Синдзе Ясамура
Автор:
Coil
Раса: Шикигами, Класс: Буси
Обаяние: Молчаливый
Нейтральный добрый
Инвентарь:HP 43/43 | AC 16 | SLOTS 3rd lvl: 2/2
Class/Racial Abilities:
Weapons & Armor:— Whip | 1d4+4 slashing | Finesse, reach (10ft); Magic +7 to hit
— Катана Фиолетового Лотоса | 1d8+5 slashing, lightning | 5000 gp | Versatile (1d10); Magic +8 to Hit
— Leather armor | AC 11 + DEX (3) + Shield (2)
— Eldritch Blast | 1d10 Force | Range(120ft); +6 to hit
Equipment:— [какие] Common clothes/серый кимоно, мино (плащ-дождевик из соломы), хакама цвета индиго, стянутые, обмотками кяхан с изумрудными лентами, на ногах гэта (деревянная обувь)
— Explorer's Pack
— Vial with Greater Healing 4d4+4— Calligrapher's tools, a shovel, an iron pot, a set of common clothes, and a pouch
— Shield (jade bracelet)
(bought for 10gp)— Arcane symbol (jade scabbard)
— A Brooch made from a small insect encased in amber (Trinket,+1 Arcana)
— White Kitsune Mask
Навыки:NG Medium Male Shikigami Hexblade
5 LVL (10300 EXP/14000 EXP)
Languages: Japanese / Ainu
Proficiency bonus: +3
ABILITY SCORES 16, 11, 17, 15, 11, 15
Strength 13 [+1] (
+PB, if Melee)
Dexterity 16 [+3] (
+PB, if Ranged)
Constitution 16 [+3] (
+HP, Con×Lvl)
Intelligence 15 [+2]
Wisdom 11 [+0]
Charisma 17 [+3] (
+2, if Spell)
SAVING THROWSWisdom, Charisma
SKILLS & TOOLS— Religion, Arcana (class), Intimidation (race), Performance (Calligraphy), Acrobatics (bckgr)
— Calligrapher's Supplies, vehicles (land) (bckgr)
SPELLSCantrips: Eldritch Blast, Green-Flame Blade, Sword Burst
1st lvl: Armor of Agathys, Shield, Detect Good and Evil
2nd lvl: Blur, Branding Smite, Darkness
SHIKIGAMI (ORC) FEATDarkvision
Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Menacing
You gain proficiency in the Intimidation skill.
Relentless Endurance
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Savage Attacks
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
FOLK HERO: Rustic HospitalitySince you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
YOUR CLASS FEATURESProficiencies: medium armor, shields, and martial weapons
— Feature (1 lvl): Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
• You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
• Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
• If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
— Feature (1 lvl): Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
— Feature (2 lvl): Eldritch Invocations
Fiendish Vigor: You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Devil's Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Thirsting Blade(Prerequisite: 5th level, Pact of the Blade feature): You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
— Feature (3 lvl): Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
— Feat (4 lvl): WAR CASTER
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Внешность:Возраст: 16
Рост: 168
Вес: 54
Невысокий крепко сложенный бледнолицый юноша с пепельно-белыми волосами. От него было бы невозможно отвести взгляд, если бы не полностью черные, словно бездна, глаза. Дабы не привлекать к себе нежелательное внимание, почти всегда ходит чуть опустив голову и глядит в пол.
Характер:Кому-то может показаться скромным и сдержанным.
Старается не создавать и не влезать в конфликты, отлично зная отведенное ему место в мире.
История:Ясамуру обучали искусству войны с демонами и вбивали в голову то, что это единственная возможность для подобных ему, проявить себя. Один единственный путь, которому он может следовать. Юноша до сих пор в это свято верил. Он был уверен, что только так он сможет искупить проступок отца, который с легкостью отдал жизнь своего первенца демонам, тем самым заключив с ними сделку. И все ради того, чтобы выиграть в бессмысленной войне с соседним кланом. Если бы не мать, обменявшая себя на Синдзе, и договор с ками смерти, он не стоял бы тут... живой.