Camper

Cade Whistler's page

329 posts. Alias of Gnomezrule.


Full Name

Cade Whistler

Race

Demographics:
Race: Halfling Background: Outlander Class: Sorcerer 4

Classes/Levels

Vital Stats:
HP: 24/24, - AC: 13(16)/T: 10(13)/FF: 13(16) – Passive Perception +10 - Initiative: +3 - Speed: 30

Strength 8
Dexterity 16
Constitution 12
Intelligence 11
Wisdom 12
Charisma 18

About Cade Whistler

Race: Halfling Background: Outlander Class: Sorcerer 3
STR 8 (-1) DEX 16 (+3) CON 12 (+1) INT 11 (+0) WIS 12 (+1) CHA 16 (+3)
HP 20/20 (HD:) 3d6+3
AC 13 (16 Mage Armor)
Initiative 3
Speed: 25
Proficiency +2
Alignment: Chaotic Good

Proficiencies:
Saving Throws: Constitution, Charisma
Skills: Athletics +1, Arcana +2, Insight +3, Survival +3
Weapons: Daggers, darts, slings, quarterstaffs,light crossbows
Armor: None
Tools: Musical Instrument
Languages: Common, Undercommon, & Goblin

Spellcasting:
Spell Attack: +5
Spellcasting DC: 14
Sorcery Points: 4
Metamagic: Careful Spell, Quickened Spell
Spell Slots: Lvl 1-4, Lvl 2-2
Spells Known: Cantrips Known; Dancing Lights, Fire Bolt, Friends, Mage Hand, Minor Illusion, 1st Level Known; Burning Hands, Mage Armor, Magic Missle, Witch Bolt, 2nd Level Known; Crown of Madness, Misty Step, Scorching Ray
Spells Prepared: The words have lost all meaning.


Class & Race Abilities:
Class Features:
Saves: Constitution, Charisma
Skills: Arcana, Insight
Class Features:
Spellcasting
Spell slots: finishing a long rest restores any expended spell slots. When gaining a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which must be of a level for which you have spell slots.
Sorcerer Origin (Wild Magic)
Sorcerer Origin Feature (Wild Mage Surge): Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect (See PH). If a Wild Magic effect is a spell, it’s too wild to be affected by Metamagic. If it normally requires concentration it doesn’t require concentration in this case; the spell lasts for its full duration.
Sorcerer Origin Feature (Tide of Chaos): You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. You must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
METAMAGIC: At 3rd level, you gain the ability to twist your spells to suit your needs. Vou gain two of the following Metamagic options of your choice. Vou gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
CAREFUL SPELL: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do 50, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
DISTANT SPELL: When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feel.
EMPOWERED SPELL: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
EXTENDED SPELL: When you cast a spell that has a duration of 1 minute or longer. you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
HEIGHTENED SPELL: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
QUICKENED SPELL: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
SUBTLE SPELL: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
TWINNED SPELL: When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (I sorcery point if the spell is a cantrip).

Race Features: :

Ability Scores: Dex +2, Cha +1
Lucky. When you roll a 1 on an attack roll, ability
check, or saving throw, you can reroll the die and must
use the new roll.
Brave. You have advantage on saving throws against
being frightened.
Halfling Nimbleness. You can move through the
space of any creature that is of a size larger than yours.
Languages: Common, Halfling
Naturally Stealthy. Vou can attempt to hide even
when you are obscured only by a creature that is at least
one size larger than you.
Other:

Background:

Background: Outlander
Prof: Athletics, & Survival
Lang: Common, Halfling, Undercommon, & Goblin

Speciality: Musical Instrument: Lute

Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Trait: 1- I'm always picking things up, absently fiddling with
them, and sometimes accidentally breaking them.
Trait: 2- I have a lesson for every situation, drawn from
observing nature.

Ideal: Greater Good. It is each person's responsibility to
make the most happiness for the whole tribe. (Good)

Bond: I suffer awful visions of a coming disaster and will do
anything to prevent it.

Flaw: There's no room for caution in a life lived to the fullest.

