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       #Post#: 860--------------------------------------------------
       Orochi
   DIR By: Orochi
       Date: November 30, 2019, 1:12 am
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       [Img]
  HTML https://static.zerochan.net/Orochimaru.full.2346389.jpg[/img]
       Name: Orochi
       Epithet:
       Race: Yuan-Ti Pureblood
       Gender: Male
       Age: 30
       Height: 5'8"
       Weight: 130lb
       Eyes: Gold/Green
       Skin: White
       Hair: Black
       Language: Common, Abyssal, Draconic
       
       Personality:
       Background:
       Country: Swords Coast
       Place of Birth: Yuanti Homeland
       Professional Info
       Class: Sorcerer
       Job: Adventurer
       Background:
       Level: 1
       XP: 0/300
       Proficiency
       Daggers
       Darts
       Slings
       Quarterstaffs
       Light crossbows
       Persuasion
       Deception
       Inventory
       Carrying Capacity: 11/150
       Coin: 11G 0S 0C
       Items
       Equipped Gear
       Helm:
       Torso:
       Arms:
       Legs:
       Feet:
       Right Hand: Wand 1 lb.
       Left Hand: Dagger 1d4 piercing 1 lb. Finesse, light, thrown
       (range 20/60)
       Back: Quiver 1lb, 40 Crossbow Bolts 3lb. - Crossbow Light 1d8
       piercing 5 lb. Ammunition (range 80/320), loading, two-handed
       Yuan-Ti Pureblood Traits
       [U]Ability Score Increase:[/u] Your Charisma score increases by
       2, and your Intelligence score increases by 1.
       [U]Age:[/u] Same as humans
       [U]Alignment:[/u] Typically Neutral Evil
       [U]Size:[/u] Your size is Medium
       [U]Speed:[/u] Your base walking speed is 30 feet.
       [U]Darkvision:[/u]  You have superior vision in dark and dim
       conditions. You can see in dim light within 60 feet of you as if
       it were bright light, and in darkness as if it were dim light.
       You can’t discern color in darkness, only shades of gray.
       [U]Innate Spellcasting:[/u] Poison Spray Cantrip. Unlimited cast
       of Animal Friendship spell (Snakes only). Can cast Suggestion
       spell once every long rest. Charisma is ability modifier for
       these spells.
       [U]Magic Resistance:[/u] Advantage on all saving trows against
       spells & other magical effects.
       [U]Poison Immunity:[/u] Immune to poisoned condition & damage.
       [U]Languages:[/u] You can speak, read, and write Common, Abyssal
       & Draconic.
       Class Skill
       Draconic Bloodline
       Your innate magic comes from draconic magic that was mingled
       with your blood or that of your ancestors. Most often, sorcerers
       with this origin trace their descent back to a mighty sorcerer
       of ancient times who made a bargain with a dragon or who might
       even have claimed a dragon parent. Some of these bloodlines are
       well established in the world, but most are obscure. Any given
       sorcerer could be the first of a new bloodline, as a result of a
       pact or some other exceptional circumstance.
       Dragon Ancestor
       At 1st level, you choose one type of dragon as your ancestor.
       The damage type associated with each dragon is used by features
       you gain later.
       Draconic Ancestry
       Gold Dragon - Fire
       You can speak, read, and write Draconic. Additionally, whenever
       you make a Charisma check when interacting with dragons, your
       proficiency bonus is doubled if it applies to the check.
       Draconic Resilience
       As magic flows through your body, it causes physical traits of
       your dragon ancestors to emerge. At 1st level, your hit point
       maximum increases by 1 and increases by 1 again whenever you
       gain a level in this class.
       Additionally, parts of your skin are covered by a thin sheen of
       dragon-like scales. When you aren’t wearing armor, your AC
       equals 13 + your Dexterity modifier.
