Difference between revisions of "CharacterD&D 5E: Trickster's Gambit - 6"

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(Magic)
(Equipment)
 
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: Arcane Focus (Blue Glass Bottle)  | Dungeoneers Pack    | Lightcrossbow |Traveler's Clothes
 
: Arcane Focus (Blue Glass Bottle)  | Dungeoneers Pack    | Lightcrossbow |Traveler's Clothes
 
: Flute | Poorly wrought maps from the Caravanerai | A piece of jewelry in the Caravanserai 10 gp   
 
: Flute | Poorly wrought maps from the Caravanerai | A piece of jewelry in the Caravanserai 10 gp   
: Talisman - A Silver Medallion studded with desert stones | A pouch containing 5 gp | Item
+
: Talisman - A Silver Medallion studded with desert stones | A pouch containing 5 gp | 50 gp
  
  
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: Amulet of Health
 
: Amulet of Health
 
: Goodluck Stone
 
: Goodluck Stone
: Item
+
: Damanah Riik's Mark (Something to do with seeing through illusions in places of hospitality)
: Item
+
: Dust of Choking and Sneezing
 +
: Scarab of the Sands: This wristband of gold and jade is wrought in the resting image of a scarab
 +
 
 +
Passive:
 +
 
 +
+1 armor class. ​
 +
 +
Immunity to poisons (side effect - the character cannot feel the effects of alcohol - catch a buzz or get drunk - while wearing the scarab).​
 +
 +
Resistance to one energy type (acid, cold, fire, lightning, or thunder). Once an energy type has been selected it cannot be changed until the character has finished a short or long rest.​
 +
 
 +
Active:
 +
 
 +
Gyre's Familiar. You can summon a piece of the Gyre itself, an air elemental whirling with sand, The elemental can attack creatures or objects (+8 to hit) twice per round doing 2d8+5 (15) bludgeoning damage and 1d6+3 (7) slashing damage per hit.
 +
 
 +
Alternately, you can order it to move you 20' in any direction (including vertical) in lieu of one of its attacks.
 +
 
 +
The Familiar will remain for a number of rounds equal to your level or until it is dismissed or destroyed (90 HP)
 +
 
 +
Once summoned, the familiar cannot be summoned again until you have completed a short or long rest.
  
 
==Contacts==
 
==Contacts==

Latest revision as of 05:59, 20 February 2021

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

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Adanh Dunes :: Level 7 :: Glasya Tiefling :: Class Warlock - Genie[edit]

Avatar Icon 001.png

You get what you pay for.[edit]

Attributes[edit]

STR 10 0 Save (+1) || DEX 16 +3 Save (+4) || CON 19 +4 Save (+5)
INT 12 +1 Save (+2) || WIS 16 +3 Save (+7) || CHA 8 -1 Save (+3)
  • CON is 13 without the amulet of health
  • Goodluck Stone, +1

Skills and Feats[edit]

Proficiencies

Arcana +5 (Warlock)
Deception +3 (Warlock)
Insight +7 (Far-Traveler)
Perception +7 (Far-Traveler)
  • Goodluck Stone, +1
Proficiency Bonus +3

Feats

Spellsniper
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
Your ranged spell attacks ignore half cover and three-quarters cover.
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Languages[edit]

Dwarven Trade; Outlander; Barbarian Tongue

Combat[edit]

AC 15 | HP 66 | 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)

Magic[edit]

Spell Save DC

10

Spell Attack Modifier

+2

Spell Slots

2

Cantrips

Booming Blade
Mage Hand
Prestidigitation
Thornwhip (Spellsniper)
Minor Illusion (Tiefling)

Spell List

1 - Armor of Agathys
1 - Distort Value
1 - Disguise Self (Tiefling) - 1/long rest
2 - Darkness
2 - Shadow Blade
2 - Invisibility (Tieflin) - 1/long rest
3 - Gaseous Form
3 - Wind Wall
4 - Greater Invisibility
4 - Hallucinatory Terrain

Racial Features[edit]

Darkvision: 60 ft Darkvision Hellish Resistance: Fire Resistance

Class Features[edit]

Proficiency Light Armor; Proficiency Simple Weapons; Other Worldly Patron (Genie, The Gyre of the Great Sands); Bottle Respite; Genie's Wrath; Elemental Gift; Invocations (Protection of the Talisman, Rebuke of the Talisman, Misty Visions, Devil's Sight); Pact of the Talisman;

Background Features[edit]

Far-Traveler

All Eyes on You:

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.


