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

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==Background Features (Hermit)==
 
==Background Features (Hermit)==
: '''Proficiencies''': Medicine, Religion, Herbalism Kit
+
: '''Proficiencies''': Medicine, Religion
 +
: '''Tool Proficiency''' : Herbalism Kit - Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.
 
: '''Life of Seclusion''': I needed to commune with nature, far from civilization
 
: '''Life of Seclusion''': I needed to commune with nature, far from civilization
 
: '''Feature''' - Discovery: The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.
 
: '''Feature''' - Discovery: The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.

Revision as of 11:39, 27 January 2021

Grozdan Sleet :: Human Cleric :: (Tempest Domain)

"Quote"

Base Matrix

Ht: 5'8" | Wt: ##lbs | Skin: Olive, weathered |Hair: Black, wild | Eyes: Blue | Lv: 1 | Aln: NG |

Attributes

STR 15 / +2 Save (+2) || DEX 11 / +0 Save (+0) || CON 14 / +2 Save (+2)
INT 9 / -1 Save (-1) || WIS 16 / +3 Save (+5) || CHA 13/ +1 Save (+3)

Skills

Proficiencies: (Proficiency Bonus +2)
Insight (Cleric) +5
Medicine (Hermit) +5
Persuasion +3
Religion (Hermit) +2
Untrained
Acrobatics +0
Arcana -1
Animal Handling +3
Athletics +2
Deception +1
History -1
Intimidation +1
Investigation -1
Nature -1
Perception +3
Performance +1
Sleight of Hand +0
Stealth +0
Survival +3

Languages

Common
Language 2
Language 3

Combat

AC 18 | HP 10 | Hit Dice: 1d8 | Initiative Modifier +0

Weapon To Hit Damage Range/Reach Weapon To Hit Damage Range/Reach
Warhammer +4 1d8+4 N/A Dagger +4 1d4+4 20'

Feats

Feat One Text:

Text

Feat Two Text:

Text


Racial Features (Human)

Size: Medium

Speed: 30

Class Features

Domain: Tempest
Proficiencies: All armour, Shields, Martial weapons
Domain spells:
1 - Fog cloud, Thunderwave
(3 - Gust of wind, Shatter)
Wrath of the Storm - I can thunderously rebuke attackers.
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.
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.

Spellcasting Logistics

Spell Slots: L1 | 1 per short/long rest

Spell DC: 11

Spell Att Mod: +3


Cantrips

Eldritch Blast 120' [A] 1d10 Force
Mage Hand 30' [A] [1m] 10 lb limit

Spells Known

Dissonant Whispers 60' [A] 5d6 Psy Dmg + Move/Wis save v DC16 for 1/2 + no move
Tasha's Hideous Laughter 30' [A] Wis Save or fall prone/incapacitated. C^1m

Rituals Known

-
-
-

Eldritch Invocations

-
-

Background Features (Hermit)

Proficiencies: Medicine, Religion
Tool Proficiency : Herbalism Kit - Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.
Life of Seclusion: I needed to commune with nature, far from civilization
Feature - Discovery: The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.
Personality Trait: I feel tremendous empathy for all who suffer.
Ideal: Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
Bond: My isolation gave me great insight into a great evil that only I can destroy.
Flaw: I’d risk too much to uncover a lost bit of knowledge.

Equipment

Wealth

0 gems
0 pp
0 gp
0 ep
0 sp
0 cp

Weapons

Warhammer
Light crossbow and 20 bolts
Dagger

Armor

Chain mail
Shield

Gear

Priest´s pack or Explorer´pack | Winter blanket
Set of common clothes | Herbalism kit | Holy symbol
A scroll case stuffed full of notes from your studies or prayers


5gp

To buy from: Bedroll | 50' Silk Rope | 2 weeks Rations | Water Skin Daggers

Magic Items

-
-
-
-

Backstory

Salt is a young minotaur with a great wanderlust, a certain bitterness towards the gods, and a giant heart for the people in his life. His wandering is in no small part due to the pact he entered into with a strange creature from the deeps in the midst of a terrible storm.

For three days the sea assaulted them.

For three days the gods ignored their prayers while the devils mocked their skills.

In the deep night it came to him. Pale, bulbous, writhing with tentacles bigger than their longboat, and so many eyes - all those eyes - and not a soul on board could see it but him.

And in the echoing cavern of his stormsoaked mind, it offered him their lives. His own life was all it required in return.

Salt didn't know how long it took him to respond. In some recollections his answer was immediate. In some he agonized for hours. But in blood and brine, he made the pact and the storm and the creature vanished.

Upon returning home, Salt found nothing left him content, and though he always returned, he found himself sailing farther away from the isles of the Dragon's Reach and staying abroad longer each time he fled the rocky broken shores of his home.

Notes

  • To Do:
    • Tool Proficiency?
    • Feats
    • Discovery from Background
    • Backstory
    • Spells
    • 2nd & 3rd Languages