About Feather WindFeather Wind:
Male Halfling Sailor Cleric 2 Neutral Good Strength 15 (+2) Dexterity 14 (+2) Constitution 16 (+3) Intelligence 11 (+0) Wisdom 16 (+3) Charisma 15 (+2) Size: Small
Maximum Hit Points: 19
Misc:
Attack (handheld / thrown): + 5 = + 2 [strength] + 2 [proficiency] Attack (missile / finesse): + 4 = + 2 [dexterity] + 2 [proficiency] Strength save: + 2 = + 2 [strength] Dexterity save: + 2 = + 2 [dexterity] Constitution save: + 3 = + 3 [constitution] Intelligence save: + 0 Wisdom save: + 5 = + 3 [wisdom] + 2 [proficiency] Charisma save: + 4 = + 2 [charisma] + 2 [proficiency] Insight (passive): 15 (20 with advantage) Investigation (passive): 10 (15 with advantage) Perception (passive): 15 (20 with advantage) Carry: 225 lb maximum For groups using the optional encumberance rules: If carrying more than 75 lb, encumbered -- -10 on speed If carrying more than 150 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity Languages: Common Halfling Attacks:
Unarmed strike [+4 to hit; 1+2 bludgeoning] Club [+4 to hit; 1d4+2 bludgeoning, 3 lb, light] Crossbow, light [+4 to hit; 1d8+2 piercing, 6 lb, ammunition (range 80/320), loading, two-handed] Warhammer [+4 to hit; 1d8+2 bludgeoning, 4 lb, versatile (1d10 bludgeoning)] Chain mail [heavy; + 6 AC; max dex + 0; stealth disadvantage; 28 lb.] Steel Shield [+2 AC; 3 lb.] [/spoiler [spoiler=Feats:] N/A Skill:
Acrobatics Dex 2 =+2 Animal Handling Wis 3 =+3 Arcana Int 0 =+0 Athletics Str 4 =+2+ 2 Deception Cha 2 =+2 History Int 0 =+0 Insight Wis 5 =+3+ 2 Intimidation Cha 2 =+2 Investigation Int 0 =+0 Medicine Wis 5 =+3+ 2 Nature Int 0 =+0 Perception Wis 5 =+3+ 2 Performance Cha 2 =+2 Persuasion Cha 2 =+2 Religion Int 0 =+0 Sleight of Hand Dex 2 =+2 Stealth Dex 2 =+2 Survival Wis 3 =+3 Spells Known:
Level 0 Light - Sacred Flame - Spare the Dying Level 1
Spells Prepared:
0-3 Light Sacred Flame Spare the Dying 1-3 Cure Wounds Shield of Faith Guiding Bolt W-3 Bane Bless Cure Wounds These are in addition to Feather Wind's domain spells. Thunderwave Fog Cloud Proficient Items:
Instruments: Flute Games: Board Game, Card Game and Dice game. Tools: Navigator tools and Sail a ship Race:
Halfling + 2 dexterity (already included) Lucky: Halflings can reroll a natural 1 on any attack roll, ability check or saving throw. Brave: Halflings have advantage on saves against being frightened. Halfling Nimbleness: Halflings can move through the space of any larger creature. Lightfoot Halfling (subrace) Lightfoot Halflings receive +1 charisma (already included). Lightfoot Halflings can attempt to hide even behind a creature one size larger. Sailor:
You can secure passage for yourself on a vessels and have contacts in the seafaring community. If you were a pirate instead, your bad attitude can intimidate others. In any case, Feather Wind knows how to sail a ship (water vessel) and can navigate. Cleric:
Proficient in using a healer kit (for resuscitations). Ritual caster. Three cantrips
Level 2: Channel Divinity (1 use between short rests)
Domain spells.
Feather Wind's Equipment:
Backpack – 44lb Bedroll – 5lb Mess kit – 2lb Rations (1 day) x 10 – 1lb Rope (50', hempen) x 1 – 5lb Tinderbox – 1lb Torches x 10 – 10lb Waterskins x 1 Holy symbol (silver) White Wave on Green background. Flute Dice _____ 80 lb Total Gold 150 background:
Feather Wind's Personality Traits: I enjoy sailing into new ports and making new friends over a flagon of ale. Feather Wind's Ideal(s): Respect. The thing that keeps a ship together is mutual respect between captain and crew. Feather Wind's Bond(s): The ship is most important—crewmates and captains come and go. Feather Wind's Flaw(s): I’ll say anything to avoid having to do extra work. Feather Wind’s story start when he was a little Halfling, playing with his friends one windy day. One moment, he was with his friends… the next moment the wind picked him up and took him on a wild ride.
Purchases:
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