Difference between revisions of "Tem Marshborn"

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(Racial Features (Hexblood))
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Once you create a token using this feature, you can’t do so again until you finish a Long Rest, at which point your missing part regrows.
 
Once you create a token using this feature, you can’t do so again until you finish a Long Rest, at which point your missing part regrows.
  
:'''Hex Magic:''' You can cast the ''Disguise Self'' and ''Hex'' Spells with this trait. Once you cast either of these Spells with this trait, you can’t cast that spell with it again until you finish a Long Rest. You can also cast these Spells using any Spell Slots you have.
+
:'''Hex Magic:''' You can cast the ''Disguise Self'' and ''Hex'' Spells with this trait. Once you cast either of these Spells with this trait, you can’t cast that spell with it again until you finish a Long Rest. You can also cast these Spells using any Spell Slots you have. Intelligence is your Spellcasting ability for these Spells.
 
 
Intelligence is your Spellcasting ability for these Spells.
 
  
 
==Class Features (Class)==
 
==Class Features (Class)==

Revision as of 11:59, 18 October 2021

Back to The White Roses

Hexblood Folk Hero Fighter

Basics

Level: 1
Alignment: CG
Ht: 5'11"
Wt: 180lbs
Size: Medium
Speed: 30 feet
Appearance: Under Construction, but mostly very average
  • STR 16 (+3) Save (+5)
  • DEX 10 (+0) Save (+0)
  • CON 16 (+3) Save (+5)
  • INT 13 (+1) Save (+1)
  • WIS 12 (+1) Save (+1)
  • CHA 8 (-1) Save (-1)

Skills & Proficiencies

Skills (Proficiencies in bold):
  • Acrobatics (Dex) +0
  • Animal Handling (Wis) +3
  • Arcana (Int) +3
  • Athletics (Str) +5
  • Deception (Cha) -1
  • History (Int) +1
  • Insight (Wis) +1
  • Intimidation (Cha) -1
  • Investigation (Int) +3
  • Medicine (Wis) +1
  • Nature (Int) +1
  • Perception (Wis) +3
  • Performance (Cha) -1
  • Persuasion (Cha) -1
  • Religion (Int) +1
  • Sleight of Hand (Dex) +0
  • Stealth (Dex) +0
  • Survival (Wis) +3
Passive Perception: 13
Proficiency Bonus: +2
Proficiencies
Tools: Carpenter's Tools, Vehicles (Land)
Weapons & Armour: All Armor, Shields, All Weapons
Languages: Common Tongue | ... |...|

Combat

AC 18 | HP 13 | Hit Dice 1d10 | Initiative +0

Weapon To Hit Damage Range/Reach Weapon To Hit Damage Range/Reach
Spear +5 1d6+5 P Close Butt Strike +5 1d4+5 B Close, Bonus Action
Hand Axe +5 1d4+5 S Throw 20/60 XX +X XX XX
XX +X X N/A XX +X XX XX
  • Common Action:
  • Common Action:
  • Common Action:
  • Common Action:
  • Common Action:

Spellcasting

Spell Slots: L1 | X || L2 | 0

Spell DC: (8 + Prof 2 + Stat 1) 11

Spell Att Mod: (Prof 2 + Stat 1) +3


Cantrips

xxx: Description
xxx: Description
xxx: Description
Source: xxx: Description

Spells Known)

Hex, Disguise Self

Feats

Polearm Master When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage. While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Racial Features (Hexblood)

Fey: Your Creature Type is Fey.
Ancestral Legacy: You gain Proficiency in two Skills (in this case, Arcana and Investigation)
Darkvision: You gain Darkvision 60
Eerie Legacy: As a Bonus Action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a Long Rest. While the token is imbued in this way, you can take these actions:

Telepathic Message As an action, you can send a Telepathic Message to the creature holding or carrying the token, as long as you are within 10 miles of it. The Message can contain up to twenty-five words.

Remote Viewing If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are Incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your Senses at the token’s Location, you are Blinded and Deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed.

Once you create a token using this feature, you can’t do so again until you finish a Long Rest, at which point your missing part regrows.

Hex Magic: You can cast the Disguise Self and Hex Spells with this trait. Once you cast either of these Spells with this trait, you can’t cast that spell with it again until you finish a Long Rest. You can also cast these Spells using any Spell Slots you have. Intelligence is your Spellcasting ability for these Spells.

Class Features (Class)

Domain/Oath/Pact etc xxxxx
Deity: xxxx
X -
X
Feature - X/rest
Subheading: Description
Subheading: Description

Background Features (Background)

Proficiencies: Skill, Skill
Feature - Description
Personality Trait: xxxx
Ideal: Name: xxx
Bond: xxxxxxx
Flaw: xxxxxxx

Equipment

Wealth

0 gems
0 pp
0 gp
0 ep
0 sp
0 cp

Weapons

Weapon
Weapon
Weapon

Armor

Armour
Shield?

Gear

Backpack 5lb ?
xxxxx Xlb
xxxxx Xlb
xxxxx Xlb
xxxxx Xlb
xxxxx Xlb
xxxxx Xlb
xxxxx Xlb
xxxxx Xlb
xxxxx Xlb
xxxxx Xlb
xxxxx Xlb
xxxxx Xlb
xxxxx Xlb
Clothes, xxxxx Xlb
Item Xlb
Item Xlb
Item Xlb
Item Xlb
Item Xlb
Item Xlb


Trinket

xxxxxxxxx


Magic Items

XXXX

Backstory

xxxxxx

Notes

xxxxxx