Difference between revisions of "Delzin"
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|Saving Throws=Constitution & Charisma | |Saving Throws=Constitution & Charisma | ||
|Skills=Persuasion, Deception, Sleight of Hand, Arcana, Religion | |Skills=Persuasion, Deception, Sleight of Hand, Arcana, Religion | ||
− | |Tools=Disguise | + | |Tools=Disguise Kit |
|Languages=Common, | |Languages=Common, | ||
|Armor=None | |Armor=None |
Revision as of 20:17, 5 July 2017
Delzin
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Race: Gael, Class: Sorcerer (Wild Magic) 1st Background: Charlatan, Alignment: Chaotic Good Patron Deity: Factions: None |
Ability Scores
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Strength 7 (-2), Dexterity 16 (+3), Constitution 16 (+3); Intelligence 15 (+2), Wisdom 8 (-1), Charisma 19 (+4) |
Proficiencies
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Bonus: +2 Saving Throws: Constitution & Charisma Skills: Persuasion, Deception, Sleight of Hand, Arcana, Religion Tools: Disguise Kit Languages: Common, Armor: None Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows |
Traits
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Darkvision 60', Camouflage • Rustic Hospitality • Druidic, Spellcasting |
Feats
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None |
Combat
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Attacks: • Firebolt: +6, 1d10, Range ???, • Sling: +5, 1d4+3, Armor Class: 13(none), Initiative: +3, Speed: 30 ft Hit Points: 9, Hit Dice: 1d6 |
Social
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Personality Traits: Ideals: Bonds: Flaws: |
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 dazed 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: 2
- Spells Known:(2)
- Cantrips(4): Minor Illusion, Prestidigitation, Fire Bolt, Friends
- First Level: Sleep, Chaos Bolt
- Spellcasting Focus: Able to use Arcane spell casting foci.
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
x
Resources
Magic Items
x
Worn/Carried Possessions
- Weapons: Dagger x2, Sling, Sling Bullets x20
- Worn/Carried: Arcane Focus(Rod)
- Backpack: Entertainers Pack(Bedroll, 2 Costumes, 5 Candles, Rations(5 Days), Waterskin, Disguise Kit), Tinderbox
80 GP Spent 54.6.4
Weapons • Pan Flute????
Spells
- Cantrips(4):
- 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
- Friends (S, M): 1 Minute Duration, Advantage on all Charisma Checks directed at 1 Creature. Creature becomes hostile after duration is over.
- First Level:
- Sleep (V, S, M, Range 90 Feet): 20 Foot radius, 5d8 HP starting with lowest HP total.
- 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.