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Psyconure

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  1. Strength 13 Save +1 Athletics +1 Dexterity 16 Save +3 Acrobatics +3 | Sleight of Hand +3 | Stealth +3 Constitution 15 Save +2 Intelligence 18 Save +7 Arcana +4 | History +4 | Investigation +4 | Nature +4 | Religion +4 Wisdom 14 Save +5 Animal Handling +2 | Insight +2 | Medicine +2 | Perception +2 | Survival +2 Charisma 14 Save +2 Deception +2 | Intimidation +2 | Performance +2 | Persuasion +2 Bold denotes proficiency Red denotes expertise
  2. Sorry, swapping out Graviturgist for bladesinger. Misread the allowed books. That’s on me.
  3. Here we go. Should be…entertaining. Ozymandias Cotton Harengon Bladesinger Wizard Description The anthropomorphic rabbit stands three feet tall, his dark gray and white fur covering him in what would be called a tuxedo pattern were he a housepet. His lean, muscular frame is reminiscent of a coiled spring, restrained energy waiting for release. He wears loose fitting robes with a fur-lined hood and carries an ornate rapier. His golden eyes exude a warm intelligence and his countenance is typically welcoming and friendly. Personality Content Background Content
  4. Fair enough. Was just trying not to be too squishy in the early going.
  5. Making a kobold sorcerer, either draconic or shadow (eventually flavoring the hound of ill omen as a shadow drake). Is it okay to start with a one level fighter dip for armor proficiency? I know you mentioned not liking multiclass
  6. Is it okay to dip fighter for armor proficiency and then go sorcerer? (Draconic or maybe shadow)
  7. Kash Kobold Bard (of Creation) Character Concept: Kobold bard exiled from his clan for being different. Plothook: Background (Past is Prologue): A white kobold born to a clan of predominantly red-scaled kobolds under the Ironroot Mountains, Kash grew up ostracized and considered a liability, his bright white scales easily visible in the cave tunnels. His curiously friendly disposition did not help matters. After Kash tried to approach some dwarves and accidentally incited an incident leading to a skirmish, leading to a war with the dwarves, Kash was banished from his clan, thrown bodily into the underground aquifer to be washed away with the refuse. Barely surviving the ordeal, he was spit out into the lake beside Irontown and washed ashore, bedraggled and half-dead. He was found and “adopted” by a homeless half-elf troubadour with a soft spot for strays, Kash was taken in and found acceptance for the first time. Taught to busk, panhandle, and survive on the outskirts of Irontown by his new mentor Berin, as well as a few less reputable skills, Kash thrived in his new environment, but wanted more. Berin, believing that seeing more of the world would be good for Kash, smuggled the kobold onto the lightning rail train bound for Sharn.
  8. Airc Nightbell Dwarf Herald 1 Age: 65 Height: 5’4” Weight: 265 lb Size: Medium Culture: Mountain Dwarf Background: Outlander VITALS HIT POINTS 13 HIT DICE 1 (1d10) ARMOR CLASS SPEED 25 MANEUVER DC PERCEPTION (passive) IMMUNITIES None INSIGHT (Passive) RESISTANCES Fire, Poison VULNERABLE None SKILLS & SAVES STRENGTH 14 (+2) Athletics +4 Strength Save +2 DEXTERITY 8 (-1) Acrobatics -1, Sleight of Hand -1, Stealth -1 Dexterity Save -1 CONSTITUTION 15 (+2) Constitution Save +2 INTELLIGENCE 7 (-2) Arcana -2, Engineering +0, History +0, Investigation -2, Nature -2, Religion +0 Intelligence Save -2 WISDOM 14 (+2) Animal Handling +2, Culture +2, Insight (Int) +2, Medicine +2, Perception +2, Survival +4 Wisdom Save +4 CHARISMA 14 (+2) Deception (Int) +2, Intimidation (Int) +2, Performance +2, Persuasion (Int) +2 Charisma Save +4 Bold denotes Proficiency (Red denotes expertise) PROFICIENCIES & LANGUAGES Armor: light, medium, heavy, shields Weapons: battle axe, hand axe, light hammer, warhammer; simple, martial Tools: Herbalism Kit, Brewer’s Supplies Senses: Darkvision (60 ft) Languages Common, Dwarven, Elven, Giant CLASS AND ARCHTYPE: Herald - Green Knight Divine Sense Choose one of the following