Level 3 Human Sorcerer
|STR: 11||DEX: 11||CON: 16||INT: 10||WIS: 8||CHA: 14|
|HP: 30||AC: 13||Save Proficiencies: CON, CHA|
|Passive Perception: 9||Passive Investigation: 10||Speed: 30’|
|Armour and Weapon Proficiencies:||No Armour||Daggers, Darts, Slings, Quarterstaffs, Light crossbows|
|Carpenter’s Tools||+2||From Hunt-Stolen|
|Languages:||Common||Sylvan||Archaic Common||Dwarven||Deep Speech|
- Tough (Feat): Hit point maximum increases by 2 hp / level
- Sorcerous Origin: Draconic Bloodline
- Whenever you make a Charisma check to interact with dragons, your proficiency bonus is doubled if it applies to the check
- Draconic Resilience: Hit point maximum increases by 1 hp / level. When not wearing armour, AC = 13 + Dex
- One-and-One (Nascent): Bonded with an aberrant symbiote / parasite thing. +3 HP. Learned Deep Speech. You require 1d4 rations per day, some of which must be raw meat.
- Fairy Blood: Vulnerable to iron weapons (1.5x damage from mixed metals, 2x damage from pure iron)
- Transmutation Sensitivity: While under the influence of a transmutation spell, gain the poisoned condition for the duration of the spell. When a transmutation spell is cast within 5’ of you, gain disadvantage on the next attack roll, saving throw or ability check you make within 1 minute.
- Hunter’s Focus: Choose a creature to target. You have +4 to attack your target, and any spells you cast have +4 DC against that creature. If you damage the target, do an extra 1d6 bonus damage. You have advantage on Perception and Survival checks to track it. If the target is alive and you stop hunting it for more than one minute, take 1d6 psychic damage and the effect ends. Once per short rest.
- Has 3 sorcery points which can be converted into spells or used for metamagic
- Metamagic known: Distant Spell (1 sorcery point), and 1 other [TBD]
- Dancing Lights: (120’, VSM, 4 torch-size lights, as a bonus action can move lights up to 60’)
- Firebolt: (120’, VS, 1d10 fire damage)
- Frostbite: (60’, VS, Con save or 1d6 frost damage and disadvantage on next weapon attack roll)
- Ray of Frost: (60’, VS, 1d8 cold damage and speed reduced by 10’ until start of your next turn)
- Magic Missile: (120’, VS, 3 darts which deal 1d4 + 1 damage each)
- Shield: (Self, VS, reaction, +5 AC until the start of your next turn)
- Scorching Ray (120’, VS, 3 rays which deal 2d6 fire damage each)
- Shatter (50’, VSM, 10’ radius, 3d8 thunder or CON for half)
(Capacity = 43 / 110 lbs.)
|Basic Adventuring Supplies||1||42 lb||Backpack, clothing, bedroll, mess kit, tinderbox, waterskin, 50’ silk rope, half a tent.|
|Tungsten dagger||1||1 lb||Specially made by JP. Named Death|
|Bronze carpentry tools||1 set||Specially made by JP.|
Marc grew up in a small but surprisingly multicultural town on the mainland. He had enough to eat, a family that loved him, and a modest and achievable set of life goals: grow up, learn to make barrels, make barrels. Take over the family business.
Regrettably, at the age of twelve Marc was stolen from his family by a Lord of the Fey. He was transformed into a magical hound and made to join the Great Hunt, which rides through our world and Fairy hunting worthy prey. Eventually, the fey lord returned Marc to human form and his home village, but a hundred years had passed, and he found himself alone in a world he no longer understood.
Despite his inexpressible relief at being back in the mortal world, Marc quickly found himself becoming antsy and unsatisfied in his attempts to settle in and try to begin a normal life. His time on the Hunt had changed him, and it became clear that the quiet life he dreamed of as a child had ceased to be an option for him. Instead, Marc booked passage to Silanya. He hopes that becoming an adventurer will be enough to settle the part of him that doesn’t know how to do anything but hunt, so he can spend his off time focused on finding his place in the world and figuring out how to be a person again.