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

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==Background Features==
 
==Background Features==
'''Fisher'''
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'''Acolyte (Maerlwyn and/or Marwolaeth)'''
  
Harvest the Water: You gain advantage on ability checks made using fishing
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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
tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.  
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modest lifestyle.  
  
Fishing Tale: You can tell a compelling tale, whether tall or true, to impress and entertain others. Once a day, you can tell your story to willing listeners. At the DM's discretion, a number of those listeners become friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions.
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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==
 
==Equipment==

Revision as of 07:52, 23 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 12 +1 Save (+1) || DEX 12 +1 Save (+3) || CON 14 +2 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 15 | HP 38 | HD D8
Initiative Modifier +3
Weapon To Hit Damage Range/Reach Weapon To Hit Damage Range/Reach
Handaxe +2 1d6-1 Light, thrown(20/60) Dagger +6 1d4+3 Finesse, light, thrown(20/60)
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
Lightening Lash
Prestidigitation
Light
Sacred Flame

Spell List

1 - Cure Wounds
1 - Guiding Bolt
2 - Flaming Sphere
2 - Lesser Restoration
3 - Daylight
3 - Revivify
4 - Guardian of Faith
4 - Wall of Fire

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 (Celestial Domiel, The Mercy-Bringer); 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 Chain; Radiant Soul;

Background Features

Acolyte (Maerlwyn and/or 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

Handaxe
2 Daggers

Armor

Pelt
Shield
N/A

Gear

Arcane Focus | Dungeoneers Pack | Fishing Tackle | A Net
Favorite Fishing Lure | Oiled Leather Wading Boots | Traveler's Clothes | Belt Pouch
His Rock | Item | Item | Item
Item | Item | Item | Item
Item | Item | Item | Item

Magic Items

Item
Item
Item
Item

Contacts

Backstory

Urchin is a Fisher, lost at sea as a child when his parents' ship went down, he has worked to the point that he can get a ship and crew in any port in the Archipelago.

Personality Trait: My friends are my crew; we sink or float together.

Ideal: Camaraderie. Good people make even the longest voyage bearable.

Bond: The gods saved me during a terrible storm, and I will honor their gift.

Flaw: I work hard, but l play harder.

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

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