Ruins & Reptiles [8-24-2019] - Dex - 08-18-2019
R&R
Hello, it has been a long long time I don't come here.... A lot of stuff happened.
Well, recently, I started playing D&D, but the sessions are really sparse, so I want to try something here.
Ok, first, let's make our adventurer
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We need to fill in this sheet
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Step 1: Chose a Race
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Human (regular/variant)
Humans can speak Common and one extra language.
Regular Human gain +1 in each ability score ( Strenght, Dexterity, Constitution, Inteligence, Wisdom, Charisma)
Human Variant gain +1 in 2 ability score of their chosing, proficiency in one extra skill of their chosing, and 1 feat of their chosing.
For more informations about Humans, click HERE.
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Elf (high/wood/dark)
Elves can speak Common and Elven. They have darkvision. They have proficiency in the Perception Skill. They only need 4 hours of rest, instead of 8.
High Elf gain +2 in Dexterity and +1 in Inteligence. They also know one extra language and 1 Wizard cantrip.
Wood Elf gain +2 in Dexterity and +1 in Wisdom. They are faster than the others and they can hide easier.
Dark Elf gain +2 in Dexterity and +1 in Charisma Their darkvision is better, but they are sensitive to the sun. They also know some extra magic.
For more infrmations about Elves, click HERE.
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Dwarf (hill/mountain)
Dwarves can speak Common and Dwarvish. They have darkvision. They are good against Poison. They have proficiency with some tools.
Hill Dwarf gain +2 in Constitution and +1 in Wisdom. They gain +1 extra hit point each level.
Mountain Dwarf gain +2 in Constitution and +2 in Strenght.
For more informations about Dwarves, click HERE.
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Halfling (lightfoot/stout)
Halflings can speak Common and Halfling. They are Lucky and Brave.
Lightfoot Halfling gain +2 in Dexterity and +1 in Charisma. They can hide behind people taller than them.
Stout Halfling gain +2 in Dexterity and +1 in Constitutin. They are good against Poison.
For more informations about Halflings, click HERE.
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Gnome (forest/rock)
Gnomes can speak Common and Gnomish. They have darkvision. They are good against magic.
Forest Gnome gain +2 in Inteligence and +1 in Dexterity. they know the Minor Illusion cantrip. They can speak with small animals.
Rock Gnome gain +2 in Inteligence and +1 in Constitutioon. They know a lot about magic. They are inventors.
For more informations about Gnomes, click HERE.
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Dragonborn
Dragonborns can speak Common and Draconic. They can breath one kind of element and they are resistant to said element.
Dragonborn gain +2 in Strenght anf +1 in Charisma.
For more informations about Dragonborns, click HERE.
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Half Elf
Half elves can speak Common, Elven and one extra language. They have darkvision.
Half Elf gain +2 in Charisma and +1 in 2 other ability scores of their chosing. They gain proficiency in 2 extra Skills of their chosing.
For more informations about Half Elves, click HERE.
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Half Orc
Half Orcs can speak Common and Orc. They have darkvision. They are Durable. They are good with weapons.
Half Orc gain +2 in Strenght and +1 in Constitution. They have proficiency in the Intimidation Skill.
For more informations about Half Orcs, click HERE.
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Tiefling
Tieflings can speak Common and Infernal. They have darkvision. They are resistant to Fire.
Tiefling gain +2 in Charisma and +1 in Inteligence. They also know some extra magic.
For more informations about Tieflings, click HERE.
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Other
The options above are the basic ones, but you can chose any other.
If you want, you can take a look on this list.
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Step 3: Tell me more about you
Tell me your appearance, your name, tell me a little about your past, why you bacame an adventurer.
After this, I'm gonna roll some dice and we can finish our character. And then, we are going to dive in the adventure.
If you don't know anything about D&D, don't worry. This is just a formality, just chose an option that you think is cool.
Thank You and Good Luck
RE: Ruins & Reptiles - tronn - 08-18-2019
>Dragonborn
>Bard
>You were lonely as a child because you were the only chromatic colored one in your home town, and people avoided you because they thought you were evil aligned. Now you're traveling the land determined to make twenty new friends before your twentieth birthday!
