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Ezra
Oct 29, 2019 14:18:59 GMT
Post by Alfie on Oct 29, 2019 14:18:59 GMT
Name: Ezra Atwood Class and Level: Sorcerer 5
Race: Half-Elf Background: Urban Bounty Hunter Alignment: Lawful Neutral Size: Medium Height: 5' 8" Weight: 168 lbs Age: 47 years old
Experience: 9,192/14,000
Proficiency Bonus: +3
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Ezra
Oct 29, 2019 14:31:31 GMT
Post by Alfie on Oct 29, 2019 14:31:31 GMT
Str: | 10 | Mod: | +0 | | | Dex: | 12 | Mod: | +1 |
| | Con: | 14 | Mod: | +2 | |
| Int: | 12 | Mod: | +1 | |
| Wis: | 12 | Mod: | +1 | | | Cha: | 20 | Mod: | +5 |
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Ezra
Oct 29, 2019 14:58:44 GMT
Post by Alfie on Oct 29, 2019 14:58:44 GMT
Saving Throws:
Stat: | Proficient? | Modifier | Strength | No | +0 | Dexterity | No | +1 | Constitution | Yes | +5 | Intelligence
| No | +1 | Wisdom | No | +1 | Charisma | Yes | +8 |
Skills
Skill | Proficient? | Modifier | Acrobatics (Dex) | No | +1 | Animal Handling (Wis) | No | +1 | Arcana (Int) | Yes | +3 | Athletics (Str) | No | +0 | Deception (Cha) | Yes | +8 | History (Int) | No | +1 | Insight (Wis) | Yes | +3 | Intimidation (Cha) | No | +5 | Investigation (Int) | No | +1 | Medicine (Wis) | No
| +1 | Nature (Int) | No | +1 | Perception (Wis) | Yes | +3 | Performance (Cha) | No | +5 | Persuasion (Cha) | Yes | +8 | Religion (Int) | No | +1 | Sleight of Hand (Dex) | No | +1 | Stealth (Dex) | Yes | +3 | Survival (Wis) | No | +1 |
Passive Perception: 13
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Ezra
Oct 29, 2019 15:06:04 GMT
Post by Alfie on Oct 29, 2019 15:06:04 GMT
Initiative Bonus: | +1 | Armor Class: | 11 (14 w/ Mage Armor) | Speed:
| 30 (Walk) | Maximum Hit Points: | 32 | Current Hit Points: | 32 | Temporary Hit Points: | | Hit Dice: | 5d6 | Current Hit Dice: | 3 |
Death Saves:Success: O O O Failure: O O O
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Ezra
Oct 29, 2019 15:20:20 GMT
Post by Alfie on Oct 29, 2019 15:20:20 GMT
Languages and Proficiencies
Languages
Common Elvish Draconic
Proficiencies
Daggers Darts Slings Quarterstaffs Light crossbows Dice Set Lute Thieve's tools
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Ezra
Oct 29, 2019 16:42:05 GMT
Post by Alfie on Oct 29, 2019 16:42:05 GMT
Attacks
Name | Attack Bonus | Saving Throw | Damage/Type | Properties | Light Crossbow | +4 | | 1d8+1 Piercing | ammunition (80/320 ft.), two-handed | Dagger | +4 | | 1d4+1 Piercing | finesse, light, thrown (20/60 ft.) |
| | | | | Firebolt | +8 | | 2d10 Fire | (120 ft.) | Poison Spray |
| Con 16 | 2d12 Poison
| (10 ft.) | Phantasmal Force
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| Int 16 | 1d6 Psychic
| (60 ft.) 10 ft. cube, Concentration 1 minute | Slow |
| Wis 16 |
| (120 ft.), 40 ft. cube, Concentration, up to 1 minute
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SpellcastingSpellcasting Ability: | Charisma | Spell Save DC: | 16 | Spell Attack: | +8 |
Spells Known: 6 Slot Level | Slots Total | Slots Expended | 1 | 4 | 1 | 2 | 3 | 0 | 3 | 2 | 0 |
Cantrips:Firebolt (PHB, pg. 242) Mending (PHB, pg. 259) Message (PHB, pg. 259) Minor Illusion (PHB, pg. 260) Posion Spray (PHB, pg. 266) 1st Level Spells:Mage Armor (PHB, pg. 256) Shield (PHB, pg. 275) 2nd Level Spells:Darkness (PHB, pg. 230) Misty Step (PHB, pg. 260) Phantasmal Force (PHB, pg. 264) 3rd Level Spells:Counter Spell (PHB, pg. 228) Slow (PHB, pg. 277)
Sorcery Points Remaining: 3 of 5 Remaining MetaMagic: Heightened Spell: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. Distant Spell: When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
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Ezra
Oct 29, 2019 17:27:47 GMT
Post by Alfie on Oct 29, 2019 17:27:47 GMT
EquipmentOn Person: | Weight: | Staff (Focus) | 4 lbs | Light Crossbow | 5 lbs | Crossbow Bolts (20) | 1.5 lbs | Quiver | 1 lb | Dagger (3) | 2 lbs | Fine Clothes | 3 lbs | Bag of Holding | 15 lbs | Thieves' Tools
| 1 lb | Waterskin (Full)
| 5 lbs | Total Weight: | 38.5 lbs |
Currency | Amount | Weight | Copper | | | Silver | | | Electrum | | | Gold | 61 | 1.22 lbs | Platinum | | | Total: | | 1.22 lbs |
Backpack | Weight | Potion of Healing | .5 lbs | Backpack | 5 lbs | Bedroll | 7 lbs | Crowbar | 5 lbs | Mess Kit | 1 lb | Rations (10 days) | 20 lbs | Hemp Rope (50 ft.) | 10 lbs | Tinderbox | 1 lb | Torch (10) | 10 lbs | Total: | 59.5 lbs |
Total Weight: 99.22 lbs
Encumbered: | > 150 lbs | Heavily Encumbered: | > 200 lbs | Max Carry Capacity: | 150 lbs | Push, Drag, or Lift: | 300 lbs |
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Ezra
Oct 29, 2019 17:39:59 GMT
Post by Alfie on Oct 29, 2019 17:39:59 GMT
Personality Traits - I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. -- I always have a plan for what to do when things go wrong.