Equipment:
25gp Light Crossbow 5 lbs
1gp Crossbow Bolt Case 1 lbs
• 1gp Crossbow Bolts (20) 1.5 lbs
2sp Quarterstaff 4lbs
18gp Explorer's Pack (with silk rope upgrade) 54 lbs
• Backpack
• Bedroll
• Mess kit
• Tinderbox
• 10 Torches
• 10 days of rations
• Walerskin
• 50 feel of exchanged hemp for silk (+9gp)
25gp Component Pouch 2 lbs
25gp Climbers Kit 12 lbs
4gp Heavy Duty Traveler's Clothes 5lbs (This isn't on the equipment list in the PHB but after scraping his way through caves and everything else Cade will pay extra for sturdier fabrics, padded elbows and knees.)
5cp Signal Whistle
35gp Lute 2 lbs
Dagger
torn up leater muzzle
265 gp

History:
Cade Whistler
Cade was born barely than 20 years ago. His family were farmers living off the land near a small village to the south. His father taught him the value of hard work and instilled on him the drive to serve the people of the community. He remembers long walks with his father a devout follower of Chauntea who would teach him lessons learned from nature. The hard work of the tiny ant. The tenacity of acorns that grow from small nut to giant oak. Cade was an inquisitive child prone to wandering further than his mother would have liked. To this day is prone to picking up items and examining them sometimes finding them breaking inexplicably. Cade's mother doted on him, "the reason he isn't a proper bounder" some have said (even his father on occasion). Though it is in his recklessness that some more proper halflings would say he's cracked. He climbed trees too high, tried to make jumps that were too far and hit on girls out of his league.

Cade if not for his strangest childhood friend might still be living on his father's homestead with his head bobbing in the wheat fields sickle in hand. Cade loved to play in the woods on the edge of town climbing in the trees creeping into caves exploring. He met an old badger in one such cave. The badger behaved out of sorts. Stories were that badgers cantankerous and dangerous. Yet this badger seemed curious of the boy not hostile. Cade tossed the creature bits of food. It is the next part of Cade's tale that stretches credibility. The creature ate the food but then walked deeper into the cave and his head motioned for the boy to follow. Curiosity won instantly Cade moved deeper in following the badger. The badger led him to a patch of blueish mushrooms that had a faint glow. The badger seemed to point with his nose. When the invitation was lost on young Cade the badger ate a few bites and pointed again moving aside so the boy could inch closer. He ate a bite of the mushroom or truffle whatever it was the taste was amazing. He ate more, as much as he could. After he looked up his torch had burned out but the badger was giving off a blue light. The badger then lead the boy back out of the cave. It was late Cade knew he would be in trouble when he returned home but that night as he slept wondrous dreams began. At first his dreams were odd but simple, throwing orbs of fire like sling stones, creating lights that would dance like a juggler. In the weeks that would follow Cade wandered the woods looking for the badger some days the badger was there and he would speak to the creature though it remained silent. Still he watched the creature and learned to spot food in the forest. His mother fell in love with the truffles he would bring home.

Everyone has Deja-vu but while out playing congas with other kids Cade felt a familiar breeze a tree that looked glaringly familiar. This had happened before. He dropped the smooth stone that he had picked up. On his turn he launched a small flaming orb at the stacked stone target. The other kids surprised, scared and marveled, no one remembers how many stones he fell no one cared. Cade throws fire. Naturally this created a stir wise folk suggested that the boy was a sorcerer. He began to test his powers. He struck out farther from home. Most of the learned folk who Cade's parents brought to meet him shrugged at whether or not Cade's tale of the mushrooms or the wise badger made sense. More arcane minded folk suggested the mushrooms were a well spring of magic which might fade, the more religious suggested a herald of Silvanus, or Chauntea or some other nature god sent the boy a blessing for one reason or another. Some of the rangers worried the boy was marked by fey. Regardless Cade's powers grew, he despite never excelling at lessons of woodsmanship always found food or water.

Wanting to set out on his own he found that his foraging could bring in a decent bit of coin. He would wander then make a trek to larger human cities where the rich truffles were prized in fancy dishes. Sure the young halfling is green but he has grown more sure of his abilities.