RE: Ruins & Reptiles - Schazer - 08-18-2019
>Kenku
>Cleric
>You did crimes and then went to church
RE: Ruins & Reptiles - typeandkey - 08-18-2019
>Tiefling
>Wizard
>Looks like this this
>Named Alice MacEmbers of the prominent MacEmbers family. Born in the city of [Insert Name Here] of which her family are one of the great houses that influences the city's goings on like laws, trade, and politics without actually being the ones in charge. Her family has a longstanding tradition of wielding powerful fire magic (goes with the theme of being tieflings with ember in the name, innit), but unfortunately for her, she is terrible at fire and has a natural born affinity for all things ice. This wouldn't be so bad if she were one of the rare blue tieflings (keeps with a theme, very important), but she is the standard red. This has produced some very mild disappointment in her family as well as a very mild scandal (one tabloid that no one reads) in the city. Despite the ever-so-slight perceived shortcomings, no one holds it against her, her parents especially don't as they have always and continue to spoil and coddle her. Alice, however, is notorious for making mountains out of molehills and finding problems and insults where there were none. She is taking all of it very seriously and has left the city to prove that she can be successful as an ice wizard even though no one ever said or thought she had to.
RE: Ruins & Reptiles - Spira-Virgo - 08-19-2019
> Wood Elf
> Ranger
> Your home was burned to the ground by the malice of the orcs. They came and took everything magical and drained the land. They didn't wanted to leave anything behind so they strike and now here you are, hiding in the ruins of your home. You are now guarding it with your life, NOBODY WILL EVER COME HERE AGAIN.
RE: Ruins & Reptiles - CherryPetrichor - 08-19-2019
> Rock Gnome
> Sorcerer
> You were driven out of the cult you were born in because of your affinity for magic
RE: Ruins & Reptiles - Dex - 08-24-2019
R&R
Ok, Good, I didn't expect to see so many cool, characters. I was going to pick just 1, but you know what? I am gonna pick 3!
Ok, so our party consist of: Alice MacEmber, a Tiefling Wizard; An unnamed Dragonborn Bard; and an unnamed Gnome Sorcerer.
That's great, we already have a party. But before we start, there are still some things left to fill up.
First, I would appreciate if you guys helped naming the Dragonborn and the Gnome.
Second, numbers. I rolled some dice for each character, those numbers are to determine our characters' stats. And I also want you guys to decide that, which number goes where. It will make it more fun.
...On second thought.... It can end up being bad, but if that happens, well, I think some characters might die.
Well, these are the stats we are going to fill with those numbers:
Strength is for punching. Since all our characters are casters, I think we won't touch that one much. But who knows....
Dexterity is for escaping. This one is good to have.
Constitution is for staying alive. This one is also good to have.
Intelligence is for casting wizard spells and knowing stuff.
Wisdom is for perceiving stuff.
Charisma is for Sorcerer and Bard spells and also for dealing with people.
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Let's see Alice's numbers
Ok, for Alice a 10, a 11, a 12, a 13, a 14, and a 17.
Since Alice is a Tiefling, she already has a 1 in intelligence and a 2 in charisma.
She is a wizard, so the highest number should go to intelligence, this is the ability wizards use to cast spells.
She also needs high numbers in constitution, to provide her more hit points, or we could put that number in dexterity, so she can avoid being hit more easily.
Strength is for punching, she probably doesn't need that, let's put the lowest number there.
Wisdom is to perceive your surrounds, also, some spells might require you to pass on a wisdom save throw, so I think it is a good idea to invest here.
And finally, charisma is for dealing with people, if you think she is good with that, put a good number here, but it is not necessary, especially since we already have 2 charming characters in our party.
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To the Bard's numbers
For the Bard I rolled a 9, a 12, a 13, another 13, a 16, and a 17.
By being a Dragonborn, this one already has a 2 in strength and a 1 in charisma.
Bards use charisma to cast their spells, so let's put that 17 here.
My advice on constitution and dexterity here is the same as the one I gave for Alice, however, Bards use a D8 for their hit points, while wizards and sorcerers use a D6, which means, you are technically the tank of the party. Lots of fun can come from that.
I suggest to put that 9 in strength, to bust with your natural dragonborn strength, making it a 11, we don't want a number lower than 10, unless you plan to save your musical instrument for more peaceful times and go on face to face with the enemy. That is not a bad idea, bards are very versatile.
Wisdom is good for resisting enemy spells.... sometimes.
And Intelligence is the less useful ability for bard, unless you want a very smart bard. Nothing wrong with that.
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The Sorcerer's numbers
For the Sorcerer I rolled a 10, another 10, a 12, a 15, a 16, and a 17.
Rock Gnomes have an extra 2 in intelligence and 1 in constitution.
Sorcerers, like bards, use charisma for their spells, so better put the biggest number there.
Constitution and dexterity, same thing as for the others. Both good options.
Wisdom is good sometimes.
Intelligence and Strength are kinda not your deal. Invest in these only if you really want to.
However, numbers are not the only thing left.
Each character still has a lot of decisions to make before adventuring the world.
I made some sheets for them, let's take a look and then I show what needs to be filled.
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Alice's Sheet
Ok, here you can see I already chose a background for her. It was kinda spot on and want to avoid making you guys have to look at the list.
Ok, so being a noble gives you a couple of decisions to make.
You have proficiency in 1 type of game set. The game sets available in D&D are the Dice Set, Dragonchess Set, Playing Card Set and Three-Dragon Ante Set. But I guess you can chose any board game you like, I guess.
You also are smart and know one extra language. The languages you can chose are:
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LanguagesDraconic (Spoken by Dragonborns, Dragons, Kobolds, Lizardfolk and Troglodytes)
Dwarvish (Spoken by Dwarves)
Elvish (Spoken by Elves)
Giant (Spoken by Giants and Ogres)
Gnomish (Spoken by Gnomes)
Goblin (Spoken by Goblins, Hobgoblins and Bugbears)
Halfling (Spoken by Halflings)
Orc (Spoken by Orcs)
Celestial (Spoken by Angels)
Sylvan (Spoken by Fey creatures, like Fairies, Dryads, Fauns, Leprechauns and others)
Undercommon (Spoken by inhabitants of the Underdark, like Dark Elves, Deep Gnomes, Duegar and others)
Ok, now for the wizard decisions.
First, Skill Proficiencies. Do you see those lots of colorful names? Those are the skills we use in D&D. Being a noble already gave you proficiency in History and Persuasion. Now, for being a wizard you can choose 2 more skills to be proficient in, but just between these: Arcana, Investigation, Religion, Insight and Medicine. Choose well.
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EquipmentAnd finally, your equipment.
First, what exactly do Alice uses to cast spells? In D&D magic users use Arcane Focus, it can be almost anything, a wand, a staff, an orb, a ring, you decide. There is also the option to just use a Component Pounch (a sack full of spell's ingredients).
Second, your weapon. Wizards are not really meant to fight in close range, so their options are a Dagger or a Quarterstaff.
And Finally, the rest of your equipment. These are given in packs, for wizards we have the Scholar's Pack and the Explorer's Pack.
The Scholar's Pack includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchments, a little bag of sand and a small knife.
The Explorer's Pack includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
And of course, the spells.
Alice can learn cantrips (cheap spells you can use as many times as you want) and Level 1 spells (for these you need to spend slots. you have 2 at the moment).
Let me see... She can learn 3 cantrips and 6 level 1 spells. I'm gonna suggest some here.
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Spell SuggestionsFor cantrips Alice can have Ray of Frost, a damage cantrip that deals 1D8 cold damage.
Mage Hand, a ghostly hand appears, you can control it, and it can carry up to 10 pounds. But it can't attack.
Minor Illusion, as the name suggest, a small illusion, like a static 3D image up to 5 feet cubic or some sounds.
And Remember, Alice is a Tiefling, that means she already knows Thaumaturgy, another illusion type cantrip, but more specific.
And for level 1 spells, Detect Magic, I think the name explain itself. It is always good to know if there is magic around, also, you don't need to expend a slot on this one, you can cast as a ritual (that means it takes half an hour to cast it)
False Life, gives you 1D4+4 temporary hit points for 1 hour.
Ice Knife, it summons an ice knife to attack an enemy, dealing 1D10 of piercing damage if it hits, hit or miss, it explodes after attacking, dealing 2D6 cold damage to whoever is close to it.
