Hope

rooktea

Info


Created
6 years, 2 months ago
Creator
rooktea
Favorites
1

Profile


Namee
Hope
Age
18 years
Pronouns
he/him
Species
Tiefling
Height
5'11"
Alignment
Lawful good

Credit

 CHARACTER SHEET
SORCERER 1 | TIEFLING | LAWFUL GOOD | SCHOLAR

STRENGTH
(+0)
11

DEXTERITY
(-1)
8

CONSTITUTION
(+1)
13

INTELLIGENCE
(+4)
19

WISDOM
(+0)
11

CHARISMA
(+2)
15

SAVING THROWS

0         Strength
-1         Dexterity
+3       Constitution
+4       Intelligence
0         Wisdom
+4       Charisma


SKILLS

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

AC
9

INITIATIVE
-1

SPEED
30


MAX HIT POINTS

7


FEATURES

Darkvision - You can see in darkness for up to 60 ft as if it was dim light.

Hellish resistance - You have resistance from fire damage.

Hellish Rebuke - You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames.

Divine magic - Your link to the divine allows you to learn spells from the cleric class.

Favored by the gods - If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

PERSONALITY

I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others. I am horribly, horribly awkward in social situations.


IDEALS

Knowledge. The path to power and self-improvement is through knowledge.


BONDS

My life’s work is a series of tomes related to a specific field of lore. I work to preserve a library, university, scriptorium, or monastery.


FLAWS

I overlook obvious solutions in favor of complicated ones. I am easily distracted by the promise of information.


BACKSTORY

At a glance, Hope is a charming easy-talker but those who are close know him to be terribly awkward and shy. He doesn’t disclose much about himself, and would rather talk about his latest research. Being a student of the highest ranking scolars, Hope is an incredible resource of knowledge when it comes to arcane history and religion, specifically about the divine beings that imbue healing powers unto mortal folk. He has an eidetic memory; if he ever learned it, he can recall it in great detail. Hope channels magic through his false eye made of glass. His abilities range from abjurations to enchantments, illusions and even a bit of necromancy. He typically acts from the sidelines, aiding comrades and hindering foes rather than dealing direct damage.


SPELLS

Chill Touch - You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave.

Dancing Lights - You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration.

Frostbite - You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Mage Hand - A spectral, floating hand appears at a point you choose within range. You can use your action to control the hand.

Bless - You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Charm Person - You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw. If it fails the saving throw, the charmed creature regards you as a friendly acquaintance.

Disguise Self - You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it.

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