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

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Revision as of 08:01, 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 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.

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

Glaive (magical??)
Longbow

Armour

Studded leather
N/A

Gear

Arcane Focus | Dungeoneers Pack | Fishing Tackle | A Net
Favorite Fishing Lure | Oiled Leather Wading Boots | 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

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: 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.

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