Gabe

Taman Helder's page

55 posts. Alias of Jiggy (RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32).


Race

HP 51/51 | AC 15 | S+1/D+5/C+3/I+0/W-1/C+7 | Perc +2 | Insight -1 | Darkvision |

Classes/Levels

B.I. (d6) 3/4 | BRD 0/2 | WLK 2/2 | HD (d8) 6/6 | Inspiration: [ ]

Strength 12
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 8
Charisma 18

About Taman Helder

Dice
[dice=Eldritch Blast]1d20+7[/dice], [dice=Force Damage]1d10[/dice]
[dice=Sacred Flame (DC 15 DEX negates, no cover)]2d8[/dice]
[dice=Arcana]1d20+3[/dice]
[dice=History]1d20+3[/dice]
[dice=Medicine]1d20+2[/dice]
[dice=Perception]1d20+2[/dice]
[dice=Performance]1d20+7[/dice]
[dice=Persuasion]1d20+7[/dice]
[dice=Religion]1d20+3[/dice]

Spellcasting (Save DC 15)
Cantrips:
Light (1action, Touch, 1hr, VM): Touched object sheds bright light 20ft and dim light 20ft.
Mending (1min, Tch, VSM): Re-seals a single break or tear no longer than 1ft, leaving no trace of original damage. Can repair magic items, but can't restore their magic.
Eldritch Blast (1action, 120ft, VS): Shoots a beam of force, spell attack for 1d10 force damage. Additional beams at 5th, 11th, and 17th level. Separate attack roll for each, can target same or different creatures.
Prestidigitation (1action, 10ft, VS): You create one of the following magical effects within range:
- Instantaneous harmless sensory effect (sparks, wind, faint music, smell, etc)
- Ignite/snuff a candle/torch/campfire
- Clean/soil object up to 1 cubic ft
- Chill/warm/flavor up to 1 cubic ft nonliving material for 1hr
- Make a color, small mark, or symbol appear for 1hr
- Create nonmagical trinket/illusory image in hand for 1 round
Can have up to 3 running at once.
In Book of Shadows:
Guidance (1action, Touch, Conc/1min, VS): Target gets +1d4 to one ability check before spell ends.
Sacred Flame (1action, 60ft, VS): 2d8 radiant, DEX negates, no cover.
Spare the Dying (1action, Touch, VS): Stabilize living creature with 0 HP.
Spells Known:
B1.Cure Wounds (1action, Touch, VS): Creature heals 1d8 (+1d8/level) plus CHA mod.
B1.Healing Word (1bonus, 60ft, V): Creature heals 1d4 (+1d4/level) plus CHA mod.
B1.Faerie Fire (1action, 60ft, Conc:1min, V): Mark 20ft cube w/ flames (dim 10ft). Attacks against marked have advantage, negates invisibility. DEX negates.
B1.Thunderwave (1action, self, VS): Deals 2d8 (+1d8/level) thunder damage to creatures in 15ft cube centered on me, and pushes them 10ft away. CON save halves damage and negates push. Unsecured objects fully within area are pushed 10ft, and the "boom" can be heard 300ft away.
W1.Command (1action, 60ft, 1round, V): Speak a one-word command to creature and it must obey on its next turn. WIS negates. Fails if target is undead, doesn't understand my language, or if command is directly harmful.
- Approach: Target moves directly toward me, ends turn if within 5ft.
- Drop: Drops whatever it's holding and ends its turn.
- Flee: Spends its turn moving away from me as fast as possible.
- Grovel: Falls prone and ends its turn.
- Halt: Doesn't move and takes no actions (flying creature stays aloft if able).
Can add targets at higher levels, but all must be within 30ft of each other.
W1.Hellish Rebuke (1reaction, 60ft, VS): When damaged by creature I can see within 60ft, deal 2d10 (+1d10/level) fire damage to that creature. DEX for half.
W2.Blindness/Deafness (1action, 30ft, 1min, V): Creature in range I can see makes CON save. If it fails, it's blinded/deafened (my choice) for the duration. Can make a new save at the end of each of its turns. Can affect one additional target per extra spell level used.
W2.Hold Person (1action, 60ft, Conc:1min, VSM): Humanoid I can see within range is paralyzed if they fail a WIS save. They get a new save at the end of each of their turns. Additional target per extra spell level, but all must be within 30ft of each other.
W3.Remove Curse (1action, Touch, VS): All curses affecting on creature or object end. If it's a cursed magic item, the curse remains, but the attunement is broken, allowing the item to be removed/discarded.
W3.Fireball (1action, 150ft, VSM): Bright streak flies from finger to point within range, then detonates into a 20ft-radius sphere that spreads around corners. Deals 8d6 (+1d6/level) fire damage within area (DEX half). Ignites unattended combustibles.