sets of creatures: celestial and fiends, fey and elementals, or aberrations and undead. You can sense when a creature of one of your chosen types is within 30 feet of you, but you can’t determine their number, type, or location. As a bonus action, you can focus your senses to learn the location, number, and type of any creatures of your chosen type within 30 feet of you. When you do so, creatures of that type that are within range make a Wisdom saving throw against your spell save DC, with advantage if the creature’s CR is higher than your herald level. On a failed save, you also learn the creature’s identity. You also detect any locations within 30 feet that have been consecrated or desecrated with the hallow spell or another effect. You can activate this feature a number of times equal to your charisma modifier (minimum one time), and you regain spent uses when you finish a long rest. Upon finishing a long rest, you may also swap your chosen set of creature types for another. Lay on Hands You have a pool of power equal to you herald level x5 that replenishes when you finish a long rest. As an action, you can touch a creature and spend from this pool of power to restore hit points equal to the number of points you chose to expend. This healing can’t bring a creature above their hit point maximum. Alternatively, you can spend 5 points to touch a creature and cure one disease or neutralize one poison currently affecting the creature. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands if you can expend sufficient points. This feature has no effect on undead or constructs. Spellcasting You have learned to use divine magic. Cantrips You learn 2 herald cantrips of your choice at first level and additional herald cantrips at higher levels as shown in the Cantrips Known column of the Herald Spells table. Preparing and Casting Spells To prepare herald spells to make them available to cast, choose a number of spells equal to your Charisma modifier plus half your Herald level (minimum of one spell) from the herald spell list. You cannot prepare a spell of a higher level than your highest level spell slot. To cast a herald spell, you must expend a spell slot of the spell’s level or higher. The Herald Spells table shows how many spell slots you have to cast your herald spells. You regain all expended spell slots when you finish a long rest. Casting a spell does not remove it from your list of prepared spells. You can change the spells you have prepared by spending at least one minute per spell level reflecting in meditation. Spellcasting Ability Charisma is your spellcasting ability for your herald spells. You use your charisma whenever a spell refers to your spellcasting ability. In addition, you use your charisma modifier to set the attack bonus and saving throw DC of your herald spells, as follows. Spell save DC = 8 + your proficiency bonus + your charisma modifier Spell attack modifier = your proficiency bonus + your charisma modifier Spellcasting Focus When casting a herald spell, you can use a holy symbol as your spellcasting focus. www.levelup5e.com OTHER ABILITIES, FEATURES & FEATS Creator’s Blessing You gain proficiency with one set of artisan’s tools (either brewer’s supplies or mason’s tools) or smith’s tools. During a long rest, you can use these tools for crafting instead of sleeping and still receive the benefits of a long rest. Brewer’s supplies Tough You character level is added to your maximum hit point total. Dwarven Toughness As a bonus action, you gain a number of temporary hit points equal to 1d10 plus your level. These temporary hit points last for one minute. You can’t use this trait again until after you finish a long rest. You gain an expertise die on saving throws against poison, and you have resistance against poison damage. BACKGROUND: Outlander - At this point, even Airc himself would be hard pressed to tell you where he was from, originally. If asked, the closest you’d get to an answer would be, “All over the place.” He was not raised by wolves, or bears, but by a Druid, which on some days is pretty much the same