Profile
Brooke Silverlord
Awards: - Heart Ribbon (main characters)
- Golden Home Badge (foreverhomed characters) Contents 3 Personality4 Skills 4.1 Skills & Superpowers 4.2 Power of Persuasion 4.3 Energy Healing 4.4 Hypnosis 4.5 Gardening 4.6 Foraging 4.7 Fishing 6 Potions & Spells 7 Quotes6.1 Spell: Victory of Knowledge 6.2 Spell: Ball of Celestial Focus 6.3 Potion: Philter of Health 8 Trivia BackgroundBrooke's DND background is as a Chef (Baker, specifically.) She understands that food has a voice; it can express moods with the right combinations of ingredients, or bring people together with a peaceful meal. Brooke preferred solitude prior to adventuring. She loved making people happy with good food, but the one person she could never impress was her father, Ofer. He didn't understand the point in being a baker. Brooke thought that if she could replicate the skills of her late maternal grandmother who was a master magical baker then he would understand her and be proud of her. A feature of this background is A Tasteful Sentiment, with this feature brooke can use food to communicate more than just good flavor; she can produce intellectually meaningful dishes which can send a message, however simple and abstract, she can be persuasive, deceptive, and even intimidating attempts by simply feeding a person a meal, or by preparing it in front of them. She may also treat public preparation of food as a performance to entertain. AppearanceWIP Distinguishing featuresWIP RaceWIP PersonalityWIP MBTI TypeWIP. Character Type & ArchetypeBrooke is a Main Character. AlignmentWIP. Greatest AchievementWIP. GuildWIP. Skills and SuperpowersDivine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Untill the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not it's identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated as with the Hallow spell. You can use this feature a number of times equal to 1+ your Charisma modifier. When you finish a long rest, you regain all expended uses. Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Paladin level x5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead or constructs. WIPBlah. WIPBlah. WIPBlah. WIPBlah. WIPBlah. WIPBlah. +Insight (WIS) +Medicine (WIS) Weapons and PetsPet: N/ABlah. Weapon: N/A +1 to attack; -1 plus damage; 1d6 Bludgeoning Damage RelationshipsOfer SilverlordOfer Silverlord is Brooke's father. He is the High Governor of Triter Reef. Brooke doesn't have a very close relationship with her father as she feels he has always favoured her little sister Briar, but Brooke hopes to make her father proud one day with her accomplishments. VaianaVaiana is Brooke's mother. VarshaVarsha is Brooke's half-sister. Briar SilverlordBriar is Brooke's younger sister. N/A SoulmateNo soulmate chosen yet. Potions and SpellsSpell: Chill Touch - Cantrip - School of NecromancyYou 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. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points untill the start of your next turn. Untill then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you untill the end of your next turn. This spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), & 17th level (4d8) Spell: Shocking Grasp - Cantrip - School of EvocationLightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armour made of metal. On a hit the target takes 1d8 lightning damage, and it can't take reactions untill the start of it's next turn. *Damage increases the same as above spell. Spell: Ray of Frost - Cantrip - School of EvocationA frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and it's speed is reduced by 10 feet untill the start of your next turn. Spell: Charm Person - School of EnchantmentYou attempt to charm a humanoid you can see within range. It must make a wisdom saving throw, and does so with advantage of you or your companions are fighting it. If it fails the saving throw it is charmed by you untill the spell ends or untill you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. Higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of eachother when you target them. Spell: Burning Hands - School of EvocationAs you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15 foot cone must make a dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. Higher levels: When you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d6 for each slot level above 1st. Spell: Thunderwave - School of EvocationA 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 pushed 10 feet away from you. And the spell emits an audible boom out to 300 feet. 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. Quotes
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