Mage Armor, as long as you don't wear an armor, your Armor Class (what determines if you get hit or not) is 13 + your dexterity modifier. for 8 hours.
Sleep, it makes people fall asleep for 1 minute. There are some dice rolling involving the target's hit points though.
Well, these are my suggestions. But you can choose whatever you want. This is the list I use.
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Dragonborn's Sheet
Ok, before I talk about the background, there is something more important to be decided. Your color.
Dragonborn's color determines their breath weapon and their resistance. There are 5 options, Red, Blue, Green, Black and White.
If you are a Red Dragonborn, you will breath fire and you will also have resistance to fire damage.
If you are a Blue Gragonborn, you will breath lightning and you will also have resistance to lightning damage.
If you are a Green Dragonborn, you will breath poison and you will also have resistance to poison damage.
If you are a Black Dragonborn, you will breath acid and you will also have resistance to acid damage.
If you are a White Dragonborn, you will breath cold air and you will also have resistance to cold damage.
It doesn't matter which type you are, your breath weapon always deals 2D6 damage.
Ok, now about the background. As you can see, I chose for you the Hermit, this is the one that fits the best with the provided backstory.
As a hermit, you traveled a lot and you might have encountered new people and you learned a new language. These are your options:
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LanguagesDwarvish (Spoken by Dwarves)
Elvish (Spoken by Elves)
Giant (Spoken by Giants and Ogres)
Gnomish (Spoken by Gnomes)
Goblin (Spoken by Goblins, Hobgoblins and Bugbears)
Halfling (Spoken by Halflings)
Orc (Spoken by Orcs)
Infernal (Spoken by Tieflings and Devils)
Celestial (Spoken by Angels)
Sylvan (Spoken by Fey creatures, like Fairies, Dryads, Fauns, Leprechauns and others)
Undercommon (Spoken by inhabitants of the Underdark, like Dark Elves, Deep Gnomes, Duegar and others)
Now for the bard decisions. Proficiencies! See the colored names there? Those are skills in which you can be proficient. Being a hermit gave you proficiency in Medicine and Religion, now for being a bard you can choose 3 other skills. Bards are very versatile, so they can be proficient in anything, here are your options: Athletics, Acrobatics, Sleight of Hand, Stealth, Arcana, History, Investigation, Nature, Animal Handling, Insight, Perception, Survival, Deception, Intimidation, Performance and Persuasion.
Yeah, lots of options.
As a bard, you also know how to play 3 different instruments, which ones will they be?
For this I won't give you options, I'm gonna accept anything that is not electric. Also, have in mind that you will have to carry your instrument with you.
That reminds me, you know how to play 3 instruments, but you only have 1 with you. Which of the 3 are you carrying?
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EquipmentAnd now for the equipments.
Weapons. As I said before, bards are very versatiles, so they can fight as well. You have some options for weapons.
You can have a Rapier, a Long Sword, or any Simple Weapon.
And for the rest of your equipment, packs. Bards chose between a Diplomat's Pack or an Entertainer's Pack.
The Diplomat's Pack includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.
The Entertainer's Pack includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.
And now, for the spells.
As a level 1 bard, you know 2 cantrips (cheap spells you can use at will) and 4 level 1 spells (these you need to spend a slot, you have 2 at the moment)
These are my suggestions:
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Spell SuggestionsFor cantrips, how about Light or Dancing Lights, since the dragonborn is the only one that can't see in the dark.
Friends, you can make someone think they are your friend (for 1 minute)
Message, you can send small messages telepatically to other people and they can reply in the same way.
Prestidigitation, it is an illusion cantrip, very useful.
Vicious Mockery, the only damaging bard cantrip. You insult your enemy and they take 1D4 psychic damage.
And for level 1 spells, Charm Person, it's like Friends, but better, it lasts for 1 hour.
Cure Wounds, in this group the bard is the only one with access to a healing spell. I really think it is better for you to have this, just in case.
Thunderwave, a wave of thunderous force sweeps out from you dealing 2D6 of thunder damage to anyone who can't stand their ground.
I think that is everything I have to suggest, but here, take a look on the list to see the other spells.
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Gnomes's Sheet
Ok, let's talk about your background. As a former cult member, I think the most fitting would be the Acolyte.