thing. The Druid that raised him was a gnome named Cirronimbus Heartsblood Nightbell, and he spent much of his time either in the form of a stag or a brown bear, depending on the weather. Nim was a doting, caring father to the Dwarven orphan, though his priorities tended more towards surviving than thriving. Airc grew up surrounded by nature and its bounty, and learned to respect the denizens of the wild. But his Dwarven blood called to him as he grew, and he eschewed the Druidic tenets for armor and arms, while still remembering what his father had taught him. Ability Score Increases +1 Constitution and +1 to any other ability score. SOURCE OF INSPIRATION FULLFILLMENT FEATURE INSPIRATION FEATURE EQUIPMENT - Maximum Supply: 8 Maximum Bulk: 1 WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS FEATS & FEATURES EXPLORATION SOCIAL APPEARANCE BACKSTORY ALLIES & ORGANIZATIONS
  9. “Don’t mind that racist jackass. He’s always startin’ fights in ‘ere. If’n it tweren’t fer ‘is coin, I’da banned ‘im from comin in here years ago. But the bastard pays ‘is debts, an’ don’t right know ‘ow much tables n chairs cost when ‘e breaks em. All that bein’ said, be careful. He’s a right mean cuss no mistakin’.” The bar owner apologizes(?) for the rather rude yet creative invective the orange-skinned hobgoblin had sent in Oz’s direction before storming out of the tavern. Oz nods at the portly tavern keeper and replies, “He’s not racist, he’s speciesist. From a taxonomicalogical perspective. I mean, he might also be racist, but I’m not entirely clear how his species qualifies racia” differences or if hobs and gobbos are closely related enough to count. Or bugbears, for that matter, can’t forget about them. Especially if you value your health. But it’s a moot point regardless, because his comments, while colorfully crude, did not actually offend me. He is entitled to his fascist opinion, just as you are entitled to your capitalist opinion, by supporting and encouraging his behavior for the sake of greed. Neither affects myself, as this time tomorrow, I will have likely forgotten both of you, and, if my calculations are correct regarding that mountain just outside of town, this time next year, this whole town will be a smoking pile of rubble, so it won’t matter anyway.” Approximately five minutes, and quite a bit of yelling later, Oz comes flying through the swinging doors at the tavern’s entrance, tumbling head over heels to nimbly land on his feet. “Well! Just because you don’t like the facts doesn’t mean they aren’t valid. It’s not like I’m the cause of his impending doom.” Oz turns to the figure leaning against the wall. “Would you believe he threw me out because he thought I was insulting him? And apparently threatening him?” The figure spits on the ground and steps out of the shadows. “I don’t think you’re threatening at all. In fact, I think you look positively helpless.” The hobgoblin smiles a misshapen grin full of sharp teeth as he slips a jagged knife from his belt. “Oh, it’s you. Don’t suppose you’ll appreciate warnings any more than he did. But believe me, if there were to be a threat, it would be obvious.” “Like this?”, the hobgoblin says as he points the knife in Oz’s direction. “No. Like this.” Oz flicks his hand as if shooing a fly or flicking dust off of his jacket, and the hobgoblin, twice Oz’ height and at least six times his weight, goes flying backwards, through the timber wall of the tavern and across the sparsely populated room to hit the bar and bounce off of it, landing in a boneless heap. As Oz turns to walk towards the coach house to leave town, the front wall of the tavern, already buckled and blown out from the impact, collapses, pulling the roof down with it. “Cheap construction. Should have factored that in. Hopefully that hob slaver’s good for it. Assuming he survived, of course. Mass times acceleration…that much impact, carry the two…considering the bone density…perhaps I should have held back some more. Millie would not be happy with this much collateral damage. Hmmm…does this town understand insurance, I wonder? Too late now.”
