Laikora
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Narileth's sheet

Go down

Narileth's sheet Empty Narileth's sheet

Post by Mirabella Destino Fri May 13, 2022 9:45 pm

Base
Narileth's sheet Aifnoi
Character Name: Narileth
Race: Firbolg
Pronouns she/her
Age: 235
Height: 7'11 or 241cm
Size: Medium
Speed: 30ft
Background: Far Traveler
Backstory: Naritleth comes from a shamanic village called Quinata. She left the village, following the desire of spirits for revange for terrible injustice towards them. Along the way she travelled with a party, but then decided to leave the group, wanting to find purpose in life other than following wishes of spirits. During her solo journey, she stumbled into a portal that pulled her in. Once she came to, she found herself in an unknown place and felt her powers greately wained.

Class: Shaman (of Harmony)
Level: 2
Proficiency bonus: +2
Languages: Common, Giant, Elvish, Druidic
Armor proficiency: Light, Medium, Shields
Weapon proficiency: All simple weapons, blowgun, net
Tool proficiency: Herbalist kit
Armor class (AC): 14
Difficulty class (DC) 14
Spell Damage Modifier: +6
Passive Perception: 16
Max Hit Points: 17 (taking avarage)

Stats:
Strength: 12 (+1)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 18 (+4)
Charisma: 14 (+2)

Saving Throws:
Strength: +1
Dexterity: +1
Constitution: +2
Intelligence: +1
Wisdom: +6
Charisma: +4

Skills:
Acrobatics: (Dex) +1
Animal Handling: (Wis) +6 (Class)
Arcana: (Int) +1
Athletics: (Str) +1
Deception: (Cha) +2
History: (Int) +1
Insight: (Wis) +6 (Background)
Intimidation: (Cha) +2
Investigation: (Int) +1
Medicine: (Wis) +4
Nature: (Int) +1
Perception: (Wis) +6 (Background)
Performance: (Cha) +2
Persuasion: (Cha) +2
Religion: (Int) +1
Sleight of Hand: (Dex) +1
Stealth: (Dex) +1
Survival: (Wis) +6 (Class)

Race features:
Ability Scores: Wis +2; Str +1
Firbolg Magic. You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Class features:
Level 1: Ritualist: Beginning at 1st level, the shaman begins having dreams or visions of lingering spirits sharing ancient magics.
You may add any two spells with the ritual tag that is of a level you can cast to your prepared spells. You always have these rituals prepared, and they do not count against the number of shaman spells you have prepared.
These spells can only be cast as rituals.
You can select one more ritual at 3rd level, then again at 5th, 7th, 9th, 11th, 13th and 15th level.
Level 2: Sixth Sense: At 2nd level the shaman can sense the auras of the recently dead.
As an action, you become aware if any creatures have died in a 60 foot area around you in the last 24 hours. You do not know how they died, but you do know when they died and what type of creature they were.
This feature can be used a number of times per long rest equal to 1 + your Wisdom modifier.
Additionally, you have advantage on Charisma checks made to interact with spirits.
Spirit Animal: At 2nd level you gain a spirit sworn to serve alongside you. You learn the Find Familiar ritual  if you don't already know it. The familiar you summon becomes your spirit animal.
The spirit animal is more durable than a standard familiar. It has maximum hit points equal to three x your shaman level. Additionally, it has proficiency in saving throws that you do.
Your spirit animal also has inherent boons and magical effects. When you summon the spirit animal select from the list of spirit boons.

Feats

Inventory
Currency: 5gp
  • Dagger
  • Shield
  • Herbalism Kit
  • Leather armor
  • Yew Wand
  • Explorer's bag (Backpack; Bedroll; Mess kit; Tinderbox; 10 torches; 10 days of Rations; Waterskin; 50ft Hempen Rope
  • Traveller's clothes
  • Flute
  • Bone trinkets


Spell list
Max spells preparable: 6 spells
Cantips:
  • Light
  • Thraumaturgy
  • Firebolt

Level 1:
  • Bane
  • Bless
  • Charm Person
  • Comprehend languages (lvl1 shaman feat)
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic (lvl1 shaman feat)
  • Healing Word
  • Faerie Fire
  • Find Familiar (lvl2 shaman feat)
  • Guiding Bolt
  • Inflict Wounds
  • Protection from Evil and Good
  • Unseen Servant
  • Witch Bolt
Mirabella Destino
Mirabella Destino
Player

Posts : 23
Join date : 2022-05-06
Location : Waiting room for Miracles

Back to top Go down

Narileth's sheet Empty Re: Narileth's sheet

Post by Mirabella Destino Tue May 17, 2022 2:36 pm

Familiars

Narileth's sheet Hedgehog

Name: Zuri
Creature Type: Spirit Animal in the shape of a hedgehog. Tiny animal.
Max Hit Points: 6 (3x Narileth's shaman level)
Armor Class: 10
Passive Perception (PP): 10
Difficulty Class (DC): - (doesn't have)

Stats
Strength: 1 (-5)
Dexterity: 12 (+1)
Constitution: 10 (0)
Intelligence: 2 (-4)
Wisdom: 10 (0)
Charisma: 8 (-1)

Saving Throws
Strength: -5
Dexterity: +1
Constitution: 0
Intelligence: -4
Wisdom: +2 (from being a spirit animal)
Charisma: +1 (from being a spirit animal)

Features and boons
Defensive ball: When threatened, as a bonus action the hedgehog can roll up into a defensive ball. This adds +2 to its AC and grants advantage on all Constitution-based saving throws. In addition, any unarmed attacks, or attacks with natural weapons such as claw or bite attacks, against a hedgehog in a defensive ball result in the attacker suffering 1 point of piercing damage from the animal’s spines.
Boon of Life: Creatures of the shamans choice 5 feet from the spirit animal have advantage on death saving throws.
Boon of Vitality: Allies within 15 feet of the spirit animal may roll their hit die twice and use either result when recovering hit points during a short or long rest.

Actions
Bite: Melee Weapon Attack: +0 to hit, reach 5 ft., 1 targets. Hit: 1 point of piercing damage.
Mirabella Destino
Mirabella Destino
Player

Posts : 23
Join date : 2022-05-06
Location : Waiting room for Miracles

Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum