Том Лин
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Томми Аткинс |
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Человек |
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Следопыт |
| Мировоззрение: |
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Нейтральный добрый |
| Сила: | | 8 [-1] |
| Ловкость: | | 16 [+3] |
| Выносливость: | | 14 [+2] |
| Интеллект: | | 8 [-1] |
| Мудрость: | | 16 [+3] |
| Обаяние: | | 10 [+0] |
Внешность
Характер
История
Волшебным ветром наяву Дохнуло на меня, И, околдованный, в траву Свалился я с коня. И в королевстве фей живу С того лихого дня
Навыки
Ranger(Fey Wanderer) Human(variant) 3 level Возраст: 22 года+сколько-то у Fairy Божество: Кореллон Ларетиан Языки: всеобщий, эльфийский, сильван, гномский, гоблинский. Бонус мастерства: +2 [сокращённо: БМ] Размер: Средний Скорость: 30 футов / 6 клеток Рост: 175 см. Вес: 75 кг. Класс Брони: 19 = 10 +4 Чешуйчатый доспех+2 щит+3 Ловкость Очки Здоровья: 25=10+5+4+6(Выносливость) Текущий ХП= 25] Костей Здоровья: 3к10 Чувства: Пассивная Внимательность 15 [10 +3 МУД]+2 БМ] СИЛ 8 (-1) ЛОВ 16 (+3) 14 pont buy, 1 racial, ВЫН 14 (+2) ИНТ 8 (-1) МУД 16 (+1) 15 point buy +1 racial ХАР 10 (0) Спасброски: Сила и Ловкость СИЛ +1, ЛОВ +5, ВЫН +2, ИНТ -1 , МУД +3, ХАР +0
ЧЕРТА Defensive Duelist Prerequisite: Dexterity 13 or higher When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
НАВЫКИ [● — есть владение навыком, ○ — нет владения, БМ — бонус мастерства] ○Атлетика: -1 ○ Магия/Аркана: -1 (-1 ИНТ) ○ История: -1 (-1 ИНТ) ○Природа: -1 (-1 ИНТ ) ○Религия: -1 (-1) ●Выживание +5 (+3) ●Внимательность: +7 (+3 МУД+4 Cunning) ○Акробатика +3 (-+3 Лов ) ● Скрытность +5 (+ 3 Лов) ● Insight +5 (+3 Wisdom+2 БМ) ● Deception +5 (+3 Wisdom+2 БМ) ● Persuation +5 (+3 Wisdom+2 БМ)
Background: FeyLost You grew up in the Feywild after disappearing from your home plane as a child. Perhaps you were spirited away by kindly Fey who thought you were destined for great things. Perhaps you stumbled through a Fey crossing by chance during a twilight stroll in the woods. Perhaps you were kidnapped by evil Fey but escaped from their clutches. Whatever the manner of your disappearance, you gradually fell under the Feywild's spell and learned a little about the nature of the mercurial tricksters that dwell there.
When you finally returned to your home plane, you did not come back unchanged. You are haunted by the fact the Feywild-a mirror world hidden behind a mere twist of perception-is only a hair's breadth away. Although your memories of the Feywild grow fainter with each passing day, your heart swells with a mixture of fear and joy at the prospect of one day venturing back to the Plane of Faerie-your home away from home.
Source: The Wild Beyond the Witchlight
Skill Proficiencies: Deception, Survival Tool Proficiencies: One type of musical instrument Languages: Sylvan.
Чары Spell DC 13 (8+2+3(WiS) Атака +5 (10+3 мудрость+2 профишиенси) 1-st level Hanter’s Mark Zephyr Strike Speak with animals Charm Person (archetype bonus spell).
3 ячейки 1 уровня Ranger Class features Favored Enemy (human, elves). Language: Elven Deft Explorer Cunny (Perception) Languages: Gnome, Goblin
Fighting style: D u e l i n g W h en you are w ielding a m elee w eap on in on e hand and no other w eapon s, you gain a +2 bon u s to dam age rolls w ith that w eapon Primeval Awareness Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Ranger Conclave: Fey Wanderer
Dreadful Strikes At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.
The extra damage increases to 1d6 when you reach 11th level in this class.
Fey Wanderer Magic Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Illusory butterflies flutter around you while you take a short or long rest.
Otherworldly Glamour Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
Инвентарь
Serpent scale male Armor
Equipment: A musical instrument (guitar), a set of traveler's clothes, three trinkets (each determind by rolling on the Feywild Trinkets table), and a pouch containing 8gp
Продано: Обычный scale male и два коротких меча за (50+10+10)/2=35 g.p Куплено: Рапира и щит.
Кроме того: an explorer's pack A longbow and a quiver of 20 arrows
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Кейси Кэссиди
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Райли |
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Human |
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Artificer/Wizard |
| Мировоззрение: |
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Нейтральный |
| Сила: | | 8 [-1] |
| Ловкость: | | 14 [+2] |
| Выносливость: | | 14 [+2] |
| Интеллект: | | 18 [+4] |
| Мудрость: | | 12 [+1] |
| Обаяние: | | 8 [-1] |
Внешность
Характер
Personality Traits I always want to know how things work and what makes people tick. I'm full of witty aphorisms and have a proverb for every occasion. Ideal Aspiration. I work hard to be the best there is at my craft. (Any) Bond One day I will return to my guild and prove that I am the greatest artisan of them all. Flaw I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
История
Талантливая изобретательница-техномаг, проводящая полевые испытания своих творений, попутно зарабатывая на создание новых.
Навыки
Quick Information- Armor Class: 18
- Hit Points: 22
- Initiative: +6
- Hit Dice: 1d8/1d6
- Passive Perception: 13
- Speed: 30
- Size: Medium
- Languages: Common, Elvish
- Spell DC: 15
- Spell Attack: +7
- Conditions: —
- Inspiration: —
Abilities & Skills Strength: 8 [-1] ◎ Saving Throw: -1 ◎ Athletics: -1
Dexterity: 14 [+2] ◎ Saving Throw: +2 ◎ Acrobatics: +2 ◎ Sleight of Hands: +2 ◎ Stealth: +2
Constitution: 14 [+2] ◉ Saving Throw: +4
Intelligence: 18 [+4] ◉ Saving Throw: +6 ◉ Arcane: +6 ◉ History: +6 ◉ Investigation: +6 ◎ Nature: +4 ◎ Religion: +4
Wisdom: 12 [+1] ◎ Saving Throw: +1 ◎ Animal Handling: +1 ◎ Insight: +1 ◎ Medicine: +1 ◉ Perception: +3 ◎ Survival: +1
Charisma: 8 [-1] ◎ Saving Throw: +1 ◎ Deception: -1 ◎ Intimidation: -1 ◎ Performance: -1 ◎ Persuasion: -1
Class: Artificer 1 / War Magic Wizard 2Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice [Carpenter’s Tools] Saving Throws: Constitution, Intelligence Skill Proficiencies: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
EquipmentYou start with the following equipment, in addition to the equipment granted by your background: - any two simple weapons [two light crossbows];
- a light crossbow and 20 bolts;
- (a) studded leather armor or (b) scale mail
- thieves’ tools and a dungeoneer’s pack
Magical TinkeringAt 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice: - The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
- Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
- The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
- A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
- The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. Artificer's Spellcasting You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.
Tools Required You produce your artificer spell effects through your tools. You must have a spellcasting focus - specifically thieves' tools or some kind of artisan's tool - in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
Cantrips (0-Level Spells) At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Preparing and Casting Spells The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Wizard's Spellcasting As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus You can use an arcane focus as a spellcasting focus for your wizard spells.
Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.
Arcane Recovery You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Arcane Deflection At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.
When you use this feature, you can't cast spells other than cantrips until the end of your next turn.
Tactical Wit Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Cantrip Formulas At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
Race: Custom Lineage Age: 19 Type: Humanoid Size: Medium Speed: 30 Ability Score Increase. +2 Intelligence Languages. Common, Elvish. Feat. You gain one feat of your choice for which you qualify [Telekinetic]. Variable Trait. Darkvision with a range of 60 feet.
Background: Guild Artisan Role: Gadgeteer Faith: Gond Skill Proficiencies: History, Perception Tool Proficiencies: Alchemist's supplies, Herbalism kit Languages: None Equipment: A set of artisan's tools (Alchemist supplies), a letter of introduction from your guild, a set of traveler's clothes, and a pouch containing 15gp Guild Membership As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.
FeatsTelekineitcYou learn to move things with your mind, granting you the following benefits: - Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
- As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
Spellcasting Spell Slots: 1st Level: 4 2nd Level: 2 Prepared Spells: Artificer's: 5 Wizard's: 6 Cantrips: Guidance, Mending, Mage Hand, Mind Sliver, Prestidigitation, Minor Illusion 1st Level: Grease [A], Feather Fall [A], Sanctuary [A], Cure Wounds[A], Faerie Fire [A], Find Familiar, Detect Magic, Shield, Comprehend Languages, Absorb Elements, Unseen Servant, Silent Image, Fog Cloud
Инвентарь
Sold: 3 light crossbows - 37.5 gp 20 bolts - 0.5 gp Total + 38 gp Bought: Dagger - 2 gp Shield - 10 gp Carpenter's tools - 8 gp Herbalism kit - 5 gp Total - 25 gp a letter of introduction from your guild a set of traveler's clothes a pouch containing 15gp Alchemist supplies Dagger Dungeoneers Pack Thieves Tools Scale Mail Traveler's cloth Shield Carpenter's tools Herbalism kit Uncommon Arcane Grimoire Source: Tasha's Cauldron of Everything Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Finances: 23 gp
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