|Klasse:||Sorcerer Lvl. 3 & Barbarian Lvl. 3|
|Alter:||(18 normale Jahre) 36 SJ|
- 1 Allgemeine Informationen
- 2 Spielinfromationen
- 2.1 Attributes and Skills
- 2.2 Attacks
- 2.3 Feats & Traits
- 2.4 Other Proficencies
- 2.5 Equipment
- 3 Zauber
- 4 Nils' Geheimnisse
- 5 Dokumente
Nils ist 36 SJ alt, 1,93 Meter große und wiegt 107 kg. Seine Haut hat einen grünlich Hellgrauen Farbton und seine Augen sind von einem hellen Blau. Er trägt lange Dreadlocks.
Er ist der Ziehsohn von dem berühmten Piraten Wolfgang Belker.
Attributes and Skills
Du hast dir die Proficencys für deinen Background nicht gegeben. Das sind Athletic's and Perception. Athletic's hast du schon also kannst du dir noch Animal Handling oder Nature aussuchen. Perception hab ich hier schonmal eingebaut.
|Hit Points||Hit Dice||Proficency Bonus|
|55||3 D12 / 3D6||+3|
|Sleight of Hand||History||Insight||Intimidation|
Du hast dir beim Schaden den Bonus durch Stärke nicht dazugeschrieben
|Battleaxe||+5||1 D8 + 2 slashing|
Battleaxe: Versatile (1D10)
Shield: AC +2
Feats & Traits
Du hast dir bei Metamagic nur eins ausgesucht statt 2.
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
You have 3 Rages and your Rage Damage Bonus is +2.
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
To gain this benefit, you can't be blinded, deafened, or incapacitated.
Starting at 3rd level, you emanate a stormy, magical aura while you rage . The aura extends 10 feet from you in every direction , but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.
If your aura's effects require a saving throw, the DC e qua ls 8 + your profi ciency bonus + your Constitution modifier.
Sea: When this effect is activated , you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes l d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer 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.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of that or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier.
Spellcasting Focus You can use an arcane focus (found in chapter 5) as a spellcasting focus for your sorcerer spells.
Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
|Spell Slot Level||Sorcery Point Cost|
Converting a Spell Slot to Sorcery Points As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
Thanks to your ore blood, 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.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
- Arionisch (Common/Deutsch)
- Primordial (Aquan, Auran, Innan, Terran)
- Navigator's Tools
- Vehicles (water)
- light armor
- medium armor
- Simple Weapons
- Martial Weapons
Du hast dir das Equipment aus dem Background nicht gegeben
- a belaying pin (club)
- 50 feet of silk rope,
- a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5)
- a set of common clothes
- explorers pack 
|Spellcasting Ability||Spell Save DC||Spell Attack Bonus||Spells Known|
|Level 1||Level 2||Level 3||Level 4||Level 5||Level 6||Level 7||Level 8||Level 9|
|Klasse:||Sorcerer Lvl. 6|
Beschreib mal selber.
Ich würde mich gerne mit euch treffen um die auszuarbeiten (s.u.).
Alle Spielinformationen habe ich nach DnD-Beyond umgelagert. Hier könnt ihr ihren Charakterbogen einsehen.
Ich mache mir gerne Collagen um mich in den Charakter hineinzuversetzen. Jedes Bild erinnert mich an verschiedene Aspekte ihres Charakters. Außerdem ist ihr Aussehen in meinem Kopf nicht genauso wie auf dem primären Charakterbild. Sie ist mehr eine Mischung aus all diesen Bildern.
- Includes a backpack, a bedroll, a mess kit, a tinderbox, 50 feet of hempen rope, 10 torches, 10 days of rations, and a waterskin.