Journey

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Journey

Journey.jpg
Alignment: Neutral
Gender: Male
Race: Tiefling
Class: Sorcerer
Level: 3
Age: early-mid twenties

Ability Scores

Strength: 10 (+0) (+1 for Lightly Armoured)
Dexterity: 10 (+0)
Constitution: 13 (+1)
Intelligence: 14 (+2) (+1 for Tiefling)
Wisdom: 14 (+2)
Charisma: 16 (+3) (+2 for Tiefling)

AC:11
HP: 27
Hit Dice: 3d6
Speed: 30'
Proficiency: +2

Melee Attack: -1 (Str) / +0 (Dex) if the weapon has Finesse
Ranged Attack: +0
Spell Attack: +5 (spellmod + proficiency)
Spell Save DC: 13

Spells

Sorcery Points: 3

Spell Slots:
Level 1: 4
Level 2: 2


Cantrips known:

  • Blade Ward
  • Mending
  • Prestidigitation
  • Shocking Grasp
  • Thaumaturgy (Tiefling)

Spells Known:
Level 1

  • Fog Cloud
  • Witch Bolt

Level 2

  • Misty Step
  • Shatter

Spells Prepared: TBC

Saving Throws

Strength: +0
Dexterity: +0
Constitution: +3 (PR)
Intelligence: +2
Wisdom: +2
Charisma: +5 (PR)

Languages Known

  • Common
  • Infernal
  • Primordial (and can understand/be understood by speakers of the dialects Aquan, Auran, Ignan, Terran)
  • Another from Vagabond

Proficiencies

  • Daggers
  • Darts
  • Light armour
  • Light crossbow
  • Quarterstaff
  • Slings

Skills

  • Another from class
  • Persuasion (Cha)
  • Survival
  • Insight (Wis)

Feats

  • Lightly Armoured - You gain the following benefits:
    • Increase your Strength or Dexterity score by 1, to a maximum of 20
    • You gain proficiency with light armour

Traits

  • Darkvision - You can see in dim light within 60' as if it were bright light, and in darkness as if it were in dim light (although only in shades of grey).
  • Hellish Resistance - You have resistance to fire damage.
  • Infernal Legacy - You know the Thaumaturgy Cantrip.

Features

Saving Throws - Cha / Con
Spellcasting Sorcerous Origin - Storm
Wind Speaker - You can speak, read, and write Primordial (and can understand and be understood by those who speak its dialects Aquan, Auran, Ignan, and Terran)
Tempestuous Magic - You can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell at 1st level or higher. Doing so allows you to fly up to 10' without provoking opportunity attacks.
Font of Magic - Sorcery points
Metamagic
Subtle spell - can cast without Verbal or Somatic components.
Twinned Spell - can spend sorcery points to target an extra creature with single target spells.

Background

Vagabond

  • Skill Proficiencies: Insight, Survival
  • Languages: One of your choice
  • Equipment: A torn blanket, a set of dirty mismatched clothes, a dagger, and 5 gp
  • Feature: Natural Fortitude

As a Vagabond, you’ve experienced your share of hard knocks from when you had to steal, to fighting for the last bit of food. Once per day, when you would be knocked unconscious at zero hit points, you may make a Constitution saving throw with the DC equal to the damage that would knock you unconscious. If you succeed, you’re not knocked out, but instead reduced to 1 hit point.

Gear

  • 2x daggers
  • Light crossbow and 20 bolts
  • Explorer's pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days' rations, waterskin, 50' hempen rope)
  • Common clothes
  • Spellcasting Focus - a piece of blue fulgarite on a chain
  • Leather armour
  • A torn blanket
  • 5 gp

Dice Rolls

https://orokos.com/roll/965622