Post by battlecreeper on Feb 15, 2019 14:24:09 GMT
Character Name | Belvin'Gier | Rogey |
Character Age | 16 | /Null/ |
Race | Beastkin | /Null/ |
Armor Class | 1 (25) | +24 |
Health Points | 30 (30) | +0 |
Speed | 30 | +0 |
Attributes | Value | Modifier |
Strength | 7 ( 7 ) | +2 |
Dexterity | 4 ( 4 ) | +1 |
Constituon | 10 ( 10 ) | +3 |
Intelligence | 4 ( 4 ) | +1 |
Wisdom | 5 ( 5 ) | +1 |
Charisma | 6 ( 6 ) | +2 |
Abilities | Value | Tagged Bonus (You may add a +2 to three abilities) |
Acrobatics (Dex) | 4 | |
Arcana (Int) | 4 | |
Atheletics (Str) | 14(+7) | * |
Deception (Cha) | 6 | |
History (Int) | 5 (+1) | |
Insight (Wis) | 7 (+2) | |
Intimidation (Cha) | 8 | * |
Investigation (Int) | 4 | |
Medicine (Wis) | 5 | |
Nature (Int) | 4 | |
Perception (Wis) | 6 (+1) | |
Performance (Cha) | 6 | |
Religion (Int) | 12 (+8) | |
Sleight of Hand (Dex) | 4 | |
Stealth (Dex) | 4 | |
Survival (Wis) | 7 | * |
Feats
- Slave: You are branded perminantly on the back of your right shoulder.
- Action Surge: on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Bane of Imps : +1 to all rolls (expection of AC, HP & speed) when fighting imps, and only when the roll is made toward an imp.
- Tough - Every consitituion point now grants you 3 hp instead of 2.
- Necromancy - Gained Necromancy spells upon discovery - All spells rely on Wisdome modifier
- Death Knight's Discipline - When rolling saves on unholy attacks, you have an advantage roll against them.
Equipment
- Line Pants, Line T-Shirt, Belt made out of good quality rope
- (Wearing) Iron Chain Mail - 75 - gp - AC 18 (Upgraded +2) - Requirment Str 5 - Stealth Disadvantage - 55 lb.
- (Wearing) Iron Helmet - 25 gp - AC 3 (Upgraded +1)
- 53 Gold Coins
- Huge purse filled with 2 flawless sapphires and 2 flawless amythysts, 1 Obsidan
- 2 Silver Goblets
- 3 Healing Potion - 1d4+2
Tools
- Iron Longsword 15 gp 1d8+2 slashing 3 lb. Versatile (1d10+2)
- Pike - 5 gp - (1d10+3) piercing 18 lb. Heavy, reach, two-handed, Extra +5feet length,
- Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
- Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
- Iron Kite Shield AC 3 +1
Spells
- Necromantic Touch
Cantrip
You use your wisdom for attack rolls
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d6+wisdom modifier necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target, Unless the target or his allies uses magic to purge the hand from him.
If you hit an undead target, it also has a disadvantage on attack rolls against you until the end of your next turn