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rpg:arcydea:characters:cassie

Cassandra

Level 20 Paladin / Level 1 Artificer

(source: https://www.dndbeyond.com/characters/19596169/q4Hwjv )

HP: 128/128 Base Spd: 30ft Armored Spd: 20ft
AC: 14 without armor 15 with Leather 16 with Chain Mail 18 with Plate Mail +2 with Shield
Prof. Bonus: +7 Initiative: +4 Inspired!

Immune to: Charmed, Disease, Frightened

Stats/Saves

Attribute # Bonus Save Bonus
STR 14 +2 +5
DEX 19 +4 +7
CON 10 +0 +3
INT 17 +3 +6
WIS 14 +2 +12*
CHA 16 +3 +13*

+3 to all saves included.

Senses

Passive Wis(Perception): 24

Passive Int(Investigation): 18

Passive Wis(Insight): 19

Proficiencies

Armor: All Armor, Shields

Weapons: Firearms, Martial Weapons, Simple Weapons

Tools: All (see Tinker's Blessing)

Languages: Common, Celestial, Dwarvish, Elvish

Skills

Prof Skill Attr Att Bonus Prof Bonus Final Bonus
Acrobatics Dex +4 +4
* Animal Handling Wis +2 +7 +9
Arcana Int +3 +3
Athletics Str +3 +3
Deception Cha +3 +3
History Int +3 +3
* Insight Wis +2 +7 +9
Intimidation Cha +3 +3
Investigation Int +3 +3
Medicine Wis +2 +3
Nature Int +3 +3
* Perception Wis +2 +7 +9
Performance Cha +3 +3
Persuasion Cha +3 +7 +10
Religion Int +3 +3
Sleight of Hand Dex +4 +4
* Stealth Dex +4 +7 +11 1
Survival Wis +2 +3
* Tool Kits Int +3 +7 +10 +d4 2 3
* Technology Int +3 +7 +10

Paladin Features

Divine Sense

As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest.

Lay On Hands

You have a pool of healing power that can restore 100 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.

Fighting Style: Protection

While wielding a shield and a creature you can see attacks a target other than you within 5 ft., you can use your reaction to impose disadvantage on the attack roll.

Spellcasting

You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 18, Spell Attack +10). You can use a holy symbol as a spellcasting focus.

Divine Smite

When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total).

Channel Divinity

You gain two Channel Divinity options:

Sacred Weapon - As an action you can imbue a weapon with positive energy. For 1 minute, the weapon is considered magical, you add +3 to attack rolls, it emits bright light for 20 ft. and dim light for 20 ft beyond that. You can end the effect as part of any other action, if you are no longer holding the weapon, or if you fall unconscious.

Turn the Unholy - As an action, you can censure fiends and undead. Each fiend or undead that can see or hear you within 30 ft. must make a WIS saving throw (DC 17). On failure, it is turned for 1 minute or until it takes damage.

Aura of Protection

While you are conscious, you grant all friendly creatures (including you) within 30 ft. a +3 bonus to all saving throws.

Aura of Devotion

While you are conscious, friendly creatures (including you) within 30 ft. can't be charmed.

Aura of Courage

While you are conscious, you and friendly creatures within 30 ft. can’t be frightened.

Improved Divine Smite

Whenever you hit with a melee weapon, the target takes an extra 1d8 radiant damage.

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the Duration, you have advantage on Saving Throws against Spells cast by Fiends or Undead.

Cleansing Touch

You can use your action to end one spell on yourself or on one willing creature that you touch 3 times per long rest.

Purity of Spirit

You are always under the effects of a protection from evil and good spell.

Artificer Features

Magical Tinkering

At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must tinker’s tools, or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Spellcasting

You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders through various items.

Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus – specifically tinker’ tools or some kind of artisan’s tool – in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, 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 artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four 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 a 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 artificer spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting:

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

Racial Traits

Artisan’s Intuition: When you make an ability check with artisan’s tools, roll 1d4 and add it to the result.

