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Post by Deleted on Oct 8, 2019 0:18:12 GMT
Name: Wilhelm Class and level: Warlock 3 (Celestial) Race: Half-Orc Background: Sailor Alignment: Lawful Good Size: Medium
Experience: 1123/2700 (last exp : +500 escape from camp) Proficiency bonus: +2
Appearance: Wilhelm is a burly Half-Orc. With his greyish complexion and his balding head, he keeps his hair shaved. For an Half-Orc he's of average height at 6'9" but he's somewhat heavyset and imposing at 280Lb. He has calm blue eyes and unsettling tiny specks of gold gently floating in his irises. Wilhelm always stands straight with his head high, confident of his place in the world.
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Post by Deleted on Oct 8, 2019 0:20:50 GMT
Stat and Modifiers
Str: 19 Mod: +4
Dex: 14 Mod: +2
Con: 16 Mod: +3
Int: 12 Mod: +1
Wis: 12 Mod: +1
Cha: 16 Mod: +3
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Post by Deleted on Oct 8, 2019 0:53:08 GMT
Saving ThrowsStat | Proficient? | Modifier | Strength | No | +4
| Dexterity | No | +2 | Constitution | No | +3 | Intelligence | No | +1 | Wisdom | Yes | +3 | Charisma | Yes | +5
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SkillsSkill | Proficient? | Modifier | Acrobatics (Dex) | No | +2 | Animal Handling (Wis) | No | +1 | Arcana (Int) | Yes | +3 | Athletics (Str)
| Yes | +6 | Deception (Cha) | No | +3 | History (Int) | No | +1 | Insight (Wis) | No | +1 | Intimidation (Cha) | Yes | +5 | Investigation (Int) | No | +1 | Medicine (Wis) | No | +1 | Nature (Int) | No
| +1 | Perception (Wis) | Yes | +3 | Performance (Cha) | No | +3
| Persuasion (Cha) | No | +3 | Religion (Int) | Yes | +3 | Sleight of Hand (Dex) | No | +2 | Stealth (Dex) | No | +2 | Survival (Wis) | No
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Passive Perception - 11
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Post by Deleted on Oct 8, 2019 1:53:17 GMT
Armor Class: 12 (13+2 w. mage armor) Initiative: +2 Speed: 30ft Maximum hitpoints: 27 Current hitpoints: 7 Temporary hitpoints: 0 Hitdice: d8
Current Hit dice: 3d8
Death Saves
Success O O O Failure O O O
Quick Info : AC : 15 (13+2 w. mage armor) Spell Slots : 2/2 Current Spell Slot Level : 2 Healing light uses : 0/4
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Post by Deleted on Oct 8, 2019 2:00:53 GMT
Languages and proficiencies
Languages: Common Draconic Orcish
Proficiencies:
Tool Proficiencies: Navigator's Tools, Vehicles (Water)
Weapon Proficiencies: (Simple Weapons) Clubs, Daggers, Darts, Greatclub, Handaxe, Javelins, Maces, Quarterstaffs, Shortbow, Sickles, Slings, Spears
Armor Proficiencies: Light Armor
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Post by Deleted on Oct 8, 2019 2:07:16 GMT
Attacks and Spellcasting: WeaponsName | Attack Bonus | Damage | Type | Range | Casting | Duration | Special Info | Greatclub | +6 | 1d8+4 | Bludgeoning | 5ft |
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| Unarmed | +6 | 5 | Bludgeoning | 5ft |
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| Mind Sliver | Int, DC 13 | 1d6 | Psychic | 60ft | Action | Instant | V, -1d4 on next Saving throw before end of my next turn | Sacred Flame | Dex, DC 13 | 1d8 | Radiant | 60ft | Action | Instant | V,S, Ignores Cover | Suggestion (C) | Wis, DC 13 | --- | --- | 30ft | Action | up to 8h | Magically influence a creature you can see that can hear and understand you. Can't hit charm immune creature. If you or an ally damages it, the spell ends.
