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[D&D 5E] Dominions
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<blockquote data-quote="industrygothica" data-source="post: 6626156" data-attributes="member: 23298"><p><strong>Character Submission For Review</strong></p><p></p><p>Here's most of the crunchy bits. I'll try to get to the fluffy stuff tomorrow, but now it's bed time. </p><p>[sblock=Tear D'mentae]</p><p><strong>Name: </strong>Tear D'Mentae</p><p><strong>Sex: </strong>Male</p><p><strong>Race: </strong>Half-Elf</p><p><strong>Class/Level: </strong>Warlock1</p><p><strong>Alignment: </strong>Chaotic Neutral</p><p><strong>Size: </strong>Medium</p><p><strong>Type: </strong>Humanoid</p><p><strong>Speed: </strong>30ft.</p><p><strong>Init: </strong>+2</p><p><strong>Senses: </strong> Darkvision, 60 ft.</p><p><strong>Passive Perception: </strong>11</p><p></p><p><strong>DEFENSE</strong></p><p><strong>AC:</strong> 13</p><p><strong>HP:</strong> 10</p><p><strong>Saves:</strong> Wisdom, Charisma</p><p><strong>Special:</strong> Tear has advantage on saving throws against being charmed, and magic can't put him to sleep.</p><p></p><p><strong>OFFENSE</strong></p><p><strong>Melee:</strong> Spear +2; 1d6 Piercing; Thrown (range 20/60), versatile (1d8)</p><p><strong>Ranged:</strong> Light Crossbow +4; 1d8+2 Piercing; Ammunition (80/320), loading, two-handed</p><p><strong>Special:</strong> Dagger +4; 1d4+2 Piercing; Finesse, light, thrown (range 20/60)</p><p><strong>Spells:</strong> Spell Attack +5; Spell save DC 13</p><p></p><p><strong>STATISTICS</strong></p><p><strong>Str</strong> 10 (+0), <strong>Dex</strong> 14 (+2) , <strong>Con</strong> 14 (+2), <strong>Int</strong> 13 (+1), <strong>Wis</strong> 8 (-1), <strong>Cha</strong> 17 (+3)</p><p></p><p><strong>RACIAL FEATURES & PROFICIENCIES</strong></p><p><strong>Skill Proficiencies</strong>Perception, Persuasion</p><p><strong>Darkvision:</strong> Tear can see in dim lights within 60 feet as if it were bright light, and in darkness as if it were dim light. He can't discrern color in darkness, only shades of gray.</p><p><strong>Fey Ancestry: </strong>Tear has advantage on saving throws against being charmed, and magic can't put him to sleep.</p><p><strong>Languages: </strong>Common, Elvish, Giant</p><p></p><p><strong>BACKGROUND FEATURES & PROFICIENCIES</strong></p><p>Charlatan</p><p><strong>Skill Proficiencies: </strong>Deception, Sleight of Hand</p><p><strong>Tool Proficiencies: </strong>Disguise kit, forgery kit</p><p><strong>Personality Traits:</strong></p><p><strong>Ideal:</strong></p><p><strong>Bond:</strong></p><p><strong>Flaw:</strong></p><p></p><p><strong>CLASS FEATURES & PROFICIENCIES</strong></p><p><strong>Armor Proficiencies: </strong>Light armor</p><p><strong>Weapons Proficiencies: <strong>Simple weapons</strong></strong></p><p><strong><strong><strong>Tools Proficiencies: </strong>None</strong></strong></p><p><strong><strong><strong>Skill Proficiencies: </strong>Arcana, Investigation</strong></strong></p><p><strong><strong><strong>Otherworldly Patron: </strong>The Great Old One</strong></strong></p><p><strong><strong><strong>Awakened Mind: </strong>Tear can communicate telepathically with any creature he can see within 30 feet. He doesn't need to share a language with the creature, but the creature does need to understand at least one language.</strong></strong></p><p><strong><strong><strong>Pact Magic</strong></strong></strong></p><p><strong><strong>* Cantrips Known (2): Eldritch blast, Minor Illusion</strong></strong></p><p><strong><strong>* Spells Known (2): Dissonant Whispers, Hellish Rebuke</strong></strong></p><p><strong><strong>* Spell Slots: 1</strong></strong></p><p><strong><strong>* Slot Level: 1</strong></strong></p><p><strong><strong>* Invocations Known: --</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>SKILLS</strong> (Proficient in bold)</strong></strong></p><p><strong><strong>+2 (dex) Acrobatics</strong></strong></p><p><strong><strong>-1 (wis) Animal Handling</strong></strong></p><p><strong><strong><strong>+3 (int) Arcana</strong></strong></strong></p><p><strong><strong>+0 (str) Athletics</strong></strong></p><p><strong><strong><strong>+5 (cha) Deception</strong></strong></strong></p><p><strong><strong>+1 (int) History</strong></strong></p><p><strong><strong>-1 (wis) Insight</strong></strong></p><p><strong><strong>+3 (cha) Intimidation</strong></strong></p><p><strong><strong><strong>+3 (int) Investigation</strong></strong></strong></p><p><strong><strong>-1 (wis) Medicine</strong></strong></p><p><strong><strong>+1 (int) Nature</strong></strong></p><p><strong><strong><strong>+1 (wis) Perception</strong></strong></strong></p><p><strong><strong>+3 (cha) Performance</strong></strong></p><p><strong><strong><strong>+5 (cha) Persuasion</strong></strong></strong></p><p><strong><strong>+1 (int) Religion</strong></strong></p><p><strong><strong><strong>+4 (dex) Sleight of Hand</strong></strong></strong></p><p><strong><strong>+# (dex) Stealth</strong></strong></p><p><strong><strong>+# (wis) Survival</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>COMBAT GEAR</strong></strong></strong></p><p><strong><strong>Leather armor</strong></strong></p><p><strong><strong>Light Crossbow</strong></strong></p><p><strong><strong>20 bolts</strong></strong></p><p><strong><strong>Dagger x2</strong></strong></p><p><strong><strong>Spear</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>OTHER GEAR</strong></strong></strong></p><p><strong><strong>Set of fine clothes</strong></strong></p><p><strong><strong>Disguise kit (proficient)</strong></strong></p><p><strong><strong>Signet ring of an imaginary duke</strong></strong></p><p><strong><strong>Arcane focus (a purple crystal)</strong></strong></p><p><strong><strong>Scholar's pack (backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, a small knife)</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>MONEY</strong></strong></strong></p><p><strong><strong>15 gp</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>PHYSICAL APPEARANCE</strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>BIO</strong></strong></strong></p><p><strong><strong>[/sblock]</strong></strong></p></blockquote><p></p>
[QUOTE="industrygothica, post: 6626156, member: 23298"] [b]Character Submission For Review[/b] Here's most of the crunchy bits. I'll try to get to the fluffy stuff tomorrow, but now it's bed time. [sblock=Tear D'mentae] [B]Name: [/B]Tear D'Mentae [B]Sex: [/B]Male [B]Race: [/B]Half-Elf [B]Class/Level: [/B]Warlock1 [B]Alignment: [/B]Chaotic Neutral [B]Size: [/B]Medium [B]Type: [/B]Humanoid [B]Speed: [/B]30ft. [B]Init: [/B]+2 [B]Senses: [/B] Darkvision, 60 ft. [B]Passive Perception: [/B]11 [B]DEFENSE[/B] [B]AC:[/B] 13 [B]HP:[/B] 10 [B]Saves:[/B] Wisdom, Charisma [B]Special:[/B] Tear has advantage on saving throws against being charmed, and magic can't put him to sleep. [B]OFFENSE[/B] [B]Melee:[/B] Spear +2; 1d6 Piercing; Thrown (range 20/60), versatile (1d8) [B]Ranged:[/B] Light Crossbow +4; 1d8+2 Piercing; Ammunition (80/320), loading, two-handed [B]Special:[/B] Dagger +4; 1d4+2 Piercing; Finesse, light, thrown (range 20/60) [B]Spells:[/B] Spell Attack +5; Spell save DC 13 [B]STATISTICS[/B] [B]Str[/B] 10 (+0), [B]Dex[/B] 14 (+2) , [B]Con[/B] 14 (+2), [B]Int[/B] 13 (+1), [B]Wis[/B] 8 (-1), [B]Cha[/B] 17 (+3) [B]RACIAL FEATURES & PROFICIENCIES[/B] [B]Skill Proficiencies[/B]Perception, Persuasion [B]Darkvision:[/B] Tear can see in dim lights within 60 feet as if it were bright light, and in darkness as if it were dim light. He can't discrern color in darkness, only shades of gray. [B]Fey Ancestry: [/B]Tear has advantage on saving throws against being charmed, and magic can't put him to sleep. [B]Languages: [/B]Common, Elvish, Giant [B]BACKGROUND FEATURES & PROFICIENCIES[/B] Charlatan [B]Skill Proficiencies: [/B]Deception, Sleight of Hand [B]Tool Proficiencies: [/B]Disguise kit, forgery kit [B]Personality Traits:[/B] [B]Ideal:[/B] [B]Bond:[/B] [B]Flaw:[/B] [B]CLASS FEATURES & PROFICIENCIES[/B] [B]Armor Proficiencies: [/B]Light armor [B]Weapons Proficiencies: [B]Simple weapons [B]Tools Proficiencies: [/B]None [B]Skill Proficiencies: [/B]Arcana, Investigation [B]Otherworldly Patron: [/B]The Great Old One [B]Awakened Mind: [/B]Tear can communicate telepathically with any creature he can see within 30 feet. He doesn't need to share a language with the creature, but the creature does need to understand at least one language. [B]Pact Magic[/B] * Cantrips Known (2): Eldritch blast, Minor Illusion * Spells Known (2): Dissonant Whispers, Hellish Rebuke * Spell Slots: 1 * Slot Level: 1 * Invocations Known: -- [B]SKILLS[/B] (Proficient in bold) +2 (dex) Acrobatics -1 (wis) Animal Handling [b]+3 (int) Arcana[/b] +0 (str) Athletics [b]+5 (cha) Deception[/b] +1 (int) History -1 (wis) Insight +3 (cha) Intimidation [b]+3 (int) Investigation[/b] -1 (wis) Medicine +1 (int) Nature [b]+1 (wis) Perception[/b] +3 (cha) Performance [b]+5 (cha) Persuasion[/b] +1 (int) Religion [b]+4 (dex) Sleight of Hand[/b] +# (dex) Stealth +# (wis) Survival [B]COMBAT GEAR[/B] Leather armor Light Crossbow 20 bolts Dagger x2 Spear [B]OTHER GEAR[/B] Set of fine clothes Disguise kit (proficient) Signet ring of an imaginary duke Arcane focus (a purple crystal) Scholar's pack (backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, a small knife) [B]MONEY[/B] 15 gp [B]PHYSICAL APPEARANCE[/B] [B]BIO[/B] [/sblock][/B][/B] [/QUOTE]
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