CharacterD&D 5E: Freeport 5

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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: CG |

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]

Inisght (Cleric) +5
Medicine (Hermit) +5
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
Persuasion +1
Sleight of Hand +0
Stealth +0
Survival +3

Languages

Common
Language 2
Language 3

Combat

AC # | 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

Awakened Mind

30' Telepathy Line of Sight

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)

Skill Proficiencies: Medicine, Religion

Tool Proficiencies: Herbalism Kit

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.

Trickster: The gods don't play fair, and the devils don't even pretend to play fair. Why should I?

Ideal

Nature: Tides lift all ships. Storms drag them low. Stone and sea are deep in life. Permanence at rest, permanence in motion.

Bond

Duty: To my shipmates. To my companions. To my clan. To the gods, may eternity damn them.

Flaw

Ruthless: Necromancers aside, dead men typically won't turn on you.

Equipment

Wealth

0 gems
0 pp
9 gp
0 ep
9 sp
10 cp

Weapons

Warhammer
Dagger

Armor

Studded Leather

Gear

A scroll case stuffed full of notes from your studies or prayers
Winter blanket | Set of common clothes | Herbalism kit
5gp

To buy from: Pack | Bedroll | 50' Silk Rope | 2 weeks Rations | Water Skin | Holy symbol 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
    • Second+Third Languages