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CHARACTER CREATION

Use 5th edition Character Sheets on ( http://www.myth-weavers.com ) Make sure you give editing permissions to Spiral.
Choose Starting Level - 1st
Gain a Bonus Feat: This feat is in addition to any feats you gain from your Class.
Allowed Races: Any in the Forgotten Realms setting.
Choose Ability Scores.  Ability scores are on a point buy system.  See chart below. 

Quote:Point buy chart
Abilities - 30 point buy ....base 10 
 
11= 1pt | 12 = 2pts | 13 = 3pts | 14 = 4pts | 15 = 6pts | 16 = 8pts | 17 = 11pts | 18 = 14pts
 

Allowed Races:

Any playable found in Forgotten Realms, except Monster Races.

Quote: The alternate Human Ability bonuses are +2 to 2.  One additional skill proficiency and an additional Feat.

Setting

Forgotten Realms (Sword Coast)



Quote:Additional Backgrounds

Exile
Skill Proficiencies: Stealth, Deception, Slight of Hand.
Languages: One of your Choice.
Equipment: You start with no equipment and no gold.  
You must find, borrow or steal all that you need.
F e a t u r e : D i s c o v e r y
The quiet seclusion of your imprisonment or exile gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.


Gladiator
Skill Proficiencies: Acrobatics, Performance
Languages: Two of your Choice.
Equipment: Travelers Outfit, 15 gold.
F e a t u r e : F a m e
As a gladiator, you were considered a hero and had many adoring fans. In any settlement of 500 people or more, there are 1d4 people who have heard of your accomplishments and fame per 500 people. In any settlement of 1,000 people or more, one of each of those is a very big fan and will accommodate whatever your wishes are. This can result in free services, housing, or other more esoteric requests depending on the fan.


Naturalist
Skill Proficiencies: Nature and Survival
Language: Dwarven, Halfling
Tools: Cartographer's Tools
Equipment: One set of traveler's clothes, A Scroll case stuffed full of notes from your studies, a winter blanket, Cartographer's tools, and 10 gold.

F e a t u r e : N a t u r a l  R e s e a r c h e r
You can always make a Nature check to determine the location of a lost or forgotten ruin, grove or secret in the wild. As well, When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a lost library, ancient ruin or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.


Gambler
Skill Proficiencies: Deception, Insight
Tool Proficiencies: One gaming set
Save Adjustments: May choose to replace one Save Proficiency with a Proficiency in Charisma saves.
Languages: Any one of your choice
Equipment: One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp.

F e a t u r e : N E V E R  T E L L  M E  T H E  O D D S:
Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is the best one, and which opportunities seem to good to be true, at the DM's determination.


Backgrounds - We are starting in the Forgotten Realms, so any books, backgrounds, or lands from the Forgotten Realms can be used or referenced in your background. This will also apply to feats, powers, spells, character options, etc.
Here is the link to the Roll20 Battle Map -> https://app.roll20.net/join/18088705/SXykTQ
Druid Class Adjustments



Circle of Balance

Wild Growth 
Replaces Wild Shape. 
2nd - Regenerates the druids Wisdom Modifier in hit point for allies for a number of rounds equal to druid level in a 20 foot radius. 1/rest.
8th - Regenerates the druids Wisdom Modifier in hit point for allies for a number of rounds equal to druid level in a 30 foot radius. 2/rest.
16th - Regenerates the druids Wisdom Modifier in hit point for allies for a number of rounds equal to druid level in a 40 foot radius. 3/rest.

Spell Mastery
Replaces Beast Spells
At 18th level, you have achieved such a master over certain spells that you can cast them at will. Choose a 1st level spell and 2nd level spell that is in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. Casting the spells at a higher level expends them as normally. By spending 8 hours in study, you can exchange one or both of these spells you choose for different spells of the same level.

Archdruid
At 20th level, You can use Wild Growth and Blight simultaneously.  The druid can control which targets are affected.  The number of hit points restored are equal to their Wisdom Modifier for a number of rounds equal to their druid level x2, and the radius is increased to 100 foot radius.  This can done 5 times per rest. They can use this ability to instantly restore plant life causing it to grow and reach maturity at an rate of one minute for one year. Hence a large section of garden or forest can be restored or grown in moments. Conversely, they can use Blight to destroy large sections of crops or forests. If this power effects Animated Plants and Fey, they receive double healing from Wild Growth or double damage from Blight. 

Bonus Cantrip 
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. 

Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spells slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can have a combined level that is equal to or less than half your druid level (Rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

Circle Spells
Your Connection to the magic of nature infuses you with the the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected with nature and maintaining the balance of life and death. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you are allowed to prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.



Druid LevelCircle Spells
3rdmisty step, gentle repose
5thhaste, counter spell
7thdimension door, death ward
9thteleportation circle, raise dead 


Biotic Arc
At 6th Level, any of the druids damage inflicting spells have a chance to blast some of the life force off a target into an ally.  When ever a druids spell successfully hits a target, that target must make a Constitution Save. Upon a successful save, the spell resolves normally, upon failure, some of the targets lost hit points transfer to an ally who is within 10 ft. of the target. The ally is healed for 1/2 the spell damage round down to a minimum of 1 hit point.)

Blight
At 10th level, the druid can reverse the effects of Wild Growth to inflict damage on their enemies instead of healing their allies.  They choose before each use which effect to utilize and like Wild Growth, they can choose which targets are effected. 

Perfect Balance
At 14th level, The druid learns how to focus their destructive and restorative magic more efficiently. With this they may add their Wisdom modifier to any of their damaging or healing spells.