Before I give you options, I have an open question. What was that cult about? This is very important. Also, you carry something that symbolizes the cult, so I think I would also like to know what that is.
Now, for the options. As an acolyte you met a lot of different people and you learned 2 new Languages. Chose 2 from:
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LanguagesDraconic (Spoken by Dragonborns, Dragons, Kobolds, Lizardfolk and Troglodytes)
Dwarvish (Spoken by Dwarves)
Elvish (Spoken by Elves)
Giant (Spoken by Giants and Ogres)
Goblin (Spoken by Goblins, Hobgoblins and Bugbears)
Halfling (Spoken by Halflings)
Orc (Spoken by Orcs)
Infernal (Spoken by Tieflings and Devils)
Celestial (Spoken by Angels)
Sylvan (Spoken by Fey creatures, like Fairies, Dryads, Fauns, Leprechauns and others)
Undercommon (Spoken by inhabitants of the Underdark, like Dark Elves, Deep Gnomes, Duegar and others)
And that is it for your decisions as an acolyte.
Well, you also carry cult vests, you could give me an idea of how they look like.
Now, for the Sorcerer's decisions.
Before anything, how did you get your magic powers? You could have been born with it, maybe you have a dragon in your family. Maybe you have been chosen by a higher entity to have powers. Or maybe you just got powers from nowhere. Let's take a look at the options and analyze each of them.
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Draconic Bloodline
If this is the origin of your powers, that means you might have a dragon ancestor.
That gives you a natural ability to speak Draconic, 1 extra hit point per level, and you also have a tougher skin, giving you more protection when you are wearing no armor (it's actually better than any armor you'll have access to, at least at the beginning)
Oh yeah, you also gain a resistance to the damage associated with your dragon ancestor. Have a look at your options:
If your dragon ancestor is Red, Brass, or Gold, you have resistance to Fire Damage.
If your dragon ancestor is White or Silver, you have resistance to Cold Damage.
If your dragon ancestor is Blue or Bronze, you have resistance to Lightning Damage.
If your dragon ancestor is Black or Copper, you have resistance to Acid Damage.
If your dragon ancestor is Green, you have resistance to Poison Damage.
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Wild Magic
If this is the origin of your powers, that means you were a normal person and one day, from nowhere, you felt an immense surge of magic coursing through your veins.
The main feature of this origin is that any time you use magic, there is a 5% chance of your magic go wild. That means that instead of the magic you wanted, you are gonna cast a completely random spell. And sometimes, this random spell can hurt your friends, or you....really bad.
But you also have a bit of luck. Your luck gives you the choice to re-roll your a D20 once a day. Like, if you get a really bad result from the die, you can just roll it again. But there is a catch, do you know Danganronpa? Do you know how Nagito's luck work? It's like that. If you use it, anytime before you use it again, your magic will 100% chance go wild.
There are also other origins, but I'm gonna keep it simple and show only the basic ones. but I guess you can look for more options if you want.
Ok, that was just about the origin or your magic, there is more to decide.
First, your proficiencies. By being an acolyte you have proficiency in Religion and Insight. And as a Sorcerer you can chose to have proficiency in 2 of these options: Arcana, Deception, Intimidation, and Persuasion.
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EquipmentAnd now for your equipment.
First, what exactly do you use to cast spells? In D&D magic users use Arcane Focus, it can be almost anything, a wand, a staff, an orb, a ring, you decide. There is also the option to just use a Component Pounch (a sack full of spell's ingredients).
Second, your weapon. Sorcerers are not the best fighters, but you can make them be, so their options are a Light Crossbow (and 20 bolts) or any Simple Weapon.
And Finally, the rest of your equipment. These are given in packs, for sorcerers we have the Dungeoneer's Pack and the Explorer's Pack.
The Dungeoneer's Pack includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
The Explorer's Pack includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
And now, the spells.
Sorcerers can learn cantrips (cheap spells you can use as many times as you want) and Level 1 spells (for these you need to spend slots. you have 2 at the moment).
Let me see... You can learn 4 cantrips and 2 level 1 spells. I'm gonna suggest some here.
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Spell SuggestionsFor cantrips, you can have Chill Touch (1D8 necrotic damage) or Fire Bolt (1D10 fire damage) for a damaging cantrip.
