Jump to content

Edit History

Hammerfist

Hammerfist

 Faith - Tiefling Paladin 1spacer.png


AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5


Faith nodded along with the druid.

"Many mushrooms require a particular substrate to grow from as well.  They like to eat trees because they help logs to decay, so things like logs and sawdust attract them.  Or at least the edible ones, anyway.  I'm quite fond of oysters and morels; they're quite lovely when sauteed in butter and garlic," Faith added, seemingly happy to share her culinary pursuits. "My adopted uncle is quite fond of cultivating them."

As for where to go, Faith didn't care, but moving left sounded perfectly fine, so Faith moved in that direction.

 

 



Mechanics

Main Hand: Longsword
Off Hand: Shield


Action: attack statue in front of her
Bonus Action:

Reaction:
Move: moves into melee
Manipulate: one free object interaction goes here.

 

Character Sheet

Faith - Tiefling Paladin 1


STATS

Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5)
Speed 30 ft.HP 12 HD 1d10 AC 18 (Chainmail, Shield)

Passive Perception12 12 Initiative +0
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Infernal
Background Sailor Feature  Ship's Passage

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.


WEAPONS

Longsword22undefined +5 attack, 1d8+3 slashing damage6undefined

Javelin (range 30/120) +6 attack, 1d6+3 piercing

Ray of Frost (Range 60) +5 attack, 1d8 cold damage


PROFICIENCIES

Proficiency +2 Saving Throws Wisdom +2, Charisma +5
Weapons All weapons
Armor Light, medium, shields


FEATS 

 


RACIAL FEATURES

  • Size. Tieflings are about the same size and build as humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You 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.
  • Hellish Resistance. You have resistance to fire damage.
  • Languages. You can speak, read, and write Common and Infernal.
  • Source: Mordenkainen's Tome of Foes

    Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.

    • Ability Score Increase. Your Constitution score increases by 1.
    • Legacy of Stygia. You know the Ray of Frost11 cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

CLASS FEATURES

Divine Sense

Lay on Hands

Fighting Style:  none yet

 

 

Equipment

General Inventory 

Chainmail  45#
Longsword  6#

Travelers clothes 4#
Backpack 5#
Bedroll 7#
Mess Kit 1#
Rations x10 20#
Waterskin 5#
Crowbar 5#
Pitons 2#
50' silk rope 5#

 

Scrolls


Coin Purse  
Platinum: 0
Gold: 10
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 240 lbs. (15 x 16 STR)

Current Weight: 106 (unencumbered)

Spells

Spell Attack: +5
Spell DC: 13

 

Cantrips

Ray of FrostEvocation cantrip

Casting Time:1 action
Range:60 feet
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 its speed is reduced by 10 feet 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 level (4d8).


 

Hammerfist

Hammerfist

 Faith - Tiefling Paladin 1spacer.png


AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5


Faith nodded along with the druid.

"Many mushrooms require a particular substrate to grow from as well.  They like to eat trees because they help logs to decay, so things like logs and sawdust attract them.  Or at least the edible ones, anyway.  I'm quite fond of oysters and morels; they're quite lovely when sauteed in butter and garlic," Faith added, seemingly happy to share her culinary pursuits. "My adopted uncle is quite fond of cultivating them."

As for where to go, Faith didn't care, but moving right sounded perfectly fine.

 

 



Mechanics

Main Hand: Longsword
Off Hand: Shield


Action: attack statue in front of her
Bonus Action:

Reaction:
Move: moves into melee
Manipulate: one free object interaction goes here.

 

Character Sheet

Faith - Tiefling Paladin 1


STATS

Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5)
Speed 30 ft.HP 12 HD 1d10 AC 18 (Chainmail, Shield)

Passive Perception12 12 Initiative +0
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Infernal
Background Sailor Feature  Ship's Passage

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.


WEAPONS

Longsword22undefined +5 attack, 1d8+3 slashing damage6undefined

Javelin (range 30/120) +6 attack, 1d6+3 piercing

Ray of Frost (Range 60) +5 attack, 1d8 cold damage


PROFICIENCIES

Proficiency +2 Saving Throws Wisdom +2, Charisma +5
Weapons All weapons
Armor Light, medium, shields


FEATS 

 


RACIAL FEATURES

  • Size. Tieflings are about the same size and build as humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You 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.
  • Hellish Resistance. You have resistance to fire damage.
  • Languages. You can speak, read, and write Common and Infernal.
  • Source: Mordenkainen's Tome of Foes

    Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.

    • Ability Score Increase. Your Constitution score increases by 1.
    • Legacy of Stygia. You know the Ray of Frost11 cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

CLASS FEATURES

Divine Sense

Lay on Hands

Fighting Style:  none yet

 

 

Equipment

General Inventory 

Chainmail  45#
Longsword  6#

Travelers clothes 4#
Backpack 5#
Bedroll 7#
Mess Kit 1#
Rations x10 20#
Waterskin 5#
Crowbar 5#
Pitons 2#
50' silk rope 5#

 

Scrolls


Coin Purse  
Platinum: 0
Gold: 10
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 240 lbs. (15 x 16 STR)

Current Weight: 106 (unencumbered)

Spells

Spell Attack: +5
Spell DC: 13

 

Cantrips

Ray of FrostEvocation cantrip

Casting Time:1 action
Range:60 feet
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 its speed is reduced by 10 feet 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 level (4d8).


 

×
×
  • Create New...