
*To Do:
 
*To Do:
 +
** Gear
 +
** Xbow attack
 +
** Languages
 
** Discovery from Background
 
** Discovery from Background
 
** Backstory
 
** Backstory
 
** 2nd & 3rd Languages
 
** 2nd & 3rd Languages
:'''Downtime''':
 
:*Helped out at the Temple of Sekhmet and made antitoxin there
 
:*Helped Peligro at the temple of Protius (Protius is the god of the sea and sailors; his temple evokes a sailing ship and is considered sacred neutral ground by even the worst of pirates and privateers.)
 
 
:'''Note''':
 
: Healer´s kit: On its own, the kit lets you stabilise someone who's been knocked to 0 hit points, as an action, without the need for a Medicine check. If you don't have a kit, you need to make a Medicine check to stabilise someone.
 

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