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<blockquote data-quote="tglassy" data-source="post: 7158263" data-attributes="member: 6855204"><p>Here's the write up. Made him a Protector Aasimar, Celestial Warlock. </p><p></p><p>The one question I have is that Aasimar get the Light Cantrip, and Celestial Warlocks get the Light cantrip. So...could I get Prestidigitation in place of the Celestial Warlock's Light Cantrip? Just seems like a waste...</p><p></p><p>Race: Protector Aasimar</p><p>Class: Celestial Warlock 1</p><p>Homeland: Arideen</p><p>Background: Hermit </p><p>Alignment: Chaotic Good</p><p>Sex: Male Age: 30 </p><p></p><p>Height: 6'2" </p><p>Weight: 200lb </p><p>Size: Medium</p><p></p><p>Senses: Blind</p><p>Speed: 30 ft.</p><p></p><p>Abilities:</p><p>STR 13 +1</p><p>DEX 15 +2</p><p>CON 14 +2 </p><p>INT 11 +0</p><p>WIS 18 +4 (17 base, +1 Race)</p><p>CHA 18 +4 (16 base, +2 race)</p><p></p><p>Proficiency: +2</p><p>Saving Throws: Charisma, Wisdom</p><p>Skills: Arcana, Religion, Medicine, Intimidation</p><p>Armor: Light Armor</p><p>Weapons: Simple Weapons</p><p>Tools: Herbalism Kit</p><p>Languages: Common, Celestial, Deep Speech</p><p></p><p>Combat</p><p>Initiative: +2</p><p>Defense</p><p>Armor Class: 14 (Studded Leather: 12+Dex)</p><p>Hit Points: 10</p><p>Hit Dice: 1d8</p><p></p><p>Attacks:</p><p>Eldritch Blast: +6/1d10</p><p>Sacred Flame: DC 14 Dex save/1d8 Radiant damage</p><p>Club (Walking Stick): +4/1d6+2</p><p>Handaxe: +4/1d6+2 (Thrown)</p><p></p><p>Features and Traits:</p><p></p><p>Racial:</p><p>Celestial Resistance: Resistant to Radiant and Necrotic damage.</p><p>Healing Hands: Once per day, can heal someone you touch up to your level in hit points.</p><p>Light Bearer: You know the Light Cantrip</p><p></p><p>Patron:</p><p></p><p>Bonus Cantrips</p><p>At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.</p><p></p><p>Healing Light</p><p>At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.</p><p>As a bonus action, you can touch a creature and heal it, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.</p><p>Your pool regains all expended dice when you finish a long rest.</p><p></p><p></p><p></p><p>Cantrips:</p><p>Sacred Flame</p><p>Eldridge Blast</p><p>Light</p><p>Minor Illusion</p><p></p><p></p><p>Spells:</p><p>Cure Wounds</p><p>Burning Hands</p><p></p><p></p><p>Equipment</p><p>Club (obsidian rod with silver runes etched into it, used as a walking stick), Handaxe, Scholar's Pack, A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit</p><p>Trinket: A silver badge in the shape of a five-pointed star. </p><p></p><p>Money: 77gp</p><p></p><p>Personal Characteristics</p><p>Description:</p><p></p><p>Hermit</p><p>Feature: Discovery </p><p>The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.</p><p></p><p>Trait: I often get lost in my own thoughts and contemplations, becoming oblivious to my surroundings.</p><p></p><p>Trait: I am working on a grand philosophical theory and love sharing my ideas.</p><p></p><p>Ideal: Self Knowledge: If you know yourself, there's nothing left to know.</p><p></p><p>Bond: Should my discovery come to light, it could bring ruin to the world.</p><p></p><p>Flaw: I like keeping secrets and won't share them with anyone.</p><p></p><p>Contact: Brother Loren, a priest in the Church of Paladin, and who mentored me in my youth, and oversaw my seclusion at the monastery.</p><p></p><p>Foe: My brother, Kael, who is a Fallen Aasimar, and with whom I have had a rivalry that has lasted my whole life. This rivalry recently turned deadly.</p><p></p><p>Friend: Faria, a young woman who lived at the monastery I secluded myself to. We developed a friendship while I was there, until her family called her back from the monastery a while ago. I have not seen her since.</p><p></p><p></p><p>Sent from my iPad using EN World</p></blockquote><p></p>
[QUOTE="tglassy, post: 7158263, member: 6855204"] Here's the write up. Made him a Protector Aasimar, Celestial Warlock. The one question I have is that Aasimar get the Light Cantrip, and Celestial Warlocks get the Light cantrip. So...could I get Prestidigitation in place of the Celestial Warlock's Light Cantrip? Just seems like a waste... Race: Protector Aasimar Class: Celestial Warlock 1 Homeland: Arideen Background: Hermit Alignment: Chaotic Good Sex: Male Age: 30 Height: 6'2" Weight: 200lb Size: Medium Senses: Blind Speed: 30 ft. Abilities: STR 13 +1 DEX 15 +2 CON 14 +2 INT 11 +0 WIS 18 +4 (17 base, +1 Race) CHA 18 +4 (16 base, +2 race) Proficiency: +2 Saving Throws: Charisma, Wisdom Skills: Arcana, Religion, Medicine, Intimidation Armor: Light Armor Weapons: Simple Weapons Tools: Herbalism Kit Languages: Common, Celestial, Deep Speech Combat Initiative: +2 Defense Armor Class: 14 (Studded Leather: 12+Dex) Hit Points: 10 Hit Dice: 1d8 Attacks: Eldritch Blast: +6/1d10 Sacred Flame: DC 14 Dex save/1d8 Radiant damage Club (Walking Stick): +4/1d6+2 Handaxe: +4/1d6+2 (Thrown) Features and Traits: Racial: Celestial Resistance: Resistant to Radiant and Necrotic damage. Healing Hands: Once per day, can heal someone you touch up to your level in hit points. Light Bearer: You know the Light Cantrip Patron: Bonus Cantrips At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. Healing Light At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. As a bonus action, you can touch a creature and heal it, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest. Cantrips: Sacred Flame Eldridge Blast Light Minor Illusion Spells: Cure Wounds Burning Hands Equipment Club (obsidian rod with silver runes etched into it, used as a walking stick), Handaxe, Scholar's Pack, A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit Trinket: A silver badge in the shape of a five-pointed star. Money: 77gp Personal Characteristics Description: Hermit Feature: Discovery The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Trait: I often get lost in my own thoughts and contemplations, becoming oblivious to my surroundings. Trait: I am working on a grand philosophical theory and love sharing my ideas. Ideal: Self Knowledge: If you know yourself, there's nothing left to know. Bond: Should my discovery come to light, it could bring ruin to the world. Flaw: I like keeping secrets and won't share them with anyone. Contact: Brother Loren, a priest in the Church of Paladin, and who mentored me in my youth, and oversaw my seclusion at the monastery. Foe: My brother, Kael, who is a Fallen Aasimar, and with whom I have had a rivalry that has lasted my whole life. This rivalry recently turned deadly. Friend: Faria, a young woman who lived at the monastery I secluded myself to. We developed a friendship while I was there, until her family called her back from the monastery a while ago. I have not seen her since. Sent from my iPad using EN World [/QUOTE]
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