Sorcerer

Chase Strumhold's page

43 posts. Alias of Reckless Apprentice.


Full Name

Chase Strumhold

Race

Spell Slots [ 1st: 3/3 ]Condition: Normal

Classes/Levels

More Stats:
  • Skills:Acro+4,Arcana+3,Ath-1,Decp+3,His+1,Intim+3,Inves+1,Nat+1,Perf+5,Pres +5,Rel+1,slofh+2,stlth+2
  • Attk:Dagger +4 1d4+2p, QuarStaff +1 1d6-1

Gender

Male Human Wild Magic Sorcerer/2 HP 16/16 AC 12 init+3 Prcp+0 passive+10 sav[str-1,dex+2,con+5,int+1,wis+0,cha+5] speed 30

Strength 9
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 10
Charisma 16

About Chase Strumhold

Chase Strumhold was born a millers son. But as soon as he heard music for the first time, He never was without it. Chase was the best lyre player his small town of Goan had ever seen. He was no ordinary player either since he had began to play his music he was also able to give the best performance anyone had ever seen. Chase was a sorcerer and he had no idea why the cosmos blessed him with two wonderful gifts.
As Chase grew he performances became more intense with greater score, acting, and magic (special effects). It was these effects that caught the eye of the Wolf Heart Legion passing through town. The Legion was infantry division from the local kingdom, Mast. They saw his talent for magic and recruited him right away. Chase had no interest in the army but the encouragement of the village to be honorable and serve in the nations army convinced the son of a miller to become a soldier.
Battles always haunt Chase. If it wasn't for playing the lyre by the campfires he believes he would have lost his mind long ago. Now he makes his companions sing and his enemies burn.

Chase Strumhold
Male human sorcerer 1
Medium humanoid, neutral good

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Armor Class 12
Hit Points 9 (1d6+3)
Speed 30 ft.
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STR 9 (-1), DEX 14 (+2), CON 16 (+3), INT 12 (+1), WIS 10 (+0), CHA 16 (+3)
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Saving Throws Con +5, Cha +5
Skills Acrobatics +4, Arcana +3, Performance +5, Persuasion +5
Senses passive Perception 10
Languages Common, Dwarvish

Spells
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Cantrips: Acid Splash, Fire Bolt, Mage Hand, Prestidigitation
1st:Sleep, Magic Missle, Witch Bolt

Actions
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Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.

Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 1d6-1 bludgeoning damage or 1d8-1 bludgeoning damage if used with two hands to make a melee attack.

Unarmed Strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.

Special Abilities:

Special Abilities
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Wild Magic Surge
Starting w hen you choose this origin at 1st level, your
spellcasting can unleash surges of untamed magic.
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 W ild Magic Surge table to create a random
magical effect.

Tides of Chaos 1/day
Starting at 1st level, you can manipulate the forces of
chance and chaos to gain advantage on one attack roll,
ability check, or saving throw. O nce you do so, 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.

By Popular Demand
You can always find a place to perform, usually in an
inn or tavern but possibly with a circus, at a theater, or
even in a noble’s court. At such a place, you receive free
lodging and food o f a modest or comfortable standard
(depending on the quality o f the establishment), as
long as you perform each night. In addition, your
performance makes you something o f a local figure.
When strangers recognize you in a town where you have
performed, they typically take a liking to you.

Font of Magic
At 2nd level, you tap into a deep wellspring o f magic
within yourself. This w ellspring is represented by
sorcery points, which allow you to create a variety o f
magical effects.
Sorcery Points
You have 2 sorcery points, and you gain more as you
reach higher levels, as shown in the Sorcery Points
column o f the Sorcerer table. You can never have
more sorcery points than shown on the table for your
level. You regain all spent sorcery points when you
finish a long rest.
Flexible Casting
You can use your sorcery points to gain additional spell
slots, or sacrifice spell slots to gain additional sorcery
points. You learn other ways to use your sorcery points
as you reach higher levels.
Creating Spell Slots. You can transform unexpended
sorcery points into one spell slot as a bonus action on
your turn. The Creating Spell Slots table shows the cost
o f creating a spell slot o f a given level. You can create
spell slots no higher in level than 5th.
Creating Spell Slots
Spell Slot Sorcery
Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Converting a Spell Slot to Sorcery Points. As a
bonus action on your turn, you can expend one spell
slot and gain a number o f sorcery points equal to the
slot’s level.

Personality Traits:

Personality Traits
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Gossip - If people are willing to gossip, I will listen and can't resist spreading that information as far as i can.
Story - For every situation i know a story that's relevant.
Ideal
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People - I’m only loyal to my friends, the rest can all take a hike for all care.
Bond
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Redeem - I hope to redeem myself of a terrible crime that I once committed.
Flaw
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Plan - I'm not interested in a well laid out plan. Spur of the moment decisions are always more effective.

Equipment:

Equipment
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  • Lyre
  • Hammer
  • 10XPiton
  • 10xRations
  • Tinderbox
  • 10xTorch
  • Waterskin
  • Crowbar
  • Component Pouch
  • Costume
  • 50Ft Hemp Rope


Cash:

Cash
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15gp