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flareth

Second DnD wip

Dec 5th, 2017
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  1. Character Name: Ignis Anarch
  2. Player Name: Flareth
  3. Class/Level: Rogue/3
  4. Race: Draconequus
  5. Age: 25
  6. Height: 7'0"
  7. Weight: 150 lbs
  8. Alignment: Chaotic Neutral
  9. Background: Urchin
  10.  
  11.  
  12. --- Ability Scores ---
  13.  
  14. Scores: Modifier Saving Throws
  15. Strength ........ 13 ... (+1) ........ [ ]
  16. Dexterity ....... 17 ... (+3) ........ [x]
  17. Constitution .... 13 ... (+1) ........ [ ]
  18. Wisdom .......... 13 ... (+1) ........ [ ]
  19. Intelligence .... 15... (+2) ........ [x]
  20. Charisma ........ 18 ... (+4) ........ [ ]
  21.  
  22.  
  23. --- Statistics ---
  24.  
  25. Base Speed ...... 30 ft
  26. Armor Class ..... (AC) 14
  27. Initiative ...... +3 (Dex modifier)
  28.  
  29. Hit Points ...... 20
  30. Hit Dice ........ 1d6/1d8/1d10
  31. Hit Dice Total .. 1
  32.  
  33. Death saves:
  34. Successes: [ ] [ ] [ ]
  35. Failures: [ ] [ ] [ ]
  36.  
  37. Passive Wisdom (Perception) 00
  38.  
  39.  
  40. --- Skills ---
  41.  
  42. Modifier Skill (Ability Mod) Proficiency?
  43. [+5] ... Acrobatics (Dex) ........... [x]
  44. [+4] ... Animal Handling (Cha) ...... [x]
  45. [+2] ... Arcana (Int) ............... [ ]
  46. [+1] ... Athletics (Str) ............ [ ]
  47. [+6] ... Deception (Cha) ............ [x]
  48. [+2] ... History (Int) .............. [ ]
  49. [+1] ... Insight (Wis) .............. [ ]
  50. [+4] ... Intimidation (Cha) ......... [ ]
  51. [+2] ... Investigation (Int) ........ [ ]
  52. [+1] ... Medicine (Wis) ............. [ ]
  53. [+2] ... Nature (Int) ............... [ ]
  54. [+1] ... Perception (Wis) ........... [ ]
  55. [+6] ... Performance (Cha) .......... [x]
  56. [+6] ... Persuasion (Cha) ........... [x]
  57. [+2] ... Religion (Int) ............. [ ]
  58. [+5] ... Sleight of Hand (Dex) ...... [x]
  59. [+5] ... Stealth (Dex) .............. [x]
  60. [+1] ... Survival (Wis) ............. [ ]
  61.  
  62.  
  63. --- Equipment and Attacks ---
  64.  
  65. Weapon name: Atk Bonus: Damage/Type:
  66. [ ] Shortsword [ ] ......... [ ]
  67. [ ] Shortbow [ ] ......... [ ]
  68. [ ] ............ [ ] ......... [ ]
  69. [ ] ............ [ ] ......... [ ]
  70.  
  71. Wealth:
  72. 00cp, 00sp, 10gp, 00ep, 00pp
  73.  
  74. Other Equipment:
  75. -A small knife
  76. -a map of the city you grew up in
  77. -a pet mouse,
  78. -a token to remember your parents by,
  79. -a set of common clothes
  80. -a shortsword
  81. -a shortbow and quiver of 20 arrows
  82. a burglar's pack
  83. -Leather armor,
  84. - two daggers,
  85. -and thieves' tools
  86.  
  87.  
  88. --- Features and Traits ---
  89. Chaotic Resilience. After a long rest, roll 1d6. You gain a resistance based on the number you rolled.
  90. 1 - Fire
  91. 2 - Cold
  92. 3 - Lightning
  93. 4 - Acid
  94. 5 - Poison
  95. 6 - Radiant
  96.  
  97. Discordant Damage. Using the above chart, roll 1d6 at the end of a long rest. You deal an extra 1d6 damage with the associated damage type. This roll is separate from your Chaotic Resillience.
  98.  
  99. Lunar Entropy. You have advantage on saving throws against polymorph effects.
  100.  
  101. Language. You may speak, read and write Common and Zempheriean.
  102.  
  103. FEATURE: CITY SECRETS
  104. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not 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.
  105.  
