RE: Ruins & Reptiles
08-24-2019, 04:44 PM
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.
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.
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.
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:
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.
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.
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)
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.
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.
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:
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?
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:
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)
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.
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.
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:
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.
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.
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.
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)
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.
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.
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.
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.
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.
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