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games:magic_academy:students:diego

Diego de Flores y Garcia

5' 7“, black haired, brown eyed, swarthy.

Primary Class: Rogue 3rd level

Secondary Class: Cleric 1st level

HP 34 AC 16 (Mariner's Armor)

Str 14 Dex 19 Con 15 Int 14 Wis 18 Cha 16

Saves: Str +2 Dex +6* Con +2 Int +4* Wis +6* Cha +5*

Proficiency: +2

Initiative: +7

Skill Proficiencies

  • Acrobatics (Dex): +4 Dex +2 Prof +0 Expert +0 Training
  • Animal Handling (Wis): +4 Wis +0 Prof +0 Expert +0 Training
  • Arcana (Int): +2 Int +0 Prof +0 Expert +0 Training
  • Athletics (Str): +2 Str +2 Prof +0 Expert +0 Training
  • Deception (Cha): +3 Cha +0 Prof +0 Expert +0 Training
  • History (Int): +2 Int +2 Prof +0 Expert +0 Training
  • Insight (Wis): +4 Wis +2 Prof +0 Expert +0 Training
  • Intimidation (Cha): +3 Cha +0 Prof +0 Expert +0 Training
  • Investigation (Int): +2 Int +0 Prof +0 Expert +0 Training
  • Medicine (Wis): +4 Wis +2 Prof +0 Expert +0 Training
  • Nature (Int): +2 Int +0 Prof +0 Expert +0 Training
  • Perception (Wis): +4 Wis +2 Prof +2 Expert +0 Training
  • Performance (Cha): +3 Cha +0 Prof +0 Expert +0 Training
  • Persuasion (Cha): +3 Cha +0 Prof +0 Expert +0 Training
  • Religion (Int): +2 Int +0 Prof +0 Expert +0 Training
  • Sleight of Hand (Dex): +4 Dex +2 Prof +0 Expert +0 Training
  • Stealth (Dex): +4 Dex +2 Prof +0 Expert +0 Training
  • Survival (Wis): +4 Wis +0 Prof +0 Expert +0 Training
  • Technology (Int): +2 Int +0 Prof +0 Expert +0 Training

Tool Proficiencies

  • Vehicles (water)
  • Navigator's tools
  • Thieves' tools (expertise)

Human Racial Characteristics

It's hard to make generalizations about humans, but your human character has these traits.

  • Ability Score Increase. Your ability scores each increase by 1.
  • Age. Humans reach adulthood in their late teens and live less than a century.
  • Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.
  • Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. Diego speaks Common and Spanish natively.

Character Background: Sailor

You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.

  • Skill Proficiencies: Athletics, Acrobatics
  • Tool Proficiencies: Navigator’s tools, vehicles (water)
  • Feature: Ship's Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Rogue Class Features

As a rogue you gain the following class features.

Hit Points

  • Hit Dice: 1d8 per rogue level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: Thieves’ tools
  • Saving Throws: Dexterity, Intelligence
  • Skills:

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. It is currently 2d6 damage.

Thieves’ Cant

During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Steady Aim

At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Roguish Archetype: Swashbuckler

Fancy Footwork

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Cleric Class Features

As a cleric you gain the following class features.

Hit Points

  • Hit Dice: 1d8 per cleric level
  • Hit Points at 1st Level: 8 + Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per cleric level after 1st

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: All simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Persuasion, Religion

Spellcasting

As a conduit for divine power, you can cast cleric spells.

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Spell Slots

The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these 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.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Cleric Domain: Fate

Bonus Spells: Dissonant Whispers, Heroism

Omens and Portents

At 1st level, you can perceive signs of the future in everyday objects and events, such as flights of birds or ripples made in water by a thrown stone. You can cast the Augury spell without expending a spell slot and, when you cast the spell in this way, the spell has no verbal, somatic, or material components. Once you cast the spell in this way, you cannot do so again until you finish a long rest.

In addition, until you finish a long rest, when you cast a divination spell that includes a chance the DM gives you no answer or a random reading—such as Augury, Commune, or Divination—reduce that chance by 25 percent.

