Profile


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NameSheridan EdmontonAlignmentChaotic Neutral
ClassSorcerer (Draconic Origin)RaceAasimar
BackgroundNobleLevel9
GenderMale/Non-BinaryPronounsHe/She/They

Born as Yukinori Jyuusei, Sheridan was the bastard child of Beatrice Emmingard, a noble woman, and Ryuunosei Jyuusei, a commoner artist. They were raised by Beatrice and Ryuunosei for most of their life until the Emmingards came to Beatrice once again. Despite Beatrice being disowned from the Emmingards and their rich trade and exchange of rare crystals and gems, the lack of heir to their house after tragedy and circumstances lead the family to take the child under their name. They changed their name to Sheridan to fit more to Emmingard standards.
Due to Sheridan’s bastard lineage, true power wasn’t given to Sheridan unless they married to keep the name and wealth strong. They were betrothed to a rich nobleman due to a marriage of convenience, as it would strengthen the Emmingard name. When they had met, the nobleman was rather infatuated with Sheridan, wishing to spoil Sheridan regardless of their background. However, Sheridan ended up falling in love with a tailor boy that they had met when sneaking out of the Emmingard estate, hiring him as their royal tailor to keep them close.

When Sheridan’s fiancé found out about Sheridan’s interest in someone else, he became outraged by this. And as a result, he lashed out by sending assassins out to destroy the Emmingard lineage and take Sheridan for himself. Sheridan was left cripples and critically injured during the assassination attempt. But thanks to the aid of the tailor, Sheridan and their guardians were able to escape.

Sheridan continues to hide from the monsters from their past. But just because they remain in hiding doesn’t mean they dwell on the past. They hope to continue to look to the future and find hope beyond their past tragedies. Let’s just hope the past doesn’t catch up to them…

PERSONALITY

Temperamental. I am easily angered by things that inconvenience me.

Abrasive. I tend to be harsher with my words that I intend to be.

Prideful. I hate admitting I am wrong or that I need help.

Crude. I speak with little filter or regard of what people might think of me.

Guarded. I appear cold at first, but will warm up to others as time passes.

Protective. Once someone gains my loyalty, I will do whatever I can to protect them.

Romantic. I like to fantasize about romance and fairy tales to escape from real life woes.

IDEALS

Independence. I must prove that I can handle myself without the coddling of my family.

Power. If I can attain more power, no one will tell me what to do.

Beauty. Everyone respects and loves things that are beautiful, so I will make sure I hold up to those standards.

BONDS

Niche -- Party Member, Trusted Ally, Younger Sister Figure

Elysse -- Party Member, Trusted Ally, Younger Sister Figure

Thewreck -- Party Member, Trusted Ally, 'Really Close' Friends

Linnaeus Emmingard -- Aunt/Uncle, Guardian Figure, Mentor

Dmitrius Selvic -- Uncle, Guardian Figure, Mentor, Bodyguard

Nolan Emberly -- Tailor, Childhood Friend, Long-Time Crush

Adrian Blackwood -- Fellow Noble of the Courts, Fiance, Feared Rival

FLAWS

I hide a truly scandalous secret that could ruin my family forever.

I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.

I was raised with a strict lifestyle, so I’m more likely to rebel against my lineage and do what I desire.

Proficiency Bonus+4Passive Wisdom16
Speed30ftArmour Class14
Hit Points73Temporary Hit Points00
Hit Dice1d6Inspiration+0


STRENGTH

+2

15

  • +2 Saving Throw
  • +2 Athletics


DEXTERITY

+1

12

  • +1 Saving Throw
  • +1 Acrobatics
  • +1 Sleight of Hand
  • +1 Stealth


CONSTITUTION

+2

15

  • +6 Saving Throw


INTELLIGENCE

+0

11

  • +0 Saving Throw
  • +0 Arcana
  • +4 History
  • +0 Investigation
  • +0 Nature
  • +0 Religion


WISDOM

+2

15

  • +2 Saving Throw
  • +2 Animal Handling
  • +2 Insight
  • +2 Medicine
  • +6 Perception
  • +2 Survival


CHARISMA

+5

20

  • +9 Saving Throw
  • +5 Deception
  • +9 Intimidation
  • +5 Performance
  • +9 Persuasion
PROFICIENCIES
Languages
  • Common
  • Draconic
  • Dwarvish
  • Elvish
Armour
  • None
Weapons
  • Crossbow
  • Light
  • Dagger
  • Dart
  • Quarterstaff
  • Sling
Other
  • Playing Card Set

Elemental Adept (Cold)

Spells you cast ignore resistance to cold damage, and when you roll damage for a spell you cast that deals cold damage, you can treat any 1 on a damage die as a 2.

War Caster

You have advantage on CON saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. You can use your reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.

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.

Draconic Origin -- Silver Dragon

You have a specific dragon type as your ancestor. You can speak, read, and write Draconic and you double your proficiency bonus for CHA checks involving dragons.

Draconic Resilience

Your max HP increases by 9. When you aren’t wearing armor, your AC equals 14.

Font of Magic

You have 9 sorcery points that you regain when you finish a long rest. You can use your sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points as a bonus action.

Metamagic

You gain the ability to twist spells to suit your needs.

Transmuted Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Magical Guidance

When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Elemental Affinity (Cold)

When you cast a spell that deals damage of the type associated with your draconic ancestry, you can add +5 to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

ATTACKS

Dagger+61d4+2
Quarterstaff+61d6+2/1d8+2
Voyager Staff+71d6+3/1d8+3

In terms of combat, Sheridan tends to favor heavy damage to eliminate their foes quickly and rather elaborately. With their ability to transmute their spells, Sheridan's able to harness the power of ice and frost to deal deadly bursts of magical damage to their enemies, leaving a dangerous and icy wake behind them.

SPELLCASTING

SPELLCASTING CLASS

Sorcerer

SPELLCASTING ABILITY

Charisma

SPELL SAVE DC

17

SPELLCASTING BONUS

+10

0 CANTRIPS

Fire Bolt

Frostbite

Mind Sliver

Prestidigitation

Ray of Frost

LEVEL 1 SPELLS

SLOTS 4

Chromatic Orb

Shield

LEVEL 2 SPELLS

SLOTS 3

Dragon's Breath

Hold Person

Rime's Binding Ice

LEVEL 3 SPELLS

SLOTS 3

Fireball

Lightning Bolt

LEVEL 4 SPELLS

SLOTS 3

Ice Storm

Vitriolic Sphere

LEVEL 5 SPELLS

SLOTS 1

Summon Draconic Spirit

LEVEL 6 SPELLS

SLOTS 0

(To Be Added)

LEVEL 7 SPELLS

SLOTS 0

(To Be Added)

LEVEL 8 SPELLS

SLOTS 0

(To Be Added)

LEVEL 9 SPELLS

SLOTS 0

(To Be Added)

Code Credit Popvip