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- Name: Nadine
- Sex: Female
- Age: 22
- Race: Winged Tiefling
- Class: Sorcerer
- Appearance:
- -Height: 1'70m (5'7'')
- -Weight: 60kg (132lbs)
- -Crimson skin
- -Silver eyes
- -Dark wavy long hair.
- -Short straight pointy horns
- -Thick tail of a length of 1'1m (3'7'')
- -Bat-like wings.
- Alignment: Chaotic Good
- Languages: Common, Infernal, Undercommon.
- Proficiency Bonus: +2
- Skills: Arcana +4, Deception +5, Insight +4, Persuasion +5
- Background: Guild Artisan
- Guild business: Smiths and metal-forgers
- Personality Trait: I always want to know how things work and what makes people tick.
- Ideal: Generosity. My talents were given to me so that I could use them to benefit the world.
- Bond: One day I will return to my guild and prove that I am the greatest artisan of them all.
- Flaw: I’m quick to assume that someone is trying to cheat me.
- Stats: (9, 11, 15, 14, 14, 15)
- -Strenght: 9 (-1)
- -Dexterity: 11 (+0)
- -Constitution: 15 (+2)
- -Intelligence: 15 (+2)
- -Wisdom: 14 (+2)
- -Charisma: 17 (+3)
- Race Traits:
- -Ability Score Increase: Your Intelligence score increases by 1, and your Charisma score increases by 2.
- -Age: Tieflings mature at the same rate as humans but live a few years longer.
- -Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent
- nature inclines many tieflings toward a chaotic alignment.
- -Size: Tieflings are about the same size and build as humans. Your size is Medium.
- -Speed: Your base walking speed is 30 feet.
- -Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.
- -Hellish Resistance: You have resistance to fire damage.
- -Winged: You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30ft.
- -Languages: You can speak, read, and write Common and Infernal.
- Proficiencies:
- -Armor: None
- -Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
- -Tools: Smith's Tools
- Saving Throws: Constitution, Charisma
- Sorcerous origin: Favored soul.
- Cantrips:
- - Acid Splash:
- School: conjuration
- Casting Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
- You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each
- other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
- This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
- - Fire Bolt
- School: evocation
- Casting Time: 1 action
- Range: 120 feet
- Duration: Instantaneous
- You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target
- takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
- This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
- -Ray of Frost
- School: evocation
- Casting Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
- A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit,
- it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
- The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
- -Shocking grasp
- School: evocation
- Casting Time: 1 action
- Range: Touch
- Duration: Instantaneous
- Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target.
- You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning
- damage, and it can't take reactions until the start of its next turn.
- The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
- Spells:
- -Cure wounds
- Casting Time: 1 action
- School: evocation
- Range: Touch
- Duration: Instantaneous
- A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on
- undead or constructs.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot
- level above 1st.
- -Magic Missile
- School: evocation
- Casting Time: 1 action
- Range: 120 feet
- Duration: Instantaneous
- You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart
- deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or
- several.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot
- level above 1st.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot
- level above 1st.
- -Shield
- School: abjuration
- Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
- Range: Self
- Duration: 1 round
- An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC,
- including against the triggering attack, and you take no damage from magic missile.
- Equipment:
- - Dagger
- - Components Pouch
- - Dungeoneer Pack
- - Traveler's clothes
- - Letter of introduction
- - Smith's tools
- Inventory:
- Money: 15g
- Feats:
- -Guild membership
- Backstory: Alone, hungry and on the verge of death Nadine was rescued at the age of 4 from the streets by a humble couple who owned a forge. They provided her a home and a family and, in return, she helped in the forge and learned the office. At the age of 17, she started to manifest magic capabilities out of nowhere and upon investigation she discovered that her sudden magic sprout was an indication that her soul had been chosen by some god, but, why her, a descendant of a long lost and diluted accursed lineage? Did she have a bigger purpose in life than being a smith? She decided to become an adventurer to try to understand what her position was in this world.
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