Ties That Bind

At 1st level, you can temporarily tie your fate to others. As an action, you can touch one object or creature and magically tie a strand of fate from yourself to it for 1 hour or until you use this feature again. An unwilling creature must succeed on a Wisdom saving throw against your spell save DC to resist this effect. While the target is bound to you and on the same plane of existence as you, you can sense the direction to the target’s location, and you know the direction of its movement if it is in motion.

In addition, once per turn when you cast a spell using a spell slot to deal damage or restore hit points to the target, roll a d6, and the target receives extra damage or healing, respectively, equal to the number rolled.

You can use this feature’s action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

College Stats

Dorm: Witherspoon Hall

  • Normal-Quality: Students living here are granted a Modest Lifestyle throughout their stay.
  • Calm: Students living here do not have to deal with noisy conditions, making studying easier.
  • Comfortable: The dorms are reasonably comfortable, making for less frequent negative dorm events.
  • Standard Finances: Students who stay here on scholarship or sponsorship receive 50 gold pieces at the start of each semester. Other students must pay 500 gold pieces per semester.

Gained Abilities

  • None.

Current Classes

  • Party Dynamics I: Teaches Teamwork (Wis check to coordinate actions together as a party, etc.) Taught by Professor Mavinda Sharpbeak.
  • Common Tongues: Introduction to languages (Int check to determine what a language is if they don't already know)
  • Twin Weapon Initiate: Fighting Initiate feat (Two Weapon Fighting style.)
  • Using My Religion: Allows you to expand your knowledge of your god and the other Arcydean deities, as well as covering some common interdimensional deities you might run across. (+1 Religion after class is complete.)
  • Making Friends: A class focused on making friends and influencing people. (+1 to Persuasion skill).

Extracurriculars

  • Academy Fencing Club. (Acrobatics, Athletics)
  • Rogues' Gallery. (Deception, Stealth)

Friendships, Beloveds, and Rivalries

  • None.

Possessions

Money

  • 10 gold

Standard Items

  • 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
  • Studded leather armor

Natural Magic

Unlike your regular spells, spells from cantrips are known from memory and can be cast as often as you feel like. You have 3 cantrips from being a Cleric, and 2 cantrips from Magic Initiate (pending).

  • Vicious Mockery
  • ???
  • Guidance
  • Sacred Flame
  • Toll the Dead

You also can cast one 1st level spell of your choice once per day, from Magic Initiate.

  • ???

Cleric Magic

1st Level Spells (2 spell slots)

  • Cure Wounds
  • Inflict Wounds
  • Shield of Faith
  • Dissonant Whispers
  • Heroism
  • Augury (once per day)

Special Items

Saber +1

Potion of Invisibility

Scale Mail Mariner's Armor

Rapier +1

SoulPhone

Apps

Bank of Alshira Professional

LiveFeed Professional

Happy Jack, Pseudodragon lvl 2 Warrior

  • Armor Class 13 (natural armor)
  • Hit Points 7 (2d4 + 2) + 8 (Warrior)
  • Speed 15 ft., fly 60 ft.
  • STR 6 (-2)
  • DEX 15 (+2)
  • CON 13 (+1)
  • INT 10 (+0)
  • WIS 12 (+1)
  • CHA 10 (+0)
  • Saves: DEX +4
  • Skills Perception +3, Stealth +4, Acrobatics +4, Survival +3
  • Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13
  • Languages Understands Common and Draconic but can't speak them
  • Proficiency Bonus +2
  • Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
  • Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.
  • Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
  • Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  • Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

Bonus Proficiencies: 1st-level Warrior feature

The sidekick gains proficiency in Dexterity.

In addition, the sidekick gains proficiency in two skills: Acrobatics and Survival.

The sidekick gains proficiency with all armor, and if it is a humanoid or has a simple or martial weapon in its stat block, it gains proficiency with shields and all simple and martial weapons.

Martial Role: 1st-level Warrior feature

Each warrior focuses on defense in their training.

Defender: The sidekick can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the sidekick, provided the sidekick can see the attacker.

Second Wind: 2nd-level Warrior feature

The sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.

The sidekick can use this feature twice between rests starting at 20th level.

Common Attacks

Rapier +1: +7 to hit, 1d8+5 damage

Saber +1: +7 to hit, 1d8+5 damage

games/magic_academy/students/diego.txt · Last modified: 2023/04/21 20:29 by wizardofaus_doku

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