Happy Swindle (Cinder)

painted-bees

Info


Created
3 years, 8 months ago
Creator
painted-bees
Favorites
72

Profile


20abb8b41107c1efbdc4ba7ef807d0a2f231c49e
Cinder
Druid (Circle of Wildfire)
Class
Haunted One
Background
9
Level

Firbolg
Race
Chaotic Neutral
Alignment
n/a
Exp. Points
Proficiency Bonus +3
Passive Wisdom 24
Strength

(-1)
9

athletics -1
Dexterity

(0)
10

acrobatics 0
sleight of hand 0
stealth 0
Constitution

(+1)
12

Intelligence

(+1)
13

arcana +1
history +1
investigation +1
nature +1
religion +5
Wisdom

(+5)
20

animal handling +5
insight +9
medicine +5
perception +9
survival +5
Charisma

(+2)
14

deception +2
intimidation +6
performance +2
persuasion +3
Other Proficiencies

Languages
  • Common
  • Druidic
  • Elvish
  • Giant
  • Infernal
  • Abyssal
  • Gnomish
Weapons
  • Club
  • Dagger
  • Dart
  • Javelin
  • Mace
  • Quarterstaff
  • Scimitar
  • Sickle
  • Sling
  • Spear
Armor
  • Light Armor
  • Medium Armor
  • Shields
Other
Toolkit proficiencies

Disguise Kit, Forgery Kit, Herbalism Kit

HP

73
Temp HP

0
Hit Dice

9d8
Armor Class

12
Speed

30
Initiative

0
Attacks & Spellcasting

Unarmed Strike +1 Melee Attack (bludgeoning)

Control Flames (cantrip)
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

-You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

-You instantaneously extinguish the flames within the cube.

-You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

-You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

-If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Fire Bolt (cantrip)
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Produce Flame (cantrip)
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Thorn Whip (cantrip)
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Detect Magic (1st)
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Disguise Self (1st)
FYou 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. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Absorb Elements (1st)
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Thunderwave (1st)
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Fog Cloud (1st)
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Faerie Fire (1st)
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Healing Word (1st)
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Flaming Sphere (2nd)
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Heat Metal (2nd)
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Lesser Restoration (2nd)
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Locate Animals or Plants (2nd)
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Scorching Ray (2nd)
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Call Lightning (3rd)
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).
When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Daylight (3rd)
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Dispel Magic (3rd)
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Fireball (3rd)
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Plant Growth (3rd)
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Aura of Life (4th)
Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
Blight (4th)
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Fire Shield (4th)
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
Wall of Fire (4th)
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Inventory

Weapons
  • Sickle
  • Dagger
  • Wooden Staff
Armor & Clothing
  • Leather
  • Clothes, fine
  • Glasses
Food & Aid
  • Rations (1 day)
  • Waterskin
Misc
  • Backpack
  • Bedroll
  • Disguise Kit
  • Mess Kit
  • Rope, Hempen (50 feet)
  • Tinderbox
  • Torch
  • a signet ring of an imaginary duke
Treasures
Staff of Woodland

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Spells. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Cloak of Protection

You gain a +1 bonus to AC and Saving Throws while wearing this cloak.

Currency

300
CP
120
SP
0
EP
24
GP
0
PP
Personality Traits

I refuse to become a victim, and I will not allow others to be victimized.
I put no trust in divine beings.

Ideals

I try to help those in need, no matter what the personal cost.
I’m a monster that destroys other monsters, and anything else that gets in my way.

Bonds

A terrible guilt consumes me. I hope that I can find redemption through my actions.
There’s evil in me, I can feel it. It must never be set free.

Flaws

I feel no compassion for the dead. They’re the lucky ones.
I have an addiction.

Features & Traits

Observant
Increase your WIS score by 1. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Perception and passive Investigation scores.
Elemental Adept (fire)
Spells you cast ignore resistance to fire damage, and when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2.
Firbolg Magic
You can cast detect magic and disguise self (can seem up to 3 ft. shorter) once per short rest. WIS is your spellcasting ability.
Hidden Step
As a bonus action, turn invisible until the start of your next turn, you attack, deal damage, or force a saving throw once per short rest.
Speech of Beast and Leaf
You can communicate with (though not understand) beasts and plants and have advantage on CHA checks to influence them.
Druidic
You know Druidic, the secret language of druids.
Spellcasting
You can cast prepared druid spells using WIS as your spellcasting modifier (Spell DC 16, Spell Attack +8) and prepared druid spells as rituals if they have the ritual tag. You can use a druidic focus as a spellcasting focus.
Wild Shape
As an action, you can magically assume the shape of a beast that you have seen before twice per short rest. You can stay in beast shape for 1 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die).
Circle Spells
You have formed a mystical bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to certain spells.
Fire Bolt(Cantrip)
Summon Wildfire
As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.
Enhanced Bond
Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled.
In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
177 y/o
Age
Male
Gender
7'5"
Height
214lbs
Weight

Emaciated
Build
The Way Back Home
Homeland
Vessel
Profession
Observant, protective, ravenous
Disposition
History

Death should have been final, but it wasn't. Swindle died, and when his consciousness was slam dunked back into his body with a white-hot explosive force that leveled the Shrine of Pharos and reduced it to ash, little was retained of his past life.
Where Swindle was a bastion of healing magic and verdant growth, Cinder is a vessel of fire and destruction. His once beautiful appearance and charming voice is now a burnt out husk of what it once was. Cinder stands as an anathema to everything Swindle held dear; a miserable ghost of his former self, driven forward by a clawing and insatiable hunger that is not his.

Trivia

Insatiable Hunger
Feeding the fire feeds Cinder, and his hunger is unrelenting. Eventually he will consume everything, and then he will consume himself.
Poppies Grow Upon Scorched Earth
Unable to indulge in the mushrooms he once loved so dearly, Cinder has turned to poppy tears as a way of dulling his pains. The smoke of his opium pipes mingle very well with his own internal fires, and its intoxicating effects are not lost on him the way that of his once prized mushroom are.
Near-Sightedness
Without his glasses, Cinder is incapable of seeing distance. Should Cinder be without his glasses, his perception relying on sight is negatively impacted.
Smoke and Cinder
Cinder literally burns with emotion. In a calm state, his charred flesh is white and ashy, with modest streams of smoke slithering lazily out from within his blemishes. When his emotions flare, so too does his internal fire, lighting up the back of his eyes and spewing generous bursts of embers from his cracked and blacked disfigurements.
Links

Maxwell
Since setting Pharos Shrine alight, Cinders guilt has placed a strain on his relationship with Maxwell. The two have been set similarily adrift, but Maxwell didn't have to be...
Amity Pell
A young protege whom Cinder would like to see work through her string of terrible life choices and come out the other end better for it.
Variel
Near and very, very dear. He made a promise to her that he can no longer keep, and seeks to make up for it.
Delebean Humplebumble
Oh boy, can't wait to see how this will go...
Ample Harvest
SURE HOPE SHE'S NOT DEAD!
Azelea
Probably dead, woops.
Imorn Starcloaked
Sure wished he was dead. This was probably his fucking fault.
Dice Sets

Soon
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