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Bok_Choi

Death himself (My Name is Actually Cole)

Mar 22nd, 2020
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  1. Base Stats: (17, 16, 14, 11, 11)
  2.  
  3. ~General Info~
  4. Class: Sorcerer: Shadow Magic
  5. Race: Changeling
  6. Name: Cole. But you can call me Death.
  7. Sex: M
  8. Alignment: Chaotic Good
  9. Age: 24
  10. Background: Haunted One
  11. Saving Throws: Constitution, Charisma
  12. Skill Proficiencies: Deception, Persuasion, Arcana, Intimidation, Investigation, Religion
  13. Tool Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
  14. Languages: Common, Elvish, Dwarvish, Infernal,
  15. Proficiency bonus: 3
  16.  
  17. ~~ Background: Haunted One ~~
  18. Personality Trait: I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness.
  19. Ideal: I kill monsters to make the world a safer place, and to exorcise my own demons.
  20. Bond: There’s evil in me, I can feel it. It must never be set free.
  21. Flaw: I have an addiction.
  22. Harrowing Event :A monster that slaughtered dozens of innocent people spared your life, and you don’t know why.
  23. Feature: Heart of Darkness:
  24. Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
  25.  
  26. ~RACE TRAITS~
  27. Size: Medium
  28. Speed: 30 ft
  29. Shapechanger: As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
  30. Changeling Instincts: You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.
  31. Languages: You can speak, read, and write Common and two other languages of your choice.
  32.  
  33.  
  34. ~CLASS TRAITS~
  35. SPELL SAVE DC: 16
  36. SPELL ATTACK MOD: 8
  37. Sorcery points: 6
  38.  
  39. Cantrips (5): Frostbite, Prestidigitation, Infestation, Poison Spray, Mage Hand
  40. Spells (7 known: 4 first, 3 second, 3 third):
  41. Catapult, Shield, Chaos Bolt, Snilloc’s snowball swarm, Shatter, Enemies Abound, Erupting Earth
  42.  
  43. You can use your sorcery points to gain additional spell slots. or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
  44. Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
  45. Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
  46.  
  47. ~~Metamagic:~~
  48.  
  49. Twinned Spell: 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).
  50.  
  51. Quickened Spell: 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.
  52.  
  53. ~~ Sorcerous Origins: Shadow Magic ~~
  54.  
  55. Eyes of the Dark: Starting at first level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
  56.  
  57. Strength of the Grave: Starting at first level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can’t use this feature again until you finish a long rest.
  58.  
  59. Hound of Ill Omen:
  60. At 6th level, you gain the ability to call. forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics (see the MonsterManual or appendix C in the Player’s Handbook), with the following changes:
  61.  
  62. The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
  63. It appears with a number of temporary hit points equal to half your sorcerer level.
  64. It can move through other creatures and objects as if they were difficult terrain. The bound takes 5 force damage if it ends its turn inside an object.
  65.  
  66. At the start of its turn, the hound automatically knows its target's location. If The target was hidden, it is no longer hidden from the hound. The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet ofthe target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, ifits target is reduced to 0 hit points, or after 5 minutes.
  67.  
  68. ~~STATS: (17, 16, 14, 11, 11)~~
  69. Strength: 11 (+0)
  70. Dexterity: 18 (+4)
  71. Constitution: 16 (+3)
  72. Wisdom: 14 (+2)
  73. Intelligence: 11 (+0)
  74. Charisma: 20 (+5)
  75. HP: 48
  76. AC: 14
  77.  
  78. GP: 00
  79. Level 6
  80.  
  81. Equipment: Spear, component pouch, Explorer’s pack, two daggers, Monster hunter’s pack, common clothes, black executioner’s hood
  82.  
  83. Backstory:
  84. Nobody knows where he came from. He’s the rare changeling comfortable as who he is. When people look into his eyes underneath the shadowy executioner's hood, they see nothing. Only sadness. He speaks little, only when it is really necessary, and except when he is quoting poetry. Or cracking jokes. And when he speaks, he is monotonous…
  85. His closest acquaintances say that Cole is actually quite funny.
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