Difference between revisions of "Delzin"

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|Weapons=Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
 
|Weapons=Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
 
|Traits=Darkvision 60', Camouflage • Rustic Hospitality • Druidic, Spellcasting
 
|Traits=Darkvision 60', Camouflage • Rustic Hospitality • Druidic, Spellcasting
|Attacks=• ''Longbow:'' +5, 1d8+3, Range 150/600, heavy, two-handed<br>• ''Scimitar:'' +5, 1d6+3, Finesse, light
+
|Attacks=• ''Firebolt:'' +6, 1d10, Range ???, <br> • ''Sling:'' +5, 1d4+3,  
 
|Armor Class=13(none)
 
|Armor Class=13(none)
 
|Initiative=+3
 
|Initiative=+3

Revision as of 14:15, 5 July 2017

Delzin
Race: Gael, Class: Sorcerer (Wild Magic) 1st
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, Forgery Kit
Languages: Common,
Armor: None
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Traits
Darkvision 60', Camouflage • Rustic Hospitality • Druidic, Spellcasting
Feats
None
Combat
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
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

x

80 GP Spent 54.1

Weapons • Dagger x2 • Sling • Arcane Focus(Rod) • Entertainers Pack • Pan Flute????


Equipment • Disguise Kit Forgery Kit