Difference between revisions of "CharacterD&D 5E: Trickster's Gambit - 3"

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Revision as of 12:30, 24 January 2021

Template copied from Skip's Page, will be updated in due time.

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Finn Fiorsleagh :: Level 7 :: Half Elf :: Class Warlock - XXXX

Avatar Icon 001.png

Character Quote

Attributes

STR 14+2 Save (+1) || DEX 12 +1 Save (+3) || CON 12 +1 Save (+2)
INT 10 +0 Save (+0) || WIS 12 +1 Save (+4) || CHA 17 +3 Save (+6)

Skills and Feats

Proficiencies

Insight + (Acolyte)
Religion + (Acolyte)
Intimidation + (Warlock)
Nature + (Warlock)
Athletics + (Half Elf)
Survival + (Half Elf)
Proficiency Bonus +3

Feats

Warcaster
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 make 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.

Languages

Dwarven Trade; Otterian; Giantish: Primordial

Combat

AC 13 | HP 38 | HD D8
Initiative Modifier +3
Weapon To Hit Damage Range/Reach Weapon To Hit Damage Range/Reach
Glaive +2 1d10+ Martial, Heavy, reach, two-handed Short bow +X 1d6+ Light, two-handed (80/320)
Weapon 0 0d0+0 20' Weapon 0 0d0+0 20'
Weapon 0 0d0+0 20' Weapon 0 0d0+0 20'

Magic

Spell Save DC

14

Spell Attack Modifier

+6

Spell Slots

2

Cantrips

Eldritch Blast
Mage Hand
Poison Spray

Spell List

1 -
1 -
2 -
2 -
3 - Blink
3 - Plant Growth
4 - Dominate Beast
4 -
5 - (not yet - Dominate Person?)
5 - (not yet - Seeming)

Eldritch Invocations

Thirsting Blade
2 from:
Agonizing Blast - add Cha to E. Blast
Eldritch Blast
Eldritch Sight
Frightening Visage
Lifedrinker
Mask of Many Faces
Suspend Decay
Unencumbered by Power

Racial Features

Dark Vision 60 Feet; Advantage on Charm Saving Throws; Magic Cannot Put to Sleep; Proficiency in 2 Skills of Choice;

Class Features

Proficiency Light Armor; Proficiency Simple Weapons; Other Worldly Patron (Fey, Brighde); Bonus Cantrips (Light & Sacred Flame); Healing Light(8d6 healing up to 60ft max 3d6 per turn); Invocations (Investment of the Chain Master, Voice of the Chain Master, Agonizing Blast, Eldritch Spear);

Pact of the Blade - You can use your action to create a pact weapon in your empty hand. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon.

Fey Presence - your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your w arlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Misty Escape - You can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.

Background Features

Acolyte (Maerlwyn and Marwolaeth)

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Equipment

Weapons

Glaive (magical??)
Short Bow, quiver 20 arrows

Armour

Studded leather
N/A

Gear

Arcane Focus | Dungeoneers Pack | Item | Item
Item | Item | Traveler's Clothes | Belt Pouch
Holy Symbol | Item | Item | Item
Item | Item | Item | Item
Item | Item | Item | Item

Magic Items

Item
Item
Item
Item

Contacts

Backstory

Finn...

Personality Trait: I see omens in every event and action. The gods try to speak to us, we just need to listen.

Ideal: Charity. I always try to help those in need, no matter what the personal cost. (Good).

Bond: I owe my life to the priest who took me in when my parents died.

Flaw: Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

Binding Mark: One of your eyes looks the same as one of your patron's eyes.


Notes

To Do:

Languages
Derived stats
Choose spells
Feat?
Gear
Armour?
Magic items?
Add in Backstory
Flesh out Patron

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