  106. EXPERTISE
  107. At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
  108.  
  109. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
  110.  
  111. SNEAK ATTACK
  112. Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
  113.  
  114. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
  115.  
  116. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
  117.  
  118. THIEVES' CANT
  119. During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
  120.  
  121. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
  122.  
  123. CUNNING ACTION
  124. Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
  125.  
  126. ROGUISH ARCHETYPE
  127. At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
  128.  
  129. Setting Feature: Elemental Magic (Acid/Shadow)
  130. Prerequisite: The ability to cast spells in any class
  131.  
  132. At 1st level, choose a damage type from the following: Fire, Cold (Frost), Lightning (Storm), Acid (Shadow), Poison (Earth), Radiant (Light), Necrotic (Time), Thunder (Balance) and Psychic (Lunar). When you cast a spell, you may choose either to use the default damage type of the spell, or the damage type you chose. Once chosen, this damage type may not be changed.
  133. ARCANE TRICKSTER
  134. Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.
  135.  
  136. SPELLCASTING
  137. When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
  138.  
  139. Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
  140.  
  141. Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
  142.  
  143. For example. if you know the 1st level spell charm person and have a Ist.level and a 2nd level spell slot available, you can cast charm person using either slot.
  144.  
  145. Spells Known of 1st Level and Higher. You know three 1st level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.
  146.  
  147. The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class. you can learn one new spell of 1st or 2nd level.
  148.  
  149. The spells you learn at 8th. 14th, and 20th level can come from any school of magic.
  150.  
  151. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots. and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
  152.  
  153. Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack rall with one.
  154.  
  155. Spell save DC ~ 8 + your proficiency bonus + your Intelligence modifier
  156. Spell attack modifier ~ your proficiency bonus + your Intelligence modifier
  157.  
  158. MAGE HAND LEGERDEMAIN
  159. Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible. and you can perform the following additional tasks with it:
  160.  
  161. You can stow one object the hand is holding in a container worn or carried by another creature.
  162. You can retrieve an object in a container worn or carried by another creature.
  163. You can use thieves' tools to pick locks and disarm traps at range.
  164. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
  165.  
  166. In addition, you can use the bonus action granted by your Cunning Action to control the hand.
  167.  
  168. --- Languages and Proficiencies ---
  169.  
  170. Languages: Common, Zempheriean
  171.  
  172. Melee Weapon Proficiencies: Simple weapons, longswords, rapiers, shortswords
  173. Ranged Weapon Proficiencies: hand crossbows
  174. Armor Proficiencies: Light armor
  175.  
  176. Tools: Thieves' tools, Disguise Kit.
  177. Vehicles:
  178.  
  179.  
  180. --- Background-Related ---
  181.  
  182. Personality Traits:
  183. - I bluntly say what other people are hinting at or hiding.
  184.  
  185. Ideals:
  186. -Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things.
  187.  
  188. Bonds:
  189. - I escaped my life of poverty by robbing an important person, and I'm wanted for it.
  190.  
  191. Flaws:
  192. - It's not stealing if I need it more than someone else.
  193.  
  194.  
  195. --- Spells ---
  196.  
  197. Spellcasting Ability:
  198. Spell save DC:
  199. Spell attack bonus:
  200.  
  201. Cantrips:
  202. -Mage Hand
  203. -True Strike
  204. -Infestation
  205. -
  206. -
  207. -
  208. -
  209.  
  210. Spell level 1:
  211. -Disguise Self
  212. -Charm Person
  213. -False Life
  214. -
  215. -
  216. -
  217. -
  218. -
  219.  
  220. Spell level 2:
  221. -
  222. -
  223. -
  224. -
  225. -
  226. -
  227. -
  228. -
  229.  
  230. Spell level 3:
  231. -
  232. -
  233. -
  234. -
  235. -
  236. -
  237. -
  238. -
  239.  
  240. Spell level 4:
  241. -
  242. -
  243. -
  244. -
  245. -
  246. -
  247. -
  248. -
  249.  
  250. Spell level 5:
  251. -
  252. -
  253. -
  254. -
  255. -
  256. -
  257. -
  258. -
  259.  
  260. Spell level 6:
  261. -
  262. -
  263. -
  264. -
  265. -
  266.  
  267. Spell level 7:
  268. -
  269. -
  270. -
  271. -
  272.  
  273. Spell level 8:
  274. -
  275. -
  276. -
  277.  
  278. Spell level 9:
  279. -
  280. -
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