Name
Age
Type
Height
Weight
Size
Race
Background
Alignment
Languages
Class
Proficiency
Siggi (Siegfried) Gellt
32
Humanoid
6'4"
290lbs
Rotund
We Humans have to stick together
Sailor
Neutral Selfish
Common, Thallasian
Wizard 8
Navigator's tools, vehicles (water)
Theme (if I find one) :
HP
Initiative
Proficiency
Passive Perception
37
+3
+3
AC
Speed
Spell DC
Spell Modifier
13 (unarmored)
30
15
+7
Str : 10
Dex : 16
Con : 13
d20+0
d20+3
d20+1
Int* : 18
Wis* : 12
Cha : 8
d20+8
d20+4
d20-1
[DEX] Acrobatics : d20+3
[STR] Athletics* : d20+3
[WIS] Animal Handling : d20+1
[INT] Arcana* : d20+7
[CHA] Deception : d20-1
[INT] History* : d20+7
[WIS] Insight : d20+1
[CHA] Intimidation: d20-1
[INT] Investigation* : d20+7
[WIS] Medicine : d20+1
[INT] Nature : d20+4
[WIS] Perception* : d20+4
[CHA] Performance : d20-1
[CHA] Persuasion : d20-1
[INT] Religion* : d20+7
[DEX] Stealth : d20+3
[DEX] Sleight of Hand : d20+3
[WIS] Survival : d20+1
Flintlock Pistol-----------------
Firebolt-----------------
Attack 3------------------
etc
Attack Rolls
1d20+6
1d20+7
1d20+
Damage Rolls
3d6+3 piercing
2d10+1d4 fire damage
Additional Info
+1d4 fire damage to any fire based dmg
+2d6 (firestone)
Never Give Up. Humans face adversity head on, especially when the odds are against them. You have advantage on saving throws against getting frightened.
Who's Who. You have advantage on knowledge checks pertaining to royalty or nobility.
Human Versatility. You get a feat of your choice: Gunner.
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with firearms (see "Firearms" in the Dungeon Master's Guide).
You ignore the loading property of firearms.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
Mastery of Many Talents. Choose one of your abilities or resources granted by your race, class, a feat, or something else that has a number associated with it: you can increase one of them by 1, whether that's the number of uses that can be expended before a rest, a maneuver, a bardic inspiration or superiority die, a critical hit range, a cantrip or spell known, a spell slot, or something else. - +1 Benefit from Transmuter's stone.
Will to Survive. When you fail a saving throw, you can choose to succeed instead. Once you do, you must complete a short or long rest to do it again.
The Human Spirit. Your critical hit range expands by 1 (so you score a critical hit on a 19 and 20 instead of just 20.)
Refuse to Die. When you would be reduced to 0 hit points, you can choose to be reduced to 1 hit point instead. Once you use this ability, you have to complete a short or long rest to use it again.
Old Hatreds. Humans have a long history of fighting orcs. When you score a critical hit against an orc, you can roll and add your damage dice three times instead of two times.
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 Dungeon Master 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.
Arcane Recovery. You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots.
You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Transmutation Savant. Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.
Minor Alchemy. Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.
Ability Score Improvement
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Arcane Tradition feature: Transmuter's Stone. Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:
Darkvision out to a range of 60 feet, as described in chapter 8.
An increase to speed of 10 feet while the creature is unencumbered.
Proficiency in Constitution saving throws.
Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit).
Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.
If you create a new transmuter's stone, the previous one ceases to function.
Ability Score Improvement
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Control Flames
Firebolt
Create Bonfire
Dancing Lights
Expeditious Retreat
Grease
Mage Armor
Absorb Elements
Burning Hands
Magic Missile
Comprehend Languages (ritual)
Pyrotechnics
Dragon's Breath
Scorching Ray
Continual Flame
Mirror Image
Blink
Haste
Pyroblast
Melf's Minute Meteors
Fireball
Counterspell
Fabricate
Polymorph
Son of the Kul Tiran mages of Tol Barad, Siggi spent his teenage years assisting with ships and sailing ships out of the perilous sea lanes of the Isle. It wasn't until he became of age that he was sent away to Dalaran to learn the arts of the arcane - Partially as an excuse to get him somewhere safer as pirates surrounding the island grew more bold by the day. From here he learned the arcane arts, heavily preferring Fire magic as most humans do. After several years of training, he enlisted himself in the Kul Tiran navy as a wizard.
When the Third War passed, he was called upon to join Daelin Proudmore on Kalimdor, and saw the fall of Theramore Isle, surviving the conflict by chance, and just as luckily catching a ride on one of the ships retreating back to the Eastern Kingdoms. Unfortunately, driven by what felt like a betrayal by Jaina and the alliance, a mutiny stirred onboard - With the mutineers coming out on top, and threatening the others with the ultimatum of joining them or death. Of course, valuing life and all, Siggi decided to join them. This decision also included becoming a pirate with the mutineers, eventually rolling into the folds of the Bloodsail Buccaneers.
