Difference between revisions of "Ahvain"
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===Class Traits=== | ===Class Traits=== | ||
+ | '''Armor:''' None<br> | ||
+ | '''Weapons:''' Daggers, darts, slings, quarterstaffs, light crossbows<br> | ||
+ | '''Tools:''' None<br> | ||
+ | '''Saving Throws:''' Constitution, Charisma<br> | ||
'''Favored by the gods'''<br> | '''Favored by the gods'''<br> | ||
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. | 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. |
Revision as of 23:13, 19 February 2020
Ahvain
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Race: Elf, Class: Sorceror (Divine Soul) Background: Acolyte, Alignment: CG Patron Deity: Sehanine Factions: FACTIONS |
Ability Scores
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Strength 8 (-1), Dexterity 12 (+1), Constitution 16 (+3); Intelligence 12 (+1), Wisdom 13 (+1), Charisma 17 (+3) |
Proficiencies
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Bonus: +2 Saving Throws: {{{Saving Throws}}} Skills: Arcana, Insight, Perception, Persuasion, Religion Tools: TOOLS Languages: Common, Elven, Celestial, Dwarf Armor: ARMOR PROF Weapons: WEAPON PROF |
Traits
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TRAITS |
Feats
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FEATS |
Combat
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Attacks: • xxx: +x, xdx+x, TRAITS Armor Class: AC, Initiative: +INIT, Speed: XX ft Hit Points: 9, Hit Dice: 1d6 |
Social
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Personality Traits: PERSONALITY Ideals: IDEALS Bonds: BONDS Flaws: FLAWS |
words -Attribution
Traits
Racial Traits
Ability Score Increase. Your Dexterity score increases by 2.
Darkvision. 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.
Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Ability Score Increase. Your Wisdom score increases by l.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot. Your base walking speed increases to 35 feet.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Class Traits
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
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.
Specialty Traits
x
Background Traits
x
Feats
Elemental Adept: Fire
Spells you cast ignore resistance to fire. In addition, when you roll damage for a spell you cast that deals that type, you can treat any 1 on a damage die as a 2.
Resources
- Coins: x cp • x sp • x ep • x gp • x pp • Other coins: x
- Gems: x
Magic Items
- x
Equipment
Carried Equipment
- In Hand: x
- Worn: x
- Belt: x
- Backpack: x
Stored Equipment
- x
Lifestyle
- xxx: (x gp/day). x
Origin
- x
Important Individuals
- x