       [B]Cantrips[/b]
       Poison Spray
       cantrip conjuration
       Casting Time: 1 action
       Range: 10 feet
       Components: V S
       Duration: Instantaneous
       Classes: Druid, Sorcerer, Warlock, Wizard
       You extend your hand toward a creature you can see within range
       and project a puff of noxious gas from your palm. The creature
       must succeed on a Constitution saving throw or take 1d12 poison
       damage.
       Fire Bolt
       cantrip evocation
       Casting Time: 1 action
       Range: 120 feet
       Components: V S
       Duration: Instantaneous
       Classes: Sorcerer, Wizard
       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.
       Ray Of Frost
       cantrip evocation
       Casting Time: 1 action
       Range: 60 feet
       Components: V S
       Duration: Instantaneous
       Classes: Sorcerer, Wizard
       A 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 its speed is reduced by 10
       feet until the start of your next turn.
       Chill Touch
       cantrip necromancy
       Casting Time: 1 action
       Range: 120 feet
       Components: V S
       Duration: 1 round
       Classes: Sorcerer, Warlock, Wizard
       You 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 until
       the start of your next turn. Until then, the hand clings to the
       target.
       If you hit an undead target, it also has disadvantage on attack
       rolls against you until the end of your next turn.
       True Strike
       cantrip divination
       Casting Time: 1 action
       Range: 30 feet
       Components: S
       Duration: Up to 1 round
       Classes: Bard, Sorcerer, Warlock, Wizard
       You extend your hand and point a finger at a target in range.
       Your magic grants you a brief insight into the target’s
       defenses. On your next turn, you gain advantage on your first
       attack roll against the target, provided that this spell hasn’t
       ended.
       [B]Spells[/b]
       Animal Friendship
       1st level enchantment
       Casting Time: 1 action
       Range: 30 feet
       Components: V S M (A morsel of food)
       Duration: 24 hours
       Classes: Bard, Druid, Ranger
       This spell lets you convince a beast that you mean it no harm.
       Choose a beast that you can see within range. It must see and
       hear you. If the beast’s Intelligence is 4 or higher, the spell
       fails. Otherwise, the beast must succeed on a Wisdom saving
       throw or be charmed by you for the spell’s duration. If you or
       one of your companions harms the target, the spells ends.
       At Higher Levels: When you cast this spell using a spell slot of
       2nd level or higher, you can affect one additional beast for
       each slot level above 1st.
       Grease
       1 conjuration
       Casting Time: 1 action
       Range: 60 feet
       Components: V S M (A bit of pork rind or butter)
       Duration: 1 minute
       Classes: Wizard
       Slick grease covers the ground in a 10-foot square centered on a
       point within range and turns it into difficult terrain for the
       duration.
       When the grease appears, each creature standing in its area must
       succeed on a Dexterity saving throw or fall prone. A creature
       that enters the area or ends its turn there must also succeed on
       a Dexterity saving throw or fall prone.
       Burning Hands
       1st evocation
       Casting Time: 1 action
       Range: Self (15-foot cone)
       Components: V S
       Duration: Instantaneous
       Classes: Sorcerer, Wizard
       As 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.
       At Higher Levels: When you cast this spell using a spell slot of
       2nd level or higher, the damage increases by 1d6 for each slot
       level above 1st.
       [B]Skill Slots[/b]
       [U]Level 1[/u]
       Slot 1:
       Slot 2:
       Stat Bonuses
       +2 Charisma +1 Intelligence
       Attributes (No Modifications)
       HP: 7
       Strength: 10
       Dexterity: 17
       Constitution: 14
       Intelligence: 14
       Wisdom: 12
       Charisma: 18
       ----------
       Speed: 30 (Walking)
       AC: 16 (Base)
       Modifications
       HP: 9
       Strength: 10 (+0)
       Dexterity: 17 (+3)
       Constitution: 14 (+2)
       Intelligence: 15 (+2)
       Wisdom: 12 (+1)
       Charisma: 20 (+5)
       *() = Modifier
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