Equipment[edit]

Weapons

4 Daggers

Armor

Studded Leather
N/A

Gear

Arcane Focus (Blue Glass Bottle) | Dungeoneers Pack | Lightcrossbow |Traveler's Clothes
Flute | Poorly wrought maps from the Caravanerai | A piece of jewelry in the Caravanserai 10 gp
Talisman - A Silver Medallion studded with desert stones | A pouch containing 5 gp | 50 gp


A Lightcrossbow + 20 Bolts Arcane Focus (Blue Glass Bottle, also my vessel) Studded Leather Armor (Assuming I can have picked it up) A Bandolier of Daggers One set of traveler's clothes, flute, poorly wrought maps from your homeland, a small piece of jewelry worth 10gp in the style of Caravanserai, and a pouch containing 5gp Talisman - A silver medallion studded with desert stones.


Magic Items

Amulet of Health
Goodluck Stone
Damanah Riik's Mark (Something to do with seeing through illusions in places of hospitality)
Dust of Choking and Sneezing
Scarab of the Sands: This wristband of gold and jade is wrought in the resting image of a scarab

Passive:

+1 armor class. ​ ​ Immunity to poisons (side effect - the character cannot feel the effects of alcohol - catch a buzz or get drunk - while wearing the scarab).​ ​ Resistance to one energy type (acid, cold, fire, lightning, or thunder). Once an energy type has been selected it cannot be changed until the character has finished a short or long rest.​

Active:

Gyre's Familiar. You can summon a piece of the Gyre itself, an air elemental whirling with sand, The elemental can attack creatures or objects (+8 to hit) twice per round doing 2d8+5 (15) bludgeoning damage and 1d6+3 (7) slashing damage per hit.

Alternately, you can order it to move you 20' in any direction (including vertical) in lieu of one of its attacks.

The Familiar will remain for a number of rounds equal to your level or until it is dismissed or destroyed (90 HP)

Once summoned, the familiar cannot be summoned again until you have completed a short or long rest.

Contacts[edit]

Backstory[edit]

The Gyre is a very powerful Djinn that occupies the great desert and claims it as her own territory. Hidden in the great desert are the treasures and palaces that she has claimed over the centuries and the ruins of those that opposed her claim. Also hidden in the sands are her servants, the dust devils, desert creatures, and other minor spirits. The Caravanserai know to give these followers a wide berth and not to intrude on the Gyre’s land or take these treasures. They respect her power.

It is said that she sometimes wanders the desert in the form of a merchant or peddler and will bargain with travelers on the Wind Road. If you encounter a lone tent in the sands on a half moon night with strange wears inside, you may be dealing with the Gyre. The story says that if the peddler likes what she sees, she may grant wishes or strike a bargain for something that will change your life. Kingdoms and heroes have been carried to greatness on the power of Gyre’s gifts.

At least that’s what they say, but Adanh knows from first hand experience that those wishes and gifts don’t come free and the Gyre of the Great Sands always comes out ahead. His advice, if you see a lone tent in the desert, you would do better to turn and head in the opposite direction. Did he heed that advice? No, of course not. He is of the Caravanserai and they know how to show respect to the desert and its powers. He knew who he was dealing with and what he was offering. Safe passage for another generation of his people, in exchange for his service.

That was years ago and in service of the storm he has traveled the continent performing services on her behalf and collecting tributes from those that struck a deal with a strange woman in the desert and are still paying off the cost of all their wildest dreams coming true.

Personality Trait: I begin or end my day with small traditional rituals that are unfamiliar to those around me.

Ideal: Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)

Bond: The gods of my people are a comfort to me so far from home.

Flaw: I pretend not to understand the local language in order to avoid interactions I would rather not have.

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