Post by Brand1065 on Feb 22, 2019 1:29:23 GMT
Character Name | Sophia Camorin | N/A |
Character Age | 17 | /Null/ |
Race | Elf | /Null/ |
Armor Class | 17 (2) | +17 |
Health Points | 14 (14) | +0 |
Speed | 30 | +0 |
Attributes | Value Total (Base) | Roll Modifier |
Strength | 4 ( 4 ) | +1 |
Dexterity | 6 ( 6 ) | +2 |
Constitution | 7 ( 4 ) | +2 |
Intelligence | 7 ( 6 ) | +2 |
Wisdom | 6 ( 6 ) | +2 |
Charisma | 4 ( 4 ) | +1 |
Abilities | Value | Tagged Bonus (You may add a +2 to three abilities) | Roll Modifier |
Acrobatics (Dex) | 6 | +2 | |
Arcana (Int) | 10 | * | +3 |
Atheletics (Str) | 4 | +1 | |
Deception (Cha) | 4 | +1 | |
History (Int) | 6 | +2 | |
Insight (wis) | 8 | * | +2 |
Intimidation (Cha) | 4 | +1 | |
Investigation (Int) | 6 | +2 | |
Medicine (Wis) | 6 | +2 | |
Nature (Int) | 15 | * | +5 |
Perception (Wis) | 6 | +2 | |
Performance (Cha) | 4 | +1 | |
Religion (Int) | 6 | +2 | |
Sleight of Hand (Dex) | 4 | +1 | |
Stealth (Dex) | 4 | +1 | |
Survival (Wis) | 8 | +2 |
Feats
- Slave: You are branded permanently on the back of your right shoulder.
- Animal Friend: Wild animals will no longer feel intimidated by you and flee upon your discovery, nor will they out-right attack you.
Equipment
- White-ish tunic.
- Brown Linen Pants
- Rope Belt
- Dagger: 2GP - 1d4 Piercing - 1Ib - Finesse, Light, Thrown (Range - 20/60)
- Dagger: 2GP - 1d4 Piercing - 1Ib - Finesse, Light, Thrown (Range - 20/60)
- Halberd: 20GP - 1d10 slashing - 6Ib - Heavy, Reach, Two-Handed.
- Leather armour - 11 AC + Dex modifier.
- Leather helmet - 1 AC
Steel Shortsword with golden ornate - 100 gp 1d6+4 piercing 2 lb. Finesse, light - Chain Mail 75 gp 16AC Str 5 stealth Disadvantage 55 lb.
Misc Inventory
- Boar pelts x 3
- Boar tusks x 4
- And old, clean, Dwarvish key
- Two emeralds
- Two garnets
- Two silver goblets
- A flawless ruby
- 472 gold coins
- One strange gold coin - A mysterious warm coin, it has a symbol of a cog and reminding the bearer of a better time in life - whether it's illusion magic or not, is unknown.
- A well crafted horn statue of Samantha the Warg
- A jar of apple wine...
- 2 Health Potions - 1d4+2
Tools
- Standard Carving Knife
Cantrip Spells
- Thornwhip - 30 foot range - 1 action- You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
- Druidcraft - 30 foot range - 1 action - You use your action to create one of the following effects within range:
You create a harmless sensory effect that predicts what the weather will be for the next 24 hours. This effect lasts for 6 seconds, or 1 round.
You make flowers blossom, seed pods open, or leaf buds bloom.
You create a harmless nature-related sensory effect. The effect must fit in a 5-foot cube.
You light or put out a small flame.
- Mending - Touch range - 1 action- You take a minute to cast this spell, and it fixes a break or tear in an object you touch while leaving no traces of the damage. The damage can't be longer than 1 foot in any dimension. The spell can fix constructs and magic items, but can't restore magical properties.
- Frostbite:
1 action | 60 feet range | Freezing | Const save
- You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
- Poison Spray: 1 action | 10 feet range | Poison | Const save - You throw a puff of poisonous gas at a creature you can see, forcing them to pass a Constitution save or take 1d12 poison damage.
1st Level Spells
- Ice Knife:
1 action | 60 feet range, 5 foot AOE | Piercing | Dex Save |
- You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
Misc
- Has the knowledge to create a Druidic Sanctum - Inside of this, all Druidic Rolls get a +4 bonus