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- Zam’esh the Clockwork Sorcerer
- Class: Clockwork Soul Sorcerer
- Race: Bronze Metallic Dragonborn
- Name: Zam’esh Fulgur
- Sex: M
- Alignment: Chaotic Good
- Age: 25
- Background:
- Saving Throws: Constitution, Charisma
- Skill proficiencies: Persuasion, Intimidation, Arcana, Investigation
- Tool proficiencies: Tinker’s Tools
- Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
- Languages: Common, Draconic
- Proficiency Bonus: 3
- Racial Traits:
- Humanoid, Medium, 30ft
- Normal Breath: DC14 save, 2d10 lightning, 3/3 uses
- Lightning resistance
- Metallic Breath: DC14 save
- Enervating: Con Save or Incapacitated
- Repulsion: Str save or pushed 20 ft away and knocked prone.
- Background: Engineer
- Feat: Urban Infrastructure
- You have a basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. Your access to such information isn't unlimited.
- Personality: I have a hard time staying focused on ... oh, and my brain tends to jump from one ... did I mention focus?
- Ideal: Fun. I love my job! Despite the dangerous working conditions, there's nothing I'd rather do.
- Bond: I'll never forget the laboratory where I learned my skills, or the other attendants who learned alongside me.
- Flaw: If there's a plan, I'll probably forget it. If I don't forget it, I'll probably ignore it.
- Class Traits: Clockwork Soul Sorcerer
- Clockwork Magic: Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
- Manifestation of Order (Happens when casting magic): Your skin glows with a brassy sheen.
- Restore Balance: When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage. (3/3 uses)
- Bastion of Law: As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice
- Spellcasting:
- Spell Save DC: 16
- Spell Attack Mod: +8
- Sorcery Points: 7/7
- Metamagic: Twinned Spell, Quickened Spell
- Slots: 4/4 First level, 3/3 second level, 3/3 third level, 1/1 fourth level
- Cantrips (5): Dancing Lights, Lightning Lure, Message, Shocking Grasp, Mind Sliver
- Spells Known (8): Mage Armor, Silvery Barbs, Grease, Vortex Warp, Mind Spike, Counterspell, Hypnotic Pattern, Storm Sphere
- Clockwork Spells: [(Shield), Protection From Good and Evil, Aid, Lesser Restoration, Dispel Magic, Protection from Energy, Freedom of Movement, Summon Construct]
- (18, 14, 12, 11, 10, 7)
- Strength: 7 (-2)
- Dexterity: 12 (+1)
- Constitution: 16 (+3)
- Wisdom: 12 (+1)
- Intelligence: 10 (+0)
- Charisma: 20 (+5)
- (Racial +2 Cha, +1 Dex. 4th level ASI +2 Con)
- HP: 48/48
- AC: 11 (14 with Mage Armor OOF)
- GP: 5
- Equipment: Light Crossbow+20 bolts, Arcane Focus (a small clock), Backpack, crowbar, hammer, piton (10), torch (10), tinderbox, rations (10), waterskin, hempen rope, an insignia of where I learned to make shit, set of tinker’s tools, the charred and twisted remains of a failed experiment, a hammer, a block and tackle, a set of common clothes, and a belt pouch.
- Backstory: tbd, maybe
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