Ideals - People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.
Bonds - Something important was taken from me, and I aim to steal it back.
Flaws - An innocent person is in prison for a crime that I committed. I’m okay with that.
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Ezra
Oct 29, 2019 17:50:57 GMT
Post by Alfie on Oct 29, 2019 17:50:57 GMT
Features and Traits
Fey Ancestry (Half-Elf): You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Font of Magic (Sorcerer): At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. -Sorcery Points You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. --Flexible Casting You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. ---Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.
Metamagic (Sorcerer): At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Eyes of the Dark (Shadow Magic Sorcerer): -From 1st level, you have darkvision with a range of 120 feet. --When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
Strength of the Grave (Shadow Magic Sorcerer): Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can't use this feature again until you finish a long rest.
Ear to the Ground (Urban Bounty Hunter) You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
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Ezra
Oct 29, 2019 17:58:18 GMT
Post by Alfie on Oct 29, 2019 17:58:18 GMT
Back Story:
Ezra Atwood, a half-elf of 47 years, is definitely a product of his upbringing. If you asked him, he couldn’t tell you much about his life before the Shadowfell. He remembers the smell of fresh pastries and being excited when his father came home from work. He remembers the joy he had during trips to Waterdeep, but not the actual trips themselves. He remembers the feelings more than the events. One part he does remember is the absolute fear and dread of his death.
It was during one of those trips to the City of Splendors when his family was ambushed by bandits. Both his father and mother put up a good fight, but little Ezra, confused by all the screaming, clanging of steal on steal, and the general blur of the situation, was unable to hear his parents pleas to hide under their wagon. He didn’t realize what had happened at first. He only knew that the noise was fading away and he was cold. Color seemed to be fading from the world. Thats when the panic set in; that’s when he knew he needed to hide. But that time had past. He found himself in a different place altogether. He ran and ran and ran until he found some rocks and hid. Seemingly, hiding from death, right under its nose.
Ezra came of age in the Shadowfell, eventually finding others and acceptance. It was in his early teens when he found that being an outsider in this plane was having some unexpected consequences. His tan skin was becoming more white and grey and he was able to start do the smallest, simplest bits of magic.
At 30, he had spent just under 20 years in the Shadowfell. It was around this time that he was visited by the Raven Queen herself. She admitted that while she was impressed he had managed to avoid her gaze for as long as he did, he did die and there was a natural process that needed to be followed. But, given the length of time he was able to avoid her, she would allow him to live again and help him cross over at a later time. The only catch was, he would not be able to stay there. He must go back to the material plane and live out his life there.
Ezra accepted and was sent back to the place he died, just outside Waterdeep. When entering the city, his reception was less than warm. People kept there distance and talked about him behind his back. And sometimes right to his face. They talked about how he looked so pale and how weird it was that he didn’t blink. They spoke of how awkward he was and how, for those that had made some form of contact with him, his body was ice cold. Realizing that he needed coin in order to make ends meet, he resorted to petty theft and selling stolen goods. This didn’t last long however as he knew his parents wouldn’t approve. It was then he noticed a wanted poster on a notice board in the market district. The reward wasn’t much, but it would get him enough gold to last a couple weeks. He tracked down the thug and returned him for his gold. He then found another and another after that.
As the time when by, Ezra become more and more proficient at catching and collecting bounties. After a while he was visited by a man in very fine clothes. He explained that he worked for a very select guild of bounty hunters called the Velvet Mask and that only took on contracts from the city’s most wealthy, most privileged, most influential people. That their jobs would give him the coin to last a more than a month, if he was smart with his spending, or live like a king for a short time if he wasn’t. The man explained that they had been watching Ezra and its leaders had decided to extend an offer of employment. Ezra jumped at the chance to not have to hunt for his own work anymore. This also freed up more time to pursue his own interests. Such as traveling, adventuring, and looking for his family.
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Ezra
Oct 29, 2019 17:58:50 GMT
Post by Alfie on Oct 29, 2019 17:58:50 GMT
Assumptions:
- He will always take 3rd watch - He will always be at the middle of the marching order - While in an unsafe environment, he will cast Mage Armor at the start of each day or as the spell fades
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