Delzin

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Delzin
Race: Gael, Class: Sorcerer (Wild Magic) 3rd
Background: Charlatan, Alignment: Chaotic Good
Patron Deity:
Factions: None
Ability Scores
Strength 7 (-2), Dexterity 16 (+3), Constitution 16 (+3);
Intelligence 15 (+2), Wisdom 8 (-1), Charisma 19 (+4)
Proficiencies
Bonus: +2
Saving Throws: Constitution & Charisma
Skills: Persuasion, Deception, Sleight of Hand, Arcana, Religion
Tools: Disguise Kit, Pan FLute
Languages: Common,
Armor: None
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Traits
Daydreams, Otherworldly Mind, Glamorous Rebuke • False Identity • Spellcasting
Feats
None
Combat
Attacks:

Firebolt: +6, 1d10, Range 120,
Sling: +5, 1d4+3, Range 30/120
Dagger: +5, 1d4+3,
Armor Class: 13(none), Initiative: +3, Speed: 30 ft
Hit Points: 24, Hit Dice: 3d6

Social
Personality Traits: I take great joy in telling stories.
Ideals: The world is full of wonders to be discovered and shared.
Bonds:

Flaws: Curiosity is more important then safety.

Traits

Racial Traits

  • Honeyed Speech: You have proficiency in persuasion.
  • Daydreams: You do not sleep. Instead, you commune with the Dream, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit as other folk from 8 hours of sleep.
  • Otherworldly Mind: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Glamorous Rebuke: When you hit a creature with an attack or when a creature fails a saving throw against one of your abilities, you may choose to impose the Restrained condition on that creature in addition to that attack or ability's other effects. This condition lasts until the end of the creature's next turn. Once you rebuke a creature, you may not again until you complete a short or long rest.

Class Traits

  • Spellcasting: DC 14, +6 • 4 Cantrips • Spells/Day: 1st: 4, 2nd: 2
  • Spells Known:(4)
    • Cantrips(4): Minor Illusion, Prestidigitation, Fire Bolt, Dancing Lights
    • First Level: Chaos Bolt, Mage Armor
    • Second Level: Web, Phantasmal Force
  • Spellcasting Focus: Able to use Arcane spell casting foci.
  • Font of Magic:
  • Metamagic:
    • Careful Spell: 1 Sorcery Point, Give CHA in creatures auto success on saves agains spell.
    • Twinned Spell: Lvl Sorcery Points,

Specialization Traits

  • Wild Magic
    • Wild Magic Surge: After casting spell of 1st level or higher, DM can ask me to roll d20, on 1 Surge is triggered.
    • Tides of Chaos:(1/Long Rest) Gain Advantadge on one Attack Role, Ability Check or Saving Throw. When ability has been used DM can cause roll on Wild Surge table after casting spell of 1st level or higher. Regain use of tides of Chaos when that happens.

Background Traits

  • False Identity:

Feats

Lucky: - Delzin has 3 Luck Points that refresh when he finishes a long rest. Whenever he makes an attack roll, ability check or saving throw I can spend 1 luck point to roll an additional d20. This can be done after the dice are rolled but before the result is known. I can then choose which of the dice is used as the result.

  • Lucky can also be used when an opponent attack me. I roll ad d20 and choose which result is used.

Resources

Magic Items

x

Worn/Carried Possessions

  • Weapons: Dagger x2, Sling, Sling Bullets x20
  • Worn/Carried: Arcane Focus(Rod, Ebony and wood in a twisted spiral), Pan Flute, Component Pouch, Quartz Prisim
  • Backpack: Entertainers Pack(Bedroll, Clothing(Costume) x2, Candles x5, Rations(5 Days), Waterskin, Disguise Kit), Tinderbox, Clothing(Travelers)

Spells

  • Cantrips(5):
    • Minor Illusion (S, M, Range 30 feet): Visual(5 ft cube max) OR Auditory(Volume whisper to Scream) illusion
    • Prestidigitation (V, S):
    • Fire Bolt (V, S, 120 Feet): 1d10 Fire Damage
    • Dancing Lights (V, S, M, 120 feet)
    • XXX
  • First Level:
    • Chaos Bolt (V, Range 120 Feet): Range Spell attack. 2d8 damage. Choose one of the d8s. The number it rolled determines the type of damage, as shown below. 1-Acid 2-Cold 3-Fire 4-Force 5-Lightning 6-Poison 7-Psychic 8-Thunder. If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
    • Mage Armor(V, S, M, Touch Range): Sets AC to 13+ Dex for 8 Hours
  • Second Level:
    • Web (V, S, M, Range 60 Feet): Concentration, up to 1 Hour, Fills 20 foot Cube with webs, Creatures that start or enter must make a Dex save or be restrained.
    • Phantasmal Force (V, S, M, Range 60 Feet): Concentration, up to 1 minute, Target makes an Int Saving throw, Target only covers all Stimuli, If damage is depicted 1d6 Psychic damage a round.
    • Mirror Image (V, S, Self): 1 Minute Duration, Creates three Illusory Duplicates. When attacked I roll a d20, I need to roll a (6+ for 3 duplicates, 8+ for 2 duplicates, 11+ for 1 duplicate). Duplicates have AC 10 +Dex mod, any attack hitting a duplicate destroys it. This only affects creatures that can see.