This new life wasn't something he chose, but it also wasn't something he could return from. Piracy was the most vile crime a Kul Tiran could commit, a crime which would sentence many to death via public execution...
Bound to the pirates, mostly by fear, threats, and obligations, Siggi quickly picked up on ways to survive being surrounded by scoundrels. An important lesson was learning how useful sleeping with a pistol could be - Especially when he tended to flub up incantations when surprised. Quick hands trump a quick mind when someone's sneaking in to steal your nice boots.
Fast forward a year of pirate servitude, he found his way out at Booty Bay, paying a pair of Blackwater Raiders to get him somewhere he can hide. Thus, he entered his Gadgetzan Arc :TM:. Hiding from both the alliance and Bloodsail Bucaneers, he ends up turning his attention back to learning magic once more, specifically alchemy with gnomish adventurers that strut through the town on occasion. While he had originally learned magic out of familial obligation, his end goals have shifted as his year of piracy brought out the massive greed he kept hidden for years. Siggi isn't much for talking, and while he tried to start his own business in gadgetzan, he couldn't get anyone to buy his cheaply purchased - and promptly upcharged - Noggenfogger elixers.
Nope, instead of trying to earn gold, his mind shifted to trying to make it. Gadgetzan was a hotspot for neutral travellers, and he got to pick the minds of many alchemists and mages that passed through. On occasion, even the ruler of Gadgetzan, Baron Marin Noggenfogger, entertained the Kul Tiran.
Eventually his self-study into alchemy stagnated and he grew tired of goblins, gnomes, and the desert. In fact, a part of him felt a tug to try and re-join the Alliance. And so, he went to Theramore Isle, the closest major alliance settlement and the town that lead him to this life. He wasn't looking for atonement - He was forced into that life, and feels no remorse for what he did as a pirate. What he did was for survival. And Siggi just wants to smoothly re-integrate into the Alliance.
With the rise of adventurers, this seemed like a good time to see what he could do to fall back into the folds of the Alliance. And, in Theramore, he finds a call to arms to Desolace
Sailor Background
Generic Stuffs:
Trait: My language is as foul as an otyugh nest. Aloof yet abrasive
Ideal: Money. An odd fascination with gold and it's purity, and a strong desire just to have a lot of it, easily.
Bond: I feel like I've had to abandon my old life to survive. I don't think I can ever go back, despite my story.
Flaw: My pride will probably lead to my destruction.
Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp
Dagger
Components Pouch
Explorer's Pack
Spellbook
Flintlock Pistol (250gp) (5lb) - A gun Siggi sleeps with. He got it after tricking another pirate into thinking it was broken with magic, by burning his hand into dropping it after firing it.
Ammunition, ball (10) (10gp) (6lb)
Ammunition Pouch (1lb)
elemental ember -> 1d4 fire damage to any fire based thing - I PICKED THIS
-GEODE - +2 to Concentration Roools, spellcasting focus
-1 cactus rations
-Herbal Elixer
-Pouch of sanctified soils
-Weird Crystal Shard (probably evil)
X-Dark Leatherbound Grimoire
X -Evil Bone Staff (GONE, exploded)
X-Rasmus Scrolls
On Zarina, Siegfried finds an ominous and smooth black sphere the size of strawberry, a small handmirror crafted from onyx and bone, a necklace with a similar gemstone as to the one he destroyed earlier which still pulses faintly, and a small palm sized ornate box. There is also a small brass locket with a picture inside. There is also a small pouch sewed together from human skin -- filled with still sparkling gems. (Notes: He moved the gems from the skin bag into his own pouch, and took everything else.)
-Several pouches that jangle with coin. A small wooden box, that reveals several rare and ancient coins (HISTORY CHECK - failed).
-Pouch of 1250gp
Pyroblast
3rd-level evocation
Casting Time: 1 action and bonus action (!)
Range: 150 feet
Components: V, S, M (ash from a human bone)
Duration: Instantaneous
You can cast this spell only if you haven't moved during this turn, and after you the cast the spell, the extreme focus needed to cast it drops your speed to 0 until the end of your NEXT turn, and you can't cast a leveled spell until the end of your next turn.
A devastating spell that strikes fear in the heart of all, pyroblast is a mage's greatest weapon when choosing to burn someone to cinders. Make a ranged spell attack against the target. On a hit, the target takes 10d10 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d10 for each slot level above 3rd.
Geass: We, the Alliance Party lead by Lady Gann, will not speak of the Black Branch elves and their nature of undead. This Geass will last so long as the Black Branch hold up a promise of peace on their end. Outward aggression made against the alliance or it's people will break the Geass. This does not include self-defense against agents sent by the alliance to hunt them down. Should it be broken in this way, Deljara Highmoon will be made aware by the Geass. This Geass can also be broken should the Black Branch lose themselves to the undead scourge that afflicts them. Should it be broken this way, Penelope Gann will be made aware. The warlocks and Mage present in Lady Gann's party will not be made aware should the Geass breaks.