Ji'hai -- Sorcerer -- Tortle



Name: Ji'hai
Race/Ancestry/Heritage: Tortle
Class & Level: Sorcerer 1
Background: Hermit
Alignment: Neutral Good
Experience: 0 xp


ABILITY SCORES & ABILITIES
(* includes +2 proficiency bonus; ** includes expertise, if any)

Strength 13
+1 ... Strength Ability Checks
+1 ... Strength Saving Throws
+1 ... Athletics Skill
195 lbs. ... Maximum Carrying Capacity
390 lbs. ... Max. Push or Drag (Speed -5 ft.)
390 lbs. ... Maximum Lift

Dexterity 14
+2 ... Dexterity Ability Checks
+2 ... Dexterity Saving Throws
+2 ... Acrobatics Skill
+2 ... Sleight of Hand Skill
+2 ... Stealth Skill

Constitution 16
+3 ... Constitution Ability Checks
+5 ... Constitution Saving Throws *

Intelligence 17
+3 ... Intelligence Ability Checks
+3 ... Intelligence Saving Throws
+5 ... Arcana Skill *
+3 ... History Skill
+3 ... Investigation Skill
+3 ... Nature Skill
+5 ... Religion Skill *

Wisdom 18
+4 ... Wisdom Ability Checks
+4 ... Wisdom Saving Throws
+4 ... Animal Handling Skill
+4 ... Insight Skill
+6 ... Medicine Skill *
+4 ... Perception Skill
+4 ... Survival Skill

Charisma 15
+2 ... Charisma Ability Checks
+4 ... Charisma Saving Throws *
+2 ... Deception Skill
+4 ... Intimidation Skill *
+2 ... Performance Skill
+2 ... Persuasion Skill

COMBAT [PHB p. 189]

14 ... Passive Perception
+2 ... Initiative Modifier

Armor Class 17 ... Armor worn: none (natural armor)

30 ft. Speed ... Base distance per move

9 hit points ... 1d6 Hit Dice


Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1d6+1 bludgeoning damage. (If used two-handed in melee, does 1d8+1 damage.)

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 1d4+2 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)

Tortle Claws. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1d4+1 bludgeoning damage.

Ray Of Frost Cantrip. Ranged Spell Attack: +4 to hit, targets one creature or object within 60 ft. range. Hit: 1d8 cold damage and target's speed reduced by 10 feet for one round.


FEATURES, TRAITS, SPECIAL ABILITIES

Hermit Background [PHB p. 134]

• Feature: Discovery (great secret).

• Traits: Older sibling devoured by a dragon. Intellectual attitude.

• Ideal: Your worth comes from your cunning.

• Bond: Urges others to become your students.

• Flaw: Must win all arguments.


Proficiencies & Languages
• Proficiency Bonus: +2
• Armor: none
• Weapons: dagger, dart, light crossbow, quarterstaff, sling
• Tools: herbalism kit
• Saving Throws: Constitution, Charisma
• Skills: Arcana, Intimidation, Medicine, Religion
• Languages: Common, Gnomish, Aquan


Tortle Traits [MotM, p. 34]

• Creature Type: Humanoid

• Age: 33 years old

• Medium Size (5' 4", 444 lbs.)

• Claws (natural attack does 1d6+1 slashing damage on hit)

• Hold Breath (up to 1 hour)

• Shell Defense (speed 0 and prone, no reactions, disadv. on Dex. saves, AC +4, adv. on Str. and Con. saves)

• Natural Armor (AC 17, no Dex. bonus, cannot wear armor)


Sorcerer Class Features [PHB p. 99, XGtE p. 50]

• Divine Magic (picks spells from Sorcerer and Cleric lists)

• Favored By The Gods (one betw. rests, add 2d4 to missed save)

Ray Of Frost Cantrip. Ranged Spell Attack: +4 to hit, targets one creature or object within 60 ft. range. Hit: 1d8 cold damage and target's speed reduced by 10 feet for one round.

Spellcasting [PHB p. 201]

Spell Attack Modifier +4
Spell Save DC 12


EQUIPMENT & TREASURE


Carried Gear [PHB, p. 143]: two (2) daggers, quarterstaff, herbalism kit (clippers, mortar and pestle, pouches and vials of herbs), set of common clothes, a scroll case stuffed full of personal notes, a winter blanket. (This load is about 12 lbs.; add 1 lb. per 50 coins carried.)


Coins & Gems: 6 gold pieces (gp); 51 silver pieces (sp); 65 copper pieces (cp); 2 gems (worth 10 gp each)


MAGIC

Cantrips Known: Blade Ward, Mending, Prestidigitation, Ray of Frost

Blade Ward
Source: Player's Handbook
Abjuration cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 round
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Spell Lists. Bard, Sorcerer, Warlock, Wizard

Mending
This spell Repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or Construct, but the spell can't restore magic to such an object.
Show Attribute List
Attributes
Mending
cantrip transmutation
Casting Time: 1 minute
Range: Touch
Target: A single break or tear in an object you touch
Components: V S M (Two lodestones)
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Prestidigitation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical Effects within range.
• You create an Instantaneous, harmless sensory Effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a Candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a Symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous Effects active at a time, and you can dismiss such an Effect as an Action.
Show Attribute List
Attributes
Prestidigitation
cantrip transmutation
Casting Time: 1 action
Range: 10 feet
Target: See text
Components: V S
Duration: Up to 1 hour
Classes: Bard, Sorcerer, Warlock, Wizard
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Ray of Frost
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell Attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).
Show Attribute List
Attributes
Ray Of Frost
cantrip evocation
Casting Time: 1 action
Range: 60 feet
Target: A creature within range
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.


Prepared Spells
1st Level (2 slots): Cure Wounds, Burning Hands

Cure Wounds
A creature you touch regains a number of Hit Points equal to 1d8 + your Spellcasting ability modifier. This spell has no Effect on Undead or Constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, the Healing increases by 1d8 for each slot level above 1st.
Show Attribute List
Attributes
Cure Wounds
1 evocation
Casting Time: 1 action
Range: Touch
Target: A creature you touch
Components: V S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.

Burning Hands
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable Objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, the damage increases by 1d6 for each slot level above 1st.
Show Attribute List
Attributes
Burning Hands
1 evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Target: Self (15-foot cone)
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.




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