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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
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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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