Proficiencies
Bonus: +3
Skills:
Arcana +3
History +3
Medicine +2
Perception +2
Performance +7
Persuasion +7
Religion +3
Tools:
Lute, Lyre, Pan flute
Languages:
Common, Elvish, Dwarvish, Gnomish, Halfling

Race: Half-Elf
Ability Score Increase - +2 CHA, +1 each to two others.
Darkvision - Within 60ft, treat dim light as bright light and darkness as dim light.
Fey Ancestry - Advantage on saving throws against being charmed, and magic can't put me to sleep.
Skill Versatility - Gain proficiency in two skills of choice.
Languages - Common, Elven, and one more.

Background: Acolyte
Proficiencies:
Insight Persuasion, Religion
Languages:
Any two.
Feature:
Shelter of the Faithful:
I and my companions can expect free healing (except material components) at temples/shrines/etc of my faith. Fellow believers will support only me at a modest lifestyle.
Traits:
Nothing can shake my optimistic attitude.
I am tolerant of other faiths and respect the worship of other gods.
Ideal:
I always try to help those in need, no matter what the personal cost.
Bond:
Everything I do is for the common people.
Flaw:
My piety sometimes leads me to blindly trust those that profess faith in my god.

Bard 1
Proficiencies:
Armor: Light
Weapons: Simple, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments
Saving Throws: DEX and CHA
Skills: Any three
Spellcasting:
Cantrips: 2
Spells Known: 4
Spell Slots: 2/day (1st level)
Ritual Casting: Any bard spell I know that has the ritual tag.
Spellcasting Focus: Can use a musical instrument.
Bardic Inspiration:
Can give a d6 to an ally within 60ft who can hear me. Within the next 10min, they can spend it once to add it to an ability check, save, or attack roll after rolling the d20. Creature can have only one BI die at a time. Usable CHA/day.

Warlock 5
Otherworldly Patron: The Fiend
Expanded Spell List: Adds the following to my spell list from which I can choose Spells Known:
1st - burning hands, command
2nd - blindness/deafness, scorching ray
3rd - fireball, stinking cloud
4th - fire shield, wall of fire
5th - flame strike, hallow
Dark One's Blessing: When I reduce a hostile creature to 0HP, I gain temp HP equal to CHA + level.
Pact Magic:
Cantrips: 2
Spell Slots: 2/rest, 3rd level
Spells Known: 6
Spellcasting Focus: Can use an arcane focus as a spellcasting focus for warlock spells.
Eldritch Invocations:
Armor of Shadows: Can cast mage armor (self only) at will.
Eldritch Sight: Can cast detect magic at will.
Repelling Blast: When I hit a creature with eldritch blast, I can push the creature 10ft away in a straight line.
Pact Boon:
Pact of the Tome: Patron gave me a grimoire called a Book of Shadows. Pick three cantrips from any class. Can cast those at will while I have the book on my person. If lost, I can order a replacement in a 1-hour ritual (can be done during a short rest), which destroys the previous book. Book turns to ash if I die.
Ability Score Improvement:
Gain either +2 to one stat or +1 to two stats.

Inventory
Gear:
Silvered Rapier
Dagger x2
Explorer's Pack (Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50ft rope)
Traveler's clothes
Antitoxin x2
Component Pouch x2
Candle x10
Healer's kit
Pouch x2
Tinderbox
Potion of Healing x5
Ink pen x5
Ink (1oz bottle) x2
Paper (sheet) x30
Book full of past adventuring notes
Pan flute
Tent (two person)
A receipt of deposit at a bank in a far-flung city
Magic Items (Attunement 1/3):
Dagger of Warning: Requires attunement. While on my person, I have advantage on initiative rolls. I and my companions within 30ft are immune to surprise except when incapacitated by something other than natural sleep. We all get awakened at start of combat if sleeping naturally.
Cash:
160.3gp