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| Lesser Restoration | --- | --- | --- | Touch | Action |
| You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
| Find Familiar | --- | --- | --- | 10ft | 1hour |
| Ritual (+10minutes) Material : 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier |
SpellcastingSpell Casting Ability | Spell Save DC | Spell Attack Bonus | Charisma | 13 | +5 |
Spell Slot Level: 2 Current Slots: 2/2 Cantrips:Minor Illusion, SM Light, VM Sacred Flame, VS Mind Sliver, V 1st level:Armor of Agathys, VSM Cure Wounds, VS Find Familiar, Ritual, VSM Mage Armor, VS ( Self only, at will, no material needed )2nd level:
Lesser Restoration, VS Suggestion (C), VM
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Post by Deleted on Oct 10, 2019 0:35:07 GMT
Carry CapacityCarry Capacity | Push Drag or Lift | Over Encumbered | Current | 285 Lb. | 570 Lb.
| 360 Lb. | 118.5 |
Equipment:Item Name | Weight |
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| Common clothes | 3 |
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Total Weight: 118.5 On Person: 22 In Backpack: 96.5 Currency:
Copper - 0 Silver - 0 Electrum - 0 Gold - 188 Platinum -0
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Post by Deleted on Oct 10, 2019 18:45:54 GMT
Personality Trait: I am utterly serene, even in the face of disaster.
Ideals: Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking
Bonds: My death gave me a great insight into a great evil that only I can destroy.
Flaws: I am convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
Assumptions: Wilhelm only keeps a maximum of 50 coins in his belt pouch. Any more, he keeps safely tucked away in his backpack.
Keeps Mage Armor up at all time (free cast, 8hrs duration, brings AC to 15 (13+2 from Dex bonus))
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Post by Deleted on Oct 10, 2019 19:02:03 GMT
Features and Traits:
Racial Traits:
Darkvision You can see in darkness (Shades of gray) up to 60ft.
Relentless Endurance When you are reduced to 0 HP but not killed outright, you can drop to 1 HP instead once per long rest.
Savage Attacks When you score a critical hit, roll one of the dice an additional time and add it to the extra damage.
Class Feature:
Healing Light You have a 4d6 [1+ warlock lvl] healing pool that resets when you finish a long rest. As a bonus action, you can heal one creature you can see within 60ft., spending dice from the pool (max 3d6 at once [charisma modifier])
Pact Boon :
Pact of the Chain You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Eldritch Invocations :
Gift of the Ever-Living Ones Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
Armor of Shadows You can cast mage armor on yourself at will, without expending a spell slot or material components.
Background:
Sailor 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.
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Post by Deleted on Oct 10, 2019 19:03:02 GMT
Backstory:
Wilhelm was a sailor. It all changed 5 years ago, while he was working on a vessel bound to Chult. The merchants who hired him were getting exotic goods from Port Nyanzaru to sell back to his home city of Waterdeep. One night, while slowling sailing past a small archipelago, his ship was ambushed and everyone aboard died from the attack or drowned afterward, Wilhelm included.
He was in the crow’s nest when it all happened. At first, he heard a distant and powerful roar coming from the mangrove they were sailing past. The sky was pitch black due to the cloud cover that night, so Wilhelm couldn’t see what made the splashing sound a couple hundred feet toward the coast. After a couple seconds that felt like an eternity in the silence of the night, a big wave rocked the boat as Wilhelm was trying to get down on the deck. The vessel was tossed around like a paper boat in a storm, Wilhelm was thrown overboard 50ft away into the sea. To this day, he still dreams of the terrifying roars the beast made while tearing the boat apart and claiming the small fortune inside for itself. Even as a sailor, Wilhelm Sandbag, as his name would imply, is not an adept swimmer and so the waves took him. He fought with all his considerable strength. It was not enough. As he drowned and saltwater surged in his lungs, all he could feel was pain and fire inside him. Fire so bright it was white as the sun, blinding. He still feels this fire inside him sometimes, but it’s not painful anymore. It’s not the same fire as it was when the salt burned his insides.
When he thinks about that night, what he remembers the most is not how he died, but how he came back. A kind old man, wearing robes with his face hooded, flying above him, 7 yellow canaries circling his head. A night with so many stars in the sky it was bright as noon. The old man crouches above his head and picks a star from the sky and places it on his chest. “This is a fragment of my power. You will need it in the year to come. Go to Greenest. There is a group there who needs you and your guidance. Through them, shall your course unravel."
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