  10. Wizard 5 (Graviturgist) Small Humanoid (Harengon) male, Chaotic Neutral Armor Class 12 Hit Points 43/43 Speed 30 Senses Passive Perception 12 Languages Common, Sylvan Proficiency Bonus +3 Abilities & Skills Strength 8 Save -1 Athletics +2 Dexterity 15 Save +2 Acrobatics +2 | Sleight of Hand +2 | Stealth +2 Constitution 16 Save +3 no skills associated Intelligence 17 Save +6 Arcana +6 | History +3 | Investigation +3 | Nature +6 | Religion +3 Wisdom 8 Save +2 Animal Handling -1 | Insight -1 | Medicine -1 | Perception +2 | Survival +2 Charisma 8 Save -1 Deception -1 | Intimidation -1 | Performance -1 | Persuasion -1 (E) denotes expertise / Bold denotes proficiency Proficiencies & Abilities Proficiencies • Tools: • Instruments: Lute • Weapons: daggers, darts, slings, quarterstaff, crossbow • Armors: none • Languages: Common, Sylvan Racial Abilities Creature Type: Humanoid Size: Small Speed: 30 feet Hare-Trigger: You can add your Proficiency Bonus to your Initiative rolls Leporine Senses: You have Proficiency in the Perception skill Lucky Footwork: When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can’t use this reaction if you are prone or your speed is 0. Rabbit Hop: As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Wizard Features EquipmentYou start with the following equipment, in addition to the equipment granted by your background: (A) a quarterstaff or (B) a dagger (A) a component pouch or (B) an arcane focus (A) a scholar’s pack or (B) an explorer’s pack A spellbook CantripsAt 1st level, you know 3 cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. SpellbookAt 1st level, you have a spellbook containing 6 1st level wizard spells of your choice. Spellcasting AbilityIntelligence is your spellcasting ability for wizard spells, since you learn your spells through dedicated study and memorization. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell Save DC = 8 + Proficiency bonus + Int mod Spell Attack modifier = Proficiency bonus + Int mod Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day after a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. Adjust DensityAs an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target’s weight is halved or doubled for up to one minute or until your concentration ends (as if you were concentrating on a spell). While the weight of a creature is halved by this effect, this creature’s speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength based saving throws. While the weight of a creature is doubled by this effect, the creature’s speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws. Upon reaching 10th level, you can target an object or creature that is Huge or smaller. Background: Outlander Feature: WandererYou have an excellent memory for maps and geography, and can always remember the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Proficiencies: Athletics, Survival, one instrument (lute), one language (elven) Equipment: staff, a hunting trap, a trophy from an animal you killed, set of traveler’s clothes, and a belt pouch with 10 gp
  11. Ozymandias Cotton Graviturgist Personality Impetuous and eternally curious, Oz believes in learning the very underpinnings of the universe. Through a little trial, a lot of error, and a vague approximation of the scientific method, he might actually be closer to that goal than is reasonably safe, for himself, the universe, and anyone that happens to reside in said universe. Luckily, he cannot stay focused enough to complete his various experiments beyond minor discoveries and the occasional new spell. He is very friendly, incredibly eager, overly talkative, and often completely oblivious to the concept of danger. Strangely enough, this also includes the danger he himself poses to those around him. Appearance Standing 3 feet tall, (not counting the ears) he is somewhat oddly proportioned for his species. Not because of the height. Harengon vary wildly and can be anywhere from 2 feet tall to over six feet in height. But the smaller members of his species tend to be somewhat more fluffy and cute, whereas Oz has the more lithe and muscular proportionate body type of the larger Harengon, just in a smaller package. But as he has been told, even a small person can cast a large shadow. He wears short breeches with multiple belts and suspenders and dark shirts (to hide the various stains), topped by a long tattered hooded duster. As an affectation, he wears an orange cravat like a tie, and he frequently carries a walking stick. His movement is furtive and nonstop, constantly twitchy. Background Born and raised in the feywild, Oz ended up on this plane by accidentally ripping a whole in reality with one of his experiments. He has yet to be able to replicate this experiment, as his notes were left on the other side of the portal. Nevertheless, he has adapted well to the new world he found himself in, and if given the choice, would prefer to stay in Toril, as the food, beverages, and entertainment is much more rich and diverse, and the people here look at him strangely for a much more acceptable reason than they did back home. Here, he is viewed as a rare and strange anomaly, not as a raving lunatic and heretic.
  12. Regrettably will not be able to finish. Too late a start and too many formatting issues. (The inability to properly quote and copy source code from mobile phone is annoying. I cannot right-click from a mobile phone. Grrr) Happy gaming, I’ll make sure to get in early enough to do it proper next time.
