Coloursfall

raja sheet

Feb 15th, 2019
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  1. Character Name: Prince Raja
  2. Player Name: NPC
  3. Class/Level: Sorcerer 17
  4. Race: Royal Hybrid
  5. Alignment: Chaotic Good
  6. Background: Noble
  7.  
  8.  
  9. --- Ability Scores ---
  10.  
  11. Scores: Modifier Saving Throws
  12. Strength ........ 14 ... (+2) ........ [ ]
  13. Dexterity ....... 15 ... (+2) ........ [ ]
  14. Constitution .... 19 ... (+4) ........ [X]
  15. Wisdom .......... 10 ... (+0) ........ [ ]
  16. Intelligence .... 14 ... (+2) ........ [ ]
  17. Charisma ........ 20 ... (+5) ........ [X]
  18.  
  19.  
  20. --- Statistics ---
  21. Resistances: Lightning, Thunder
  22.  
  23. Base Speed ...... 30 ft
  24. Armor Class ..... (AC) 14 (natural armour, 17 with Mage Armour)
  25. Initiative ...... +2 (Dex modifier)
  26.  
  27. Hit Points ...... 175
  28. Hit Dice ........ 17d6
  29. Hit Dice Total .. 17
  30.  
  31. Death saves:
  32. Successes: [ ] [ ] [ ]
  33. Failures: [ ] [ ] [ ]
  34.  
  35. Passive Wisdom (Perception) 00
  36.  
  37.  
  38. --- Skills ---
  39.  
  40. Modifier Skill (Ability Mod) Proficiency?
  41. [+2] ... Acrobatics (Dex) ........... [ ]
  42. [+5] ... Animal Handling (Cha) ...... [ ]
  43. [+2] ... Arcana (Int) ............... [X]
  44. [+2] ... Athletics (Str) ............ [ ]
  45. [+5] ... Deception (Cha) ............ [ ]
  46. [+2] ... History (Int) .............. [X]
  47. [+0] ... Insight (Wis) .............. [X]
  48. [+5] ... Intimidation (Cha) ......... [X]
  49. [+2] ... Investigation (Int) ........ [ ]
  50. [+0] ... Medicine (Wis) ............. [ ]
  51. [+2] ... Nature (Int) ............... [ ]
  52. [+0] ... Perception (Wis) ........... [X]
  53. [+5] ... Performance (Cha) .......... [ ]
  54. [+5] ... Persuasion (Cha) ........... [X]
  55. [+2] ... Religion (Int) ............. [ ]
  56. [+2] ... Sleight of Hand (Dex) ...... [ ]
  57. [+2] ... Stealth (Dex) .............. [ ]
  58. [+0] ... Survival (Wis) ............. [ ]
  59.  
  60.  
  61. --- Equipment and Attacks ---
  62.  
  63. Weapon name: Atk Bonus: Damage/Type:
  64. [Claw] ............ [+5] ......... [1d10 + 5 Slashing]
  65.  
  66. --- Features and Traits ---
  67.  
  68. Draconic Heritage (Lightning)
  69. You show dragonlike traits. Horns or scales are common traits. Choose one of Fire, Cold, Acid, Poison, or Lightning. You have resistance to damage of type.
  70.  
  71. Darkvision
  72. Your eyes are well adapted to dim conditions. They could be catlike, elven, or even demonic. 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.
  73.  
  74. Tempestuous Magic
  75. At 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
  76.  
  77. Heart of the Storm
  78. At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you cast a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
  79.  
  80. Storm Guide
  81. At 6th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100‐foot radius sphere around you. The wind blows in that direction until the end of your next turn. This feature does not alter the speed of the wind.
  82.  
  83. Storm's Fury
  84. Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
  85.  
  86. Metamagic:
  87. Distant Spell
  88. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
  89.  
  90. Empowered Spell
  91. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
  92.  
  93. Quickened Spell
  94. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
  95.  
  96. Twinned Spell
  97. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
  98.  
  99. --- Languages and Proficiencies ---
  100.  
  101. Languages: Common, Draconic, Elven
  102.  
  103. --- Spells ---
  104.  
  105. Sorcery Points: 17
  106. Spellcasting Ability: Charisma
  107. Spell save DC: 19
  108. Spell attack bonus: +11
  109.  
  110. Cantrips:
  111. -Shocking Grasp
  112. -Thunderclap
  113. -Blade Ward
  114. -Lightning Lure
  115. -True Strike
  116. -Gust
  117.  
  118. Spell level 1:
  119. -Thunderwave
  120. -Mage Armour
  121. -Feather Fall
  122. -Charm Person
  123.  
  124. Spell level 2:
  125. -Gust of Wind
  126. -Shatter
  127. -Warding Wind
  128.  
  129. Spell level 3:
  130. -Lightning Bolt
  131. -Thunder Step
  132. -Slow
  133.  
  134. Spell level 4:
  135. -Storm Sphere
  136. -Sickening Radiance
  137. -Ice Storm
  138.  
  139. Spell level 5:
  140. -Immolation
  141. -Cloudkill
  142.  
  143. Spell level 6:
  144. -Chain Lightning
  145.  
  146. Spell level 7:
  147. -Crown of Stars
  148.  
  149. Spell level 8:
  150. -Power Word Stun
  151.  
  152. Spell level 9:
  153. -Gate
  154.  
  155.  
  156. ----
  157.  
  158. Raja will open combat by casting Mage Armour, then pepper opponents with ranged damage. If struck with a particularly damaging attack, he will Gate in an Avatar of Thuben.
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