Lago (Character sheet 4th Level)

Illantis

Profile


 LAGO
SORCERER 3 | WATER GENASI | NG | SAILOR

STRENGTH
(-1)
8

DEXTERITY
(+1)
12

CONSTITUTION
(+3)
16

INTELLIGENCE
(+0)
10

WISDOM
(+2)
14

CHARISMA
(+3)
17

SAVING THROWS

-1         Strength
+1         Dexterity
+5         Constitution
00         Intelligence
+1         Wisdom
+5         Charisma


SKILLS

+1          Acrobatics (Dex)
+2          Animal Handling (Wis)
00          Arcana (Int)
+1          Athletics (Str)
+3          Deception (Cha)
00          History (Int)
+2          Insight (Wis)
+3          Intimidation (Cha)
00          Investigation (Int)
+2          Medicine (Wis)
00          Nature (Int)
+4          Perception (Wis)
+3          Performance (Cha)
+3          Persuasion (Cha)
00          Religion (Int)
+1          Sleight of Hand (Dex)
+1          Stealth (Dex)
+2          Survival (Wis)

AC
11

INITIATIVE
+1

SPEED
30


MAX HIT POINTS

23


PROFICIENCIES & LANGUAGES

Languages:
Common, Primordial

Weapons:
Quarterstaff

Armor:
None


FEATURES & TRAITS

Amphibious - You can breathe air and water.

Swim - You have a swimming speed of 30 feet.

Acid Resistance - You have resistance to acid damage.

Feature: Ship's Passage - When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Call to the Wave - You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells..

Tempestuous Magic - Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Wind Speaker - The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

PERSONALITY TRAITS

-  I think gnomes are really, really funny.
 -  I like to talk about my god, 'Chuhootloo'. I (mis)quote him all the time. I actually worship Istishia.
 - My arcane focus is the dried-up corpse of my first pet, a starfish. I'm constantly on the lookout for my next familiar.

IDEALS

-  You should take care of those you love.  


BONDS

-   Family is the most important thing to me.
 -  I will do whatever it takes to protect them from harm. 


FLAWS

-  I always think I know best.

D&D HTML Profile by Coywolfy


SORCERY POINTS AND SPELL SLOTS

  • Sorcery Points
  • 4
  • Spell Slots
  • 1st Level: 4
  • 2nd Level: 3