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(Feats & Traits)
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==Feats & Traits==
 
==Feats & Traits==
  
===Actor===
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===Rage===
Skilled at mimicry and dramatics. you gain the  following benefits:
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In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
* Increase your Charisma score by 1, to a maximum of 20.
 
* You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
 
* You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature Make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
 
===Favored Enemy: Humanoids===
 
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
 
  
Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
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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.
  
When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
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If you are able to cast spells, you can't cast them or concentrate on them while raging.
===Natural Explorer===
 
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
 
* You ignore difficult terrain.
 
* You have advantage on initiative rolls.
 
* On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
 
  
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
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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.
* Difficult terrain doesn’t slow your group’s travel.
+
 
* (Your group can’t become lost except by magical means.) Ich streich das weil ich finde das es hinderlich ist.
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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.
* Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
 
* If you are traveling alone, you can move stealthily at a normal pace.
 
* When you forage, you find twice as much food as you normally would.
 
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
 
===Two-Weapon Fighting===
 
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
 
===Spellcasting===
 
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.
 
  
'''Spell Slots'''
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You have 3 Rages and your Rage Damage Bonus is +2.
 +
===Unarmored Defence===
 +
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.
 +
===Reckless Attack===
 +
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.
 +
===Danger Sense===
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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.
  
The Ranger 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.
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You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.  
  
You regain all expended spell slots when you finish a long rest.
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To gain this benefit, you can't be blinded, deafened, or incapacitated.
  
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd level spell slot available, you can cast animal friendship using either slot.
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===Storm Aura===
 +
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.
  
'''Spells Known of 1st Level and Higher'''
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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.
You know two 1st-level spells of your choice from the ranger spell list.
 
  
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
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If your aura's effects require a saving throw, the DC e qua ls 8 + your profi ciency bonus + your Constitution modifier.
  
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.  
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'''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.
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===Spellcasting===
 +
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.
  
'''Spellcasting Ability'''
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'''Cantrips'''
  
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
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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.
  
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
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'''Spell Slots'''
  
Spell attack modifier = your proficiency bonus + your Wisdom modifier
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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.
===Primeval Awareness===
 
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around
 
you.
 
  
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
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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.
  
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
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'''Spells Known of 1st Level and Higher'''
  
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.
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You know two 1st-level spells of your choice from the sorcerer spell list.
  
If there are multiple groups of your favored enemies within range, you learn this information for each group.
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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.
===Extra Attack===
 
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
 
===Salt Washed===
 
Startend mit Level 3 erhält du die Fähigkeit besser als andere an Board eines Schiffs zu kämpfen.
 
  
Du erhältst, sofern du es nicht bereits hast, Proficiency mit Vehicles (Water).
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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
  
Zudem kannst du beide Hände zum Kämpfen verwenden auch wenn du hoch oben in der Takelage balancierst. Du erhältst in diesen Fällen nicht länger Disadvantage.
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'''Spellcasting Ability'''
===Greater favored Enemy: Elementals===
 
At 6th level, you are ready to hunt even deadlier game.
 
  
Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.
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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.
  
Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.
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'''Spellcasting Focus'''
 +
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your sorcerer spells.
  
 
==Other Proficencies==
 
==Other Proficencies==

Version vom 23. Mai 2018, 15:02 Uhr

Nils Belker
Nils-Token.png
Spieler: Max
Gesamtlevel: 6
Rasse: Half-Orc
Klasse: Sorcerer Lvl. 3 & Barbarian Lvl. 3
Background:  ?
Größenkategorie: medium
Geschlecht: männlich
Alter: (18 normale Jahre) 36 SJ
Größe: 1,93m
Gewicht: 107kg
Augen: Hellblau
Hautfarbe: grünlich Hellgrauen
Haare: Dreadlocks

Nils ist Max's Charakter. Er ist ein Half-Orc-Sorcerer-Barbarian und Kapitän der Nerona.

Allgemeine Informationen

Aussehen

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.

Hintergrundgeschichte

Er ist der Ziehsohn von dem berühmten Piraten Wolfgang Belker.

Spielinfromationen

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.

Armor Class Initiative Speed
13 (+2) +1 30
Hit Points Hit Dice Proficency Bonus
55 3 D12 / 3D6 +3
Strength Dexterity Constitution Intelligence Wisdom Charisma
+2 +1 +2 +0 +0 +2
14 12 15 10 10 14
Saving Throws
Strength Dexterity Constitution Intelligence Wisdom Charisma
+5 +1 +5 +0 +0 +2
Skills
Athletics Acrobatics Arcana Animal Handling Deception
+5 +1 +0 +0 +2
Sleight of Hand History Insight Intimidation
+1 +0 +0 +5
Stealth Investigation Medicine Performance
+1 +0 +0 +2
Nature Perception Persuasion
+0 +3 +2
Religion Survival
+0 +3

Attacks

Du hast dir beim Schaden den Bonus durch Stärke nicht dazugeschrieben

Attack Bonus Damage
Battleaxe +5 1 D8 + 2 slashing

Battleaxe: Versatile (1D10)

Shield: AC +2

Feats & Traits

Rage

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.

Unarmored Defence

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.

Reckless Attack

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.

Danger Sense

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.

Storm Aura

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.

Spellcasting

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.

Cantrips

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.

Spell Slots

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

Spellcasting Ability

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.

Other Proficencies

Languages

  • Common
  • Orc
  • Primordial (Aquan, Auran, Innan, Terran)

Tools

  • Navigator's Tools
  • Vehicles (water)

Armor

  • light armor
  • medium armor
  • shields

Weapons

  • Simple Weapons
  • Martial Weapons

Equipment

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 [1]


Money

Copper Silver Gold Platinum
0 0 10 0

Zauber

Spellcasting Ability Spell Save DC Spell Attack Bonus Spells Known
Charisma 13 +5 4

Spellslots

Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9
4 3 2 - - - - - -

Zauber

Cantrips

Level 1

Level 2

Nils' Geheimnisse

Dokumente

Charakterbogen
  1. Includes a backpack, a bedroll, a mess kit, a tinderbox, 50 feet of hempen rope, 10 torches, 10 days of rations, and a waterskin.