HighMoon

Nekomancer

May 6th, 2019
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  1. Character Name: Brat
  2. Player Name: Moony
  3. Class/Level: Wizard 3 (Necromancy School)
  4. Race: Gorgon
  5. Age: 15
  6. Height:
  7. Weight: lbs
  8. Alignment: Chaotic Neutral
  9. Background: Golgari Agent
  10. Mana Colours: Green 1 /Black 2
  11.  
  12. --- Ability Scores ---
  13.  
  14. Scores: Modifier Saving Throws
  15. Strength ........ 09 ... (-1) ........ [ ]
  16. Dexterity ....... 14 ... (+2) ........ [ ]
  17. Constitution .... 16 ... (+3) ........ [ ]
  18. Wisdom .......... 15 ... (+2) ........ [x]
  19. Intelligence .... 18 ... (+4) ........ [x]
  20. Charisma ........ 10 ... (+0) ........ [ ]
  21.  
  22. --- Statistics ---
  23.  
  24. Base Speed ...... 30 ft
  25. Armor Class ..... (AC) 12
  26. Initiative ...... +2 (Dex modifier)
  27.  
  28. Hit Points ...... 21
  29. Hit Dice ........ 3d6
  30. Hit Dice Total .. 3
  31.  
  32. Death saves:
  33. Successes: [ ] [ ] [ ]
  34. Failures: [ ] [ ] [ ]
  35.  
  36. Passive Wisdom (Perception) 12
  37. Darkvision
  38.  
  39. Renown: ?? (Golgari)
  40. Rank: 1 ()
  41.  
  42. --- Skills ---
  43.  
  44. Modifier Skill (Ability Mod) Proficiency?
  45. [+2] ... Acrobatics (Dex) ........... [ ]
  46. [+0] ... Animal Handling (Cha) ...... [x]
  47. [+4] ... Arcana (Int) ............... [x]
  48. [-1] ... Athletics (Str) ............ [ ]
  49. [+0] ... Deception (Cha) ............ [ ]
  50. [+4] ... History (Int) .............. [ ]
  51. [+2] ... Insight (Wis) .............. [ ]
  52. [+0] ... Intimidation (Cha) ......... [ ]
  53. [+4] ... Investigation (Int) ........ [x]
  54. [+2] ... Medicine (Wis) ............. [ ]
  55. [+4] ... Nature (Int) ............... [x]
  56. [+2] ... Perception (Wis) ........... [ ]
  57. [+0] ... Performance (Cha) .......... [ ]
  58. [+0] ... Persuasion (Cha) ........... [ ]
  59. [+4] ... Religion (Int) ............. [ ]
  60. [+2] ... Sleight of Hand (Dex) ...... [ ]
  61. [+2] ... Stealth (Dex) .............. [x]
  62. [+2] ... Survival (Wis) ............. [x]
  63.  
  64.  
  65. --- Equipment and Attacks ---
  66.  
  67. Weapon name: Atk Bonus: Damage/Type:
  68. [ ] Quarterstaff [+2] ......... [1d6 bludgeoning] Versatile (1d8)
  69. [ ] ............ [ ] ......... [ ]
  70. [ ] ............ [ ] ......... [ ]
  71. [ ] ............ [ ] ......... [ ]
  72.  
  73. Wealth:
  74. 00cp, 00sp, 10gp, 00ep, 00pp
  75.  
  76. Other Equipment:
  77. -Golgari insignia
  78. -Golgari Charm (? charges)
  79. -Golgari Signet
  80. -Component pouch
  81. -Poisoner's kit
  82. -Pet Beetle
  83. -Set of Common Clothes
  84. -Belt pouch containing 10gp of mixed coins
  85. -Quarterstaff
  86. -Scholar's pack
  87. -Spellbook
  88.  
  89. --- Features and Traits ---
  90. FEATURE: UNDERCITY PATHS:
  91. You know hidden, underground pathways that you can use to bypass crowds, obstacles, and observation as you move through the city. When you aren't in combat, you and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the light of the surface world, so your journey isn't guaranteed to be safe.
  92.  
  93. CLAWS:
  94. You can use your claws to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike.
  95.  
  96. PETRIFYING GAZE:
  97. As an action, you may attempt to turn a creature to stone. One creature within 60 feet of you which can see your eyes, and currently has fewer hit points than your level multiplied by 12, must make a Constitution saving throw. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus.
  98. On a failed save, the target begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failed save or ending the effect on a successful one. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Once you use this trait, you can't use it again until you finish a long rest
  99.  
  100. ARCANE RECOVERY:
  101. You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-leveIwizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-leveI spell slot or two 1st-levei spell slots.
  102.  
  103. ARCANE TRADITION: (Necromancy)
  104. When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, illusion, Necromancy, or Transmutation, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
  105.  
  106. NECROMANCY SAVANT:
  107. Beginning when you se1ect this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
  108.  
  109. GRIM HARVEST:
  110. At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.
  111.  
  112.  
  113.  
  114. --- Feats ---
  115. DUNGEON DELVER:
  116. Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
  117. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors
  118. You have advantage on saving throws made to avoid or resist traps.
  119. You have resistance to the damage dealt by traps.
  120. You can search for traps while traveling at a normal pace, instead of only at a slow pace.
  121.  
  122.  
  123. --- Languages and Proficiencies ---
  124.  
  125. Languages: Common, Elvish, Kraul
  126.  
  127. Weapon Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
  128. Armor Proficiencies: N/A
  129. Tools: Poisoner's kit
  130. Vehicles:
  131.  
  132. --- Background-Related ---
  133.  
  134. Personality Traits:
  135. - I have accepted my death. Hence, I don't fear it.
  136. - Sometimes I give voice to the whispers of the rot, which I hear but no one else does.
  137.  
  138. Ideals:
  139. - [Live and Let Live] Meddling in the affairs of other guilds is a great way to get squashed like a bug.
  140.  
  141. Bonds:
  142. - I have an identical twin who is as different from me as any person could be.
  143.  
  144. Flaws:
  145. - I assume that anyone outside the Golgari looks down on me.
  146.  
  147. Contacts
  148. - I know a medusa who is stationed in the guildhall. (rival)
  149. - A medusa decided it would be more fun to recruit me into the guild than to kill me (ally)
  150. - An Azorius arrester I literally pulled out of the gutter will do anything for me.
  151.  
  152. --- Spells ---
  153.  
  154. Spellcasting Ability: Intelligence
  155. Spell save DC: 14
  156. Spell attack bonus: +6
  157.  
  158. Cantrips:
  159. -Spare the Dying
  160. -Dancing Lights
  161. -Chill Touch
  162.  
  163. Spell level 1:
  164. -Ray of Sickness
  165. -Entangle
  166. -Magic Missile
  167. -Disguise Self
  168. -Tenser's Floating Disk
  169. -Chromatic Orb
  170.  
  171. Spell level 2:
  172. -Alter Self
  173. -Ray of Enfeeblement
  174. -Gentle Repose
  175. -Hold Person
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