Devan the Dawnbringer

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This is a Dungeons & Dragons 5e character played by Chronicler (a.k.a. Celestial) in the campaign, Vault of the Dracolich.

DevantheDawnbringer.jpg Quote: "There can be no darkness where there is light."
DEVAN THE DAWNBRINGER
Race: Human (Variant) Gender: Male Alignment: Neutral Good (L) Background: Inquisitor
Class: Sorcerer/Warlock Level: 1/3 Sorcerous Origin: Favored Soul Deity: Lathander
Otherworldly Patron: The Hexblade Pact Boon: Pact of the Tome Proficiency Bonus: +2
Height: 6'0" Weight: 155 lbs. Size: M Speed: 30 ft. Senses: Passive Perception 13
Abilities: Str 8 (-1), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 16 (+3)
ROLEPLAYING
Personality Trait: I want to see the wicked burn for the evil they've brought on us.
Ideal: Human life is to be cherished and preserved against the horrors of the night.
Bond: One day, I will claim vengeance against the monster that took my beloved from me.
Flaw: I'll do whatever grim task must be done, for my soul is already lost.
COMBAT
Initiative: +2 Armor Class: 18 Hit Dice: 1d6+3d8+8+1 Hit Points: 30
Melee: Longsword Reach: 5 ft. Attack: +5 Damage: 1d8+3 Slashing
Ranged: Eldritch Blast Range: 120 ft. Attack: +5 Damage: 1d10+3 Force
Spell Save DC: 13 Spell Attack: +5
PROFICIENCIES
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Alchemist's Supplies, Thieves' Tools
Saving Throws: Constitution +4, Charisma +5
Skills: Arcana +2, Insight +3, Investigation +2, Perception +3, Religion +2
Languages: Celestial, Common
FEATS
War Caster: 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 take 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.
RACIAL TRAITS
Ability Score Increase: Two different ability scores of your choice increase by 1.
Skills: You gain proficiency in one skill of your choice.
Feat: You gain one feat of your choice.
Languages: You can speak, read, and write Common and one extra language of your choice.
BACKGROUND FEATURE
Legal Authority: As an inquisitor of the church, you have the authority to arrest criminals. In the absence of other authorities, you are authorized to pass judgment and even carry out sentencing. If you abuse this power, however, your superiors in the church might strip it from you.
CLASS FEATURES (SORCERER)
Spellcasting: An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Sorcerous Origin (Favored Soul): Your innate magic comes from divine magic that was mingled with your blood or that of your ancestors. Your sorcerous origin grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
• Divine Magic: Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
• Supernatural Resilience: At 1st level, the blessing of the gods grants you enhanced durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
• Favored by the Gods: Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
CLASS FEATURES (WARLOCK)
Otherworldly Patron (The Hexblade): At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. Your patron is a powerful, sentient magic weapon formed from the radiant energy of the Positive Plane.
• Expanded Spell List: The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell.
• Hex Warrior: At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
• Hexblade's Curse: Starting at 1st level, you gain the ability to place a baleful curse on an enemy. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.
You can't use this feature again until you finish a short or long rest.
Pact Magic: Your arcane research and the magic bestowed on you by your patron have given you facility with spells. Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. You can use an arcane focus as a spellcasting focus for your warlock spells.
Eldritch Invocations: In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you wilh an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
• Agonizing Blast: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
• Book of Ancient Secrets: You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Pact Boon: At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain a pact feature of your choice.
• Pact of the Tome: Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous boook. The book turns to ash when you die.
SPELLS (SORCERER)
Spell Slots: 2
Cantrips Known: 4 Spells Known: 2
Cantrips: Light, Mage Hand, Prestidigitation, Shocking Grasp
Level 1: Bless, Healing Word
SPELLS (WARLOCK)
Spell Slots: 2 Slot Level: 2nd
Invocations Known: 2 Invocations: Agonizing Blast, Book of Ancient Secrets
Cantrips Known: 2 Spells Known: 4
Cantrips: Booming Blade, Eldritch Blast, Guidance (t), Sacred Flame (t), Spare the Dying (t)
Level 1: Comprehend Languages (r), Detect Magic (r), Hex, Shield
Level 2: Mirror Image, Misty Step
EQUIPMENT
Antitoxins (2), Arcane Focus (Crystal), Belt Pouch, Coins (75 gp, 5 sp), Dagger, Explorer's Pack (Backpack, Bedroll, Hempen Rope [50 ft.], Mess Kit, Rations [10 Days], Tinderbox, Torches [10], Waterskin), Longsword, Potions of Healing (2), Scale Mail, Shield, Thieves' Tools, Traveler's Clothes