Tomato

Chima3ra

Info


Created
4 years, 2 months ago
Creator
Chima3ra
Favorites
0

Profile


10730a54ab1feb10f65f431678414263a7fe6dce


Heirloom "Tomato" Santorini


Actions:

Actions: 

  • Fire Bolt (Cantrip-Wizard):
    • Range: 120 ft.
    • Hit/DC: +4.
    • Damage: 1d10.
  • Punch (Melee Attack): 
    • Range: 5 ft.
    • Hit/DC: +1.
Bonus Actions:
  • Actions in Combat: Two-Weapon Fighting.

Reactions:

  • Actions in Combat: Opportunity Attack.
  • Spells: Shield.

Other:

  • Spells: Find Familiar.
  • Ritual Spells: Find Familiar.
Limited Use:
  • Arcane Recovery (Special):
    • Once per day when you finish a short rest, you can choose expended spell slots to recover- up to a combined level of 1, and none of the slots can be 6th level or higher.

Inventory:

Currency: 

  • Platinum: 0.
  • Gold: 75.
  • Electrum: 0.
  • Silver: 0.
  • Copper: 5.

Equipment:

  • Alchemist's Fire (flask) [Gear-Adventuring]:
    • Weight:
    • Quantity:
    • Cost (GP)
    • Notes:
  • Alchemist's Supplies [Gear]:
    • Weight:
    • Quantity:
    • Cost (GP)
    • Notes:
  • Backpack [Gear- Adventuring Gear]: 
    • Weight:
    • Quantity:
    • Cost (GP)
    • Notes:
  • Book [Gear- Adventuring Gear]:
    • Weight:
    • Quantity:
    • Cost (GP):
    • Notes:
  • Ink (1 ounce bottle) [Gear- Adventuring Gear]:
    • Weight:
    • Quantity:
    • Cost (GP)
    • Notes:
  • Ink Pen [Gear- Adventuring Gear]:
    • Weight:
    • Quantity:
    • Cost (GP)
    • Notes:
  • Parchment (one sheet) [Gear- Adventuring Gear]:
    • Weight:
    • Quantity:
    • Cost (GP)
    • Notes:
  • Pearl [Gear]:
    • Weight:
    • Quantity:
    • Cost (GP)
    • Notes:
  • Potion of Healing [Gear[:
    • Weight:
    • Quantity:
    • Cost (GP)
    • Notes:
  • Quarterstaff [Gear]:
    • Weight:
    • Quantity:
    • Cost (GP)
    • Location:
    • Notes:
  • Small Knife [Gear- Adventuring Gear]:
    • Weight:
    • Quantity:
    • Cost (GP)
    • Notes:
  • Spellbook [Gear- Adventuring Gear]:
    • Weight:
    • Quantity:
    • Cost (GP)
    • Notes:
Other Possessions:
  • A broken ring; her ex gave her pearl ring and after he abandoned her. She broke the pearl off and keeps it in her pack and keeps the ring on her middle finger. 
  • A little drawing that her daughter did of herself, her mother, and grandparents and their farm.

Spells:

Modifier: +2.

Spell Attack: +4.

Save DC: 12.

Cantrip:

  • Fire Bolt [Wizard]:
    • Time: 1 action.
    • Range: 120 ft.
    • Hit/DC: +4.
    • Effect: 1d10.
      • 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).
  • Mold Earth [Wizard]:
    • Time: 1 action.
    • Range: 30 ft.
    • Effect: Control.
      • You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
        • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
        • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
        • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
      • If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
  • Prestidigitation [Wizard]:
    • Time: 1 action.
    • Range: 10 ft.
    • Effect: Utility.
      • This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
        • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
        • You instantaneously light or snuff out a candle, a torch, or a small campfire.
        • You instantaneously clean or soil an object no larger than 1 cubic foot.
        • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
        • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
        • You create a non-magical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
      • 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.
  • Thaumaturgy [Infernal Legacy]:
    • Time:
    • Range:
    • Effect:

1st Level:

  • Burning Hands [Wizard]:
    • Time: 
    • Range:
    • Hit/DC:
    • Effect:
  • Find Familiar [Wizard]:
    • Time:
    • Range:
    • Effect:
  • Magic Missile [Wizard]:
    • Time:
    • Range:
    • Effect:
  • Shield [Wizard]:
    • Time:
    • Range:
    • Effect:

Features & Traits:

Class features:

  • Wizard Features:
    • Hit Points: 
      • Hit Dice: 1d6 per wizard level.
      • Hit Points at 1st Level: 6+ your Constitution modifier.
      • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st.
    • Proficiencies:
      • Armor: None.
      • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
      • Tools: None
      • Saving Throws: Intelligence, Wisdom
      • Skills: Arcana, Insight.
    • Spellcasting:
      • You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 12, Spell Attack +4) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.
    • Arcane Recovery:
      • Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 1, and none of the slots can be 6th level or higher.

Racial Features:

  • Darkvision: You can see in darkness (shades of grey) up to 60 ft.
  • Hellish Resistance: Fire damage resistance.
  • Infernal Legacy: You know the thaumaturgy cantrip. [3rd] You can cast hellish rebuke (2nd) once per long rest. [5th] You can cast darkness once per long rest. CHA is your spellcasting ability.
    • Thaumaturgy (cantrip).

Feats:

  • Alert: You gain a +5 bonus to initiative, you can't be surprised while you are conscious, and other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Description:

Background:

  • Haunted One:
    • Feature: Heart of Darkness.
      • Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Characteristics:

  • Alignment: Neutral.
  • Gender: Female.
  • Eyes: Yellow.
  • Size: Medium.
  • Height: 5'6"
  • Faith: None.
  • Hair: White.
  • Skin: Red, orange, and yellow.
  • Age: 30.
  • Weight: 130 lb.
  • Personality Traits:
    • I don’t run from evil. Evil runs from me. 
    • 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. (Good) 
    • I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)
  • Bonds:
    • I keep my thoughts and discoveries in a journal. My journal is my legacy. 
    • I would sacrifice my life and my soul to protect the innocent. 
    • I have a child to protect. I must make the world a safer place for her.
  • Flaws:
    • I have certain rituals that I must follow every day. I can never break them. 
    • I assume the worst in people.

Appearance:

  • She has three scarification tattoos that are based on alchemist symbols , two on the palms of her hands and the last under her collarbone. 
    • The left hand: Gold. 
    • The right hand: Silver.
    • Collarbone: Philosopher's stone symbol. 
  • Humans scarred her with a giant A under her left eye due to her certain relation with a human male. 
    • It damaged her tear duct and causes her to shed tears without feeling strong emotions.

Notes: