CharacterD&D 5E: Trickster's Gambit - 6

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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

Avatar Icon 001.png

The

Attributes

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

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

Dwarven Trade; Outlander; Barbarian Tongue

Combat

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

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 - Hex
1 - Distort Value
1 - Disguise Self (Tiefling) - 1/long rest
2 - Darkness
2 - Shadow Blade
2 - Invisibility (Tieflin) - 1/long rest
3 - Summon Fey
3 - Wind Wall
4 - Greater Invisibility
4 - Hallucinatory Terrain

Racial Features

Darkvision: 60 ft Darkvision Hellish Resistance: Fire Resistance

Class Features

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

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

Weapons

Handaxe
2 Daggers

Armor

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
His Rock | Item | Item | Item
Item | Item | Item | Item
Item | Item | Item | Item

Magic Items

Amulet of Health
Goodluck Stone
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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