CharacterD&D 5E: Trickster's Gambit - 4

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

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Urchin "Skip" Sharpstone :: Level 7 :: Otterfolk :: Class Warlock - Celestial

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Character Quote

Attributes

STR 8 -1 Save (-1) || DEX 16 +3 Save (+3) || CON 13 +1 Save (+1)
INT 11 +0 Save (+0) || WIS 12 +1 Save (+4) || CHA 16 +3 Save (+6)

Skills and Feats

Proficiencies

History +3 (Fisher)
Survival +4 (Fisher)
Religion +3 (Warlock)
Nature +3 (Warlock)
Persuasion +6 (Otterfolk)
Performance +6 (Otterfolk)
Acrobatics +2 (Otterfolk)
Proficiency Bonus +3

Feats

Feat Name
Feat Description

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
Hexblade +8 2d6+5 Heavy,2-Handed Dagger +2 1d4+2 Finese, 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

Bite 1d4-1(+str) piercing; Hold Breath (hold breath for up to 8 min); Protective Pelt (AC is 12 + Dex); Cute & Cuddly (proficient in persuasion & performance); Natural Acrobat (proficient in acrobatics)

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, Armor of Shadows); Pact of the Chain; Radiant Soul;

Background Features

Fisher

Harvest the Water: You gain advantage on ability checks made using fishing 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.

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.

Equipment

Weapons

Hexblade
2 Daggers

Armor

Armor Leather
Shield
Other

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.

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