Maker’s Gift: You know the cantrip mending and gain proficiency with smith's tools.

Magecraft: You can create a temporary magic item out of common materials. Choose a cantrip from the wizard spell list. Describe the item connected to it. As long as you possess the item, you know that cantrip. INT is your spellcasting ability for it. (Chose Minor Illusion).

Spellsmith: Once per long rest, you can spend one minute to weave a temporary enchantment into a nonmagical suit of armor or weapon. For the next hour the object becomes a magic item, gaining a +1 bonus to AC if it is armor or a +1 bonus to hit and damage if it is a weapon.

Feats

Actor: You gain +1 CHA, you have advantage on Deception and Performance checks when trying to pass yourself off as a different person, and you can mimic the speech of another person or the sounds made by other creatures that you have heard (for at least 1 minute).

Lucky: You have 3 luck points per long rest. Whenever you make an attack roll, an ability check, or a saving throw (or when an attack roll is made against you), you can spend one to roll an additional d20 and you choose which die to use. You can choose to spend luck points after you roll the die, but before the outcome is determined.

Observant: Increase your WIS score by 1. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Perception and passive Investigation scores.

Magic Initiate (Druid): You learn two cantrips of your choice from the druid spell list. You learn one 1st-level spell from that same list and can cast it at its lowest level once per long rest.

Druidcraft(Cantrip)

Thorn Whip(Cantrip)

Detect Magic(1st)

Campaign Traits

  • Tinker's Fingers: Grants proficiency in all tool sets/vehicles, and can operate machinery at a 30' distance.
  • Team Connection: Telepathic communion with her bond-sisters.
  • Divine Right to Rule: (TEMPORARILY INACTIVE)
    • As a princess, prince, queen or king of Fantasia, recognized by the land and the Powers as having the right and fitness to rule, you have special powers, particularly within the Land of Fantasia.
    • You can speak the language of animals and plants, even those normally considered unintelligent or monstrous, and can use Persuasion, Insight, and similar skills on them as if they were normal intelligent creatures, although hostile creatures are still difficult to change the attitudes of.
    • You have the ability to sing beautifully, and always make Perform checks to sing or play instruments as if you have Reliable Talent (rolls below 10 are considered a 10).
    • Imbuements from you to the land of Fantasia (or vice versa) work at triple normal effectiveness for their cost.
    • You are considered to have a sphere or spheres of influence, similar to deities. Those working for you in your spheres of influence or in defense of your home territory (in Fantasia only) receive a bonus of +2 to their skill rolls. For example, a princess whose spheres of influence are cleaning and tailoring would have an amazing running crew that could clean her house and prepare her a dress for the ball. Likewise, you can directly imbue others within the sphere of your influence as if they are working for you.
    • You naturally attract followers. If your Charisma bonus is usually negative or zero, it is increased to +1 for the purposes of any rules determining followers or hirelings; otherwise it is increased by 1 for these purposes. These followers do not need to be humanoid in nature.

Beast Companion: Shadow (Hell Hound)

Hell Hound Medium fiend, lawful evil

Armor Class 21(natural armor) Hit Points 45(7d8+14) Speed 50 ft.

STR 17(+3)

DEX 12(+1)

CON 14(+2)

INT 6(-2)

WIS 13(+1)

CHA 6(-2)

Skills: Perception +11

Damage Immunities: Fire

Senses: Darkvision 60 ft., Passive Perception 21

Languages: Infernal, Common (Cannot Speak)

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.

Ranger's Companion. The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

Actions

Beast Master Bonus. The companion gains an additional bonus to attack and damage rolls equal to the ranger's proficiency bonus (+7; not included in the attack descriptions below).

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.

Fire Breath (Recharge 5–6). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Equipment

Arrows x 20

Backpack - 5lb.

Bedroll - 7lb.