But if you want to attack with weapons, Green-Flame Blade is a good option, you can add a little bit of fire damage to your attack.
Mage Hand conjures a ghost hand that floats around, you can control it and it can carry up to 10 pounds.
Message, for secret communications.
Minor Illusion or Prestidigitation for illusions.
And of level 1 spells, Burning Hands is an option, it deals 2D6 of fire damage in a cone area in front of you.
Chaos Bolt is also interesting, it deals 2D8+1D6 random damage.
Disguise Self, with it you create an illusory disguise that change your appearance for 1 hour. (You can appear 1 foot taller or shorter, nothing more. And you can't look like a non-humanoid creature, you need to have the same amount of limbs)
False Life gives you extra hit points (1D4+4) for 1 hour.
Mage Armor, as long as you don't wear an armor, your Armor Class (what determines if you get hit or not) is 13 + your dexterity modifier. for 8 hours.
Sleep, it makes people fall asleep for 1 minute. There are some dice rolling involving the target's hit points though.
And these were my suggestions. But of course, you can decide for yourself. Take a look at the list.
Phew, that was a lot to write.
Well, after that we won't make decisions like that anymore, we are going to dive into the adventure right away.
If when I get to make the next post there still is some information left to fill up, I'm gonna fill them up myself.
Thank you all and good luck.
RE: Ruins & Reptiles [8-24-2019] - typeandkey - 08-25-2019
For Alice:
>I like how you've boiled down your stat suggestions and I support them wholeheartedly. Best to invest in what you need to succeed.
>My suggestion for a game set is Playing Card Set. Very good at Rummy, she is.
>For an extra language, how about Celestial. An outreach program, important to build social bridges, yeah?
>For the 2 more skills, why not Arcana and Insight
>As for equipment, let's see... A staff, a dagger, and the packs you mentioned sound good.
>The spells you listed are great, but you said "6 level 1 spells" and you only listed five. My suggestion for spells is everything you listed with the addition of Feather Fall.
Additional Names:
>I do have some suggestions for names, though in the end, it's not up to me.
>For the Dragonborn, since he is a Bard, I'd like to suggest a reference and a pun. Arvis Prizeling.
>For the Rock Gnome, why not another pun and another reference? Rocky Barbosa.
RE: Ruins & Reptiles [8-24-2019] - tronn - 08-25-2019
Dragonborn Bard:
17 to Charisma, because that's his working stat and racial bonus rounds it to full 18
16 to Dexterity, 13 to Constitution and 12 to Strength, as a Dragonborn he's fairly athletic, hard to hit and it's useful to have someone around to do heavy lifting
13 to Intelligence and 9 to Wisdom, he has a well rounded education but he's excitable and prone to acting before thinking things through (and getting ideas like acquiring 20 new friends before turning 20)
Arvis is perfect name for him.
He is blue colored and lightning themed, likes being loud.
He learned to speak Goblin in Daycare for Evil Children.
He has proficiency in Athletics, Sleight of Hand, and Performance.
He knows how to play snare drum, tuba, and harpsichord.
He carries with him a tuba, rapier, and diplomat's kit.
He knows Light and Prestidigitation cantrips, and Healing Word, Charm Person, Thunderwave, and Hideous Laughter 1st level spells
RE: Ruins & Reptiles [8-24-2019] - CherryPetrichor - 08-25-2019
For the Gnome:
Darius Boaz
17 Charisma
16 Constitution
15 Wisdom
12 Dexterity
10 Intelligence
10 Strength
The cult was primitive and tribalistic, and without mercy. They glorified and worshiped nature above all else. Daias wears a wooden ring with a cherry leaf carved in it - the symbol of the cult.
For the languages I choose Undercommon and Giant. The cult vest is made of a thick tanned hide and has the cherry leaf burned into it.
Wild Magic. Could you elaborate on the 100% chance thing though, I didn't understand it.
I choose Arcana and Intimidation.
I would like to cast through my ring. For my weapon I choose a handaxe. For my pack I choose the Explorers pack.
For my cantrips I would like Prestidigitation, Message, Mage hand, and Chill Touch.
For my spells I would like Chaos Bolt and Mage Armor.
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