  13. Ciel Vindr The Stormherald “Wind at yer back, rain in yer face, and the very air seems alive with energy…no place I’d rather be than the middle of a storm.” Cleric 2/Warlock 3 Medium humanoid male air genasi, chaotic neutral Armor Class Hit Points Speed 35’ Senses Darkvision 60’ Languages Common Proficiency Bonus +3 Abilities and Skills Proficiency Bonus +3 Strength 10 Save +0 Athletics +0 Dexterity 12 Save +1 Acrobatics +1 | Sleight of Hand +1 | Stealth +1 Constitution 14 Save +2 Intelligence 8 Save -1 Arcana -1 | History -1 | Investigation -1 | Nature -1 | Religion -1 Wisdom 14 Save +5 Animal Handling +2 | Insight +5 | Medicine +2 | Perception +2 | Survival +2 Charisma 17 Save +6 Deception +3 | Intimidation +3 | Performance +3 | Persuasion +6 (E) denotes expertise / Bold denotes proficiency Proficiencies and Abilities Proficiencies • Tools • Instruments • Weapons Simple, Martial • Armors Light, Medium, Heavy, Shields Cleric Class Abilities CantripsAt 1st level you know 3 cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the cantrips known section of the cleric table. | Warlock Class Abilities Racial Traits DarkvisionYou can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of grey. | Lightning ResistanceYou have resistance to lightning damage. | Mingle with the WindYou know the Shocking Grasp Cantrip. Starting at third level, you can cast the Feather Fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Levitate spell with this trait, without requiring a material component. Once you cast Feather Fall or Levitate with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait. Choose when you select this race. Charisma |Unending BreathYou can hold your breath indefinitely while not incapacitated. Feats
  14. Zephyr Xivan Tempest Cleric of Valkur Lineage: Air Genasi Background: Sailor Subclass: Tempest Domain Cleric Initial Feat: Magic Initiate(Sorcerer) Description: Plothook: Past is Prologue: Deity: Valkur Loyalties:
  15. Work in Progress Class Ranger Ancestry Goblin Community Slyborne
  16. It’s fun to see the different bits and pieces stolen from other systems and Frankensteined together. I see pieces from Fate, Powered by the Apocalypse, in addition to the 5e/PF2e adjacent character building
  17. Awesome to see someone trying this. The main issue regarding initiative/turns is that the intended audience isn’t tabletop players but rather Let’s Play groups where there is a cohesive unit of people all familiar with each other and willing and able to riff off of each other. That being said, I’m still very excited for the system and seeing how it works as is and what can be done to make it better for PbP.
  18. I would really like to know why Race keeps getting unbolded…it’s starting to make my eye twitch
  19. Thank you! The new editor is not as phone friendly as the old-school bb code was
  20. Basic Information Name: Hunter (real name unknown) Age: 24 Race: Harengon Class: Ranger Subclass: Gloomstalker Background: Level: 1 Personality Traits: I would never break my word. Rabbit has learned the very Fey mannerism of holding to the letter, rather than the spirit, of the law, as well as oaths. He is not compelled to speak truth, but has learned to think in a way that can twist what is said to suit his needs. That being said, if he says he will do something, it gets done. His honor is one of the few things he has that he can be sure is actually his. Ideals: Honor (Lawful) “A deal is a deal, and I would never break one.” Rabbit has little recollection of his past, but maintains a strong conviction of right and wrong, and an even stronger sense of personal honor. Bonds: - -. Flaws: I think the whole multiverse is out to get me. He has lost so much already, that it is hard for him to be optimistic. Languages Common - - Lost Item - Backstory -Hunter has little memory of his childhood. What memories he has are vague, and full of holes. What he does know, is that he has a set of skills, and a sense of what is right. He uses his skills to find the lost. Feeling lost and adrift himself, he knows the fear and pain they are going through. He uses his skills to help the carnival, and to protect the carnival goers. Stat Block This is where your link to your character sheet and your stat block goes.
