Shoreborn

Fornitado's page

95 posts. Alias of scranford.


Full Name

Fornitado

Race

Half-Elf

Classes/Levels

Sorcerer (Wild Magic) / 5: AC 12(15); HP 22/18; S-1,D+2,C+3,I+2, W+0, C+6; Init +2; PP-10; PI-15

Gender

Male, Darkvision 60'; Sell Slots: (1) 4/3, (2) 3/2; (3) 2/2; Sorcery Points 5/5 (Careful Spell/Quickened spell)

Size

M

Age

29

Special Abilities

Tides of Chaos 1/1; Wild Magic Surge, Fey Ancestory

Alignment

N

Deity

Oghma

Languages

Common, Infernal, Elvish, Draconic, Orc

Strength 9
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 11
Charisma 16

About Fornitado

Character Sheet

Spoiler:

Fornitado
Male Half-Elf Sorcerer 5
Medium humanoid, Neutral

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Armor Class 12
Hit Points 22 (5d6)
Speed 30 ft.
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STR 9 (-1), DEX 14 (+2), CON 10 (+0), INT 14 (+2), WIS 11 (+0), CHA 16 (+3)
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Saving Throws Con +3, Cha +6
Skills Arcana +5, History +5, Investigation +5, Nature +5, Persuasion +6, Religion +5
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic, Elvish, Infernal, Orc

Actions
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Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80 ft./320 ft., one target.
Hit: 1d8+2 piercing damage.

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

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

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.
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Sage
Feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Personality Traits
I use polysyllabic words that convey the impression of great erudition.
I am horribly, horribly awkward in social situations.

Ideals
No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)

Bonds
My life’s work is a series of tomes related to a specific field of lore.

Flaws
Unlocking an ancient mystery is worth the price of a civilization.

Equipment Dagger, Dagger, Light Crossbow, arcane focus (staff), backpack, crossbow bolts (20), crowbar, hammer, piton (2), rations (2), rope, Silk (50 feet), tinderbox, torch (2), waterskin, Bandoleer for bottles, Acid (x2), Alchemist Fire (x2), Holy Water (x2), Potion of Healing (x3), Arcane Scrolls Comprehend Languages, Detect Magic 15 gp

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.

Spell Descriptions

Spoiler:

(1) First CHAOS BOLT
CASTING TIME
1 Action
RANGE/AREA
120 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
Ranged
DAMAGE/EFFECT
Acid (...)
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

A creature can be targeted only once by each casting of this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

Cantrip CHILL TOUCH
CASTING TIME
1 Action
RANGE/AREA
120 ft
COMPONENTS
V, S
DURATION
1 Round
SCHOOL
Necromancy
ATTACK/SAVE
Ranged
DAMAGE/EFFECT
Necrotic
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

(3) Third FIRE BALL
CASTING TIME
1 Action
RANGE/AREA
150 ft (20 ft )
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Fire
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

* - (a tiny ball of bat guano and sulfur)

Cantrip FIRE BOLT
CASTING TIME
1 Action
RANGE/AREA
60 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Cold
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Cantrip GUST
CASTING TIME
1 Action
RANGE/AREA
30 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Transmutation
ATTACK/SAVE
STR Save
DAMAGE/EFFECT
Control
You seize the air and compel it to create one of the following effects at a point you can see within range:

One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.

You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

(2) Second KNOCK
CASTING TIME
1 Action
RANGE/AREA
60 ft
COMPONENTS
V
DURATION
Instantaneous
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Utility
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

(1) First MAGE ARMOR
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S, M *
DURATION
8 Hours
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff (...)
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Cantrip MAGE HAND
CASTING TIME
1 Action
RANGE/AREA
30 ft
COMPONENTS
V, S
DURATION
1 Minute
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Utility
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

(1) First MAGIC MISSILE
CASTING TIME
1 Action
RANGE/AREA
120 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
Force
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 3d4 + 3 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Cantrip PRESTIDIGITATION
CASTING TIME
1 Action
RANGE/AREA
10 ft
COMPONENTS
V, S
DURATION
1 Hour
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Utility
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

(2) Second WEB
CASTING TIME
1 Action
RANGE/AREA
60 ft (20 ft )
COMPONENTS
V, S, M *
DURATION
Concentration 1 Hour
SCHOOL
Conjuration
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Restrained
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20- foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.