Breastplate - Medium Armor - 20lb. - AC 14

Chain Mail - Heavy Armor - 55lb. - AC 16, min Str 13, Stealth disadv

Crossbow, Hand - 3lb. - Martial, Ammunition, Range, Light, Loading, Range (30/120): +11, 1d6+4 piercing damage

Crossbow, Light - 5lb. - Simple, Ammunition, Loading, Range, Two-Handed, Range (80/320): +11, 1d6+4 piercing damage

Dagger - 1lb. - Simple, Finesse, Light, Thrown, Range (20/60): +11, d4+4 piercing damage (+1d8 radiant)

Dart - 0.25lb. - Simple, Finesse, Thrown, Range (20/60): +11, d4+4 piercing damage

Gauntlet Pistol (Exandria) - 3lb. - Firearms, Reload, Misfire, Light, Loading, Range (60/240): +11 to hit, 1d10+4 piercing damage

Glaive - 6lb. - Martial, Heavy, Reach, Two-Handed: +9, d10+2 slashing damage

Holy Symbol

Javelin - 2 lb each, x5 - Simple, Thrown, Range (30/120)

Leather - Light Armor - 10lb. - AC 11

Longbow - 2lb. - Martial, Ammunition, Heavy, Range, Two-Handed, Range (150/600) : +11, d8+4 damage

Longsword - 3lb. - Martial, Versatile: +11, d8+4/d10+4 piercing damage (+1d8 radiant) – Mess Kit - 1lb. -

Plate Mail - Heavy Armor - 65lb. - AC 18, min Str 15, Stealth disadv

Radiant Automatic Pistol - Pistol, Automatic - 3lb. - Firearms, Ammunition (Firearms), Range, Reload, Range (50/150): +12, 2d6+5 piercing damage (+1d6 radiant)

Rations, 10 days

Revolver - 3lb. - Firearms, Ammunition (Firearms), Range, Reload, Range (40/120): +11, 2d8+4 piercing damage – Rope, Hempen (50 feet) - 10lb.

Shield - 6lb. - +2 AC

Sun Blade Longsword - 3lb. - +1d8 radiant, Martial, Versatile, Finesse: +13, 2d8+6 radiant damage (+1d8 radiant)

Shortsword, +1 - 2lb. - Martial, Finesse, Light: +12, d6+5 piercing damage (+1d8 radiant)

Shortsword, +1 - 2lb. - Martial, Finesse, Light: +12, d6+5 piercing damage (+1d8 radiant)

Tinderbox - 1lb

Torch - 1 lb each, x10

Warhammer - 2lb. - Martial, Versatile: +9, d8+2/d10+2 bludgeoning damage (+1d8 radiant)

Waterskin - 5lb.

Plus Three Levels...

ASI: Choose feat or Ability Score Increase

Spell Slots

Innate Abilities (Feats, etc)

Cantrips

Thorn Whip: Can cast at will, 30 foot range, melee spell attack +10 to hit, 4d6 damage on hit + pull enemy ten feet closer

Minor Illusion

Mending

Druidcraft

1st Level (1/long rest)

Detect Magic

Paladin: 4 1st, 3 2nd, 3 3rd, 3 4th, 2 5th

1st Level

Command

Detect Good and Evil

Detect Poison and Disease

Protection from Evil and Good

Sanctuary

2nd Level

Lesser Restoration

Zone of Truth

3rd Level

Beacon of Hope

Dispel Magic

Remove Curse

Revivify

4th Level

Aura of Life

Freedom of Movement

Guardian of Faith

Staggering Smite

5th Level

Commune

Dispel Evil and Good

Flame Strike

Raise Dead

Artificer: 2 cantrips, 2 1st

Artificer spells cast through objects/crafts/tinker tools

2 first level Artificer spell slots

Know 2 Artificer cantrips

Can change Artificer spells at long rest

rpg/arcydea/characters/cassie.txt · Last modified: 2020/06/28 14:34 by 136.32.86.154

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