  21. Mirrk Kobold Ex-Slave Surviving in the Mines "The darkness is my ally, my companion. But it is not my friend." Ranger 1 Small humanoid(Kobold) male, chaotic neutral Armor Class Hit Points 11/11 Speed 30' ft. Senses darkvision, 60' ft. Languages common, draconic, dwarven Proficiency Bonus +2 ABILITIES & SKILLS Proficiency Bonus: +2 Strength 8 (-1) Save +1 Athletics -1 Dexterity 17 (+3) Save +5 Acrobatics +3 | Sleight of Hand +3 | Stealth +3 Constitution 13 (+1) Save +1 No skills associated. Intelligence 10 (+0) Save +0 Arcana +0 | History +0 | Investigation +0 | Nature +0 | Religion +0 Wisdom 16 (+3) Save +3 Animal Handling +3 | Insight +3 | Medicine +3 | Perception +3 | Survival +3 Charisma 10 (+0) Save +0 Deception +0 | Intimidation +0 | Performance +0 | Persuasion +0 (E) denotes expertise. / Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Instruments Weapons Simple, Martial Armors Light, Medium, Shields RANGER CLASS ABILITIES Favored EnemyBeginning at first level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestial, constructs, dragons, elementals, Fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as knolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. Favored Enemy: Humanoid(Human), Humanoid(Dwarf) Language: Dwarven | Natural ExplorerYou are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: •Difficult terrain doesn’t slow your group’s travel. •Your group can’t become lost except by magical means. •Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. •If you are traveling alone, you can move stealthily at a normal pace. •When you are foraging, you find twice as much food as you normally would. •While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level. Favored Terrain: Mountain | RACIAL TRAITS DarkvisionYou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Draconic CryAs a bonus action, you let out a cry at your enemies within 10’ of you. Until the start of your next turn, you and your Allie’s have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | Kobold LegacyKobolds’ connection to dragons can manifest in unpredictable ways in an individual Kobold. Choose one of the following legacy options for your Kobold. •Craftiness: You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine, Sleight of Hand, or Survival •Defiance: You have Advantage on saving throws to avoid or end the frightened condition on yourself. •Draconic Sorcery: You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this cantrip(choose when you select this race). Draconic Sorcery: Ray of Frost | FEATS WEAPONS WEAPONS Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60) Longbow +6 to hit for (1d8+3) piercing damage. | Ammunition, heavy, two-handed (150/600) SPELLS SPELL SLOTS Ranger - Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Known: 0 CANTRIPS (Ranger) Ray of FrostEvocation Cantrip Casting Time: 1 action Range: 60 ft Components: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage and it’s speed is reduced by 10ft until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level(2d8), 11th level(3d8), and 17th(4d8). | FIRST LEVEL (Ranger) SECOND LEVEL (Ranger) THIRD LEVEL (Ranger) * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (54.08 lbs.) Weight: 54.08 lbs. / 120 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (6.08 lbs.) Copper: 0 | Silver: 1 | Gold: 203 | Obsidian: 100 | Platinum: 0 (304 Coins x .02 lbs. = 6.08 lbs. Total Weight) EQUIPEMENT READIED (21 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (4 lbs.) Traveler's Clothes - 4 lbs. Weapons (5 lbs.) +1 Elven Sexy Blade - 2 lbs. | Dagger - 1 lb. | Longbow - 2 lbs. Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | +1 Elven Spell Cube*- 3 lbs. | Quiver of arrows 1 lb. | Healer's Kit - 3 lbs. | Find Familiar Spell Components (50gp) | Pearl (100gp) | Slither Spell Component (50gp) | Black Opal with crest (125gp) | Stone of Good Luck* | Rhytym Maker's Drum* - 3 lbs. EQUIPMENT STORED (27 lbs.) Stored items can be retrieved with an action. In Backpack (11 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | (2) Scroll Cases - 2 lbs. | Bottle of Ink | Ink Pen | Vial of Perfume Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Lute - 2 lbs. EQUIPMENT NOT CARRIED (--) At Home Viol - 1 lbs. | Bagpipes - 6 lbs. | Find Familiar Spell Components (50gp) | Chest - 25 lbs. | A Set of Fine Clothes - 6 lbs. | Lamp - 1 lbs. | (2) Flask of Oil - 2 lbs. | (5) Sheets of Paper | Sealing Wax | Soap * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (3/3) APPEARANCE Age 12 | Height 2' 9" | Weight 26 lbs. | Hair None | Eyes Pale Blue | Complexion Scaly (White) BACKGROUND Source Custom Personality Traits: something Ideals: something Bonds: something Flaws: something Background Feature: something BACKSTORY
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