Giant Slayer

Odak Boulderfall's page

113 posts. Alias of Greycastle.


Race

Spell DC: 12 | Spells: 1 (4/4), 2 (2/3) | SP: 4/4 | Athl +5, Ins +3, Int +4, Srv +3

Classes/Levels

Saves: S3, D0, C5*, I-1, W1, Ch4* | Init +0 | PP: 16 | Spd: 25' | Insp: No

Gender

Male NG Mtn Dwarf Sorcerer 4 | HP: 34/34 | AC: 16/18 | HD: 4d6| Status: Normal |

About Odak Boulderfall

Alignment - Neutral Good
Str 16, Dex 10, Con 16, Int 8, Wis 12, Cha 14
Race - Dwarf, Mountain
Class - 4th Sorcerer, Stone Sorcery (UA)

Skills:

== SKILLS ==
Acrobatics (Dex) +0
Animal handling (Wis) +1
*Athletics (Str) +5
Deception (Cha) +2
*Insight (Wis) +3
*Intimidation (Cha) +4
Investigation (Int) -1
Knowledge Arcana (Int) -1
Knowledge History (Int) -1
Knowledge Religion (Int) -1
Knowledge Nature (Int) -1
Medicine (Wis) +1
Perception (Wis) +1 (advantage)
Performance (Cha) +2
Persuasion (Cha) +2
Sleight of hand (Dex) +0
Stealth (Dex) +0
*Survival (Wis) +3

==Proficiencies==
Armor - none
Weapons - Martial
Tools - Herbalism Kit, Cooking Utentils, Brewer's Tools

==Languages==
Common, Dwarven

Combat:

== COMBAT ==
Saves Str:+3, Dex:+0, Con:+5, Int:+0, Wis:+1, Cha:+4
Speed: 25 ft
Initiative: +0
Hit Points:34
Hit Dice: 1d6
Armor Class: 16 / 18 w Shield

Attacks:
Melee
Battleaxe +5, 1d8+3 slashing damage
Maul +5, 2d6+3 bludgeoning damage

Ranged
(green)Fire Bolt +4, 1d10 fire damage

Equipment:

== Armor ==
Stoney Skin (13+Con)
Shield

== Weapons ==
Battleaxe
Maul

== Equipment ==
Common clothes
Explorer's Backpack
Herbalism Kit
Magic Rock (arcane focus)
Winter Blanket

== Magic Items ==
Eyes of the Eagle (A)

Carry = 240 lbs, Push/Drag = 480 lbs
Gold - , Silver - 0, Copper - 0

Race and Class Abilities:

Dwarf, Mountain
Con +2, Str +2
Darvision 60ft
Advantage and Resistance to Poison effects
Stonecunning
Dwarven Weapon Proficiencies
Tool Proficiency - Brewer's Tools

Sorcerer - 4
Skills - Intimidation, Insight
Spellcasting
Sorcerous Origin - Stone
- Bonus Proficiencies
- Meta Magic - Bonus Spells
- Stone's Durability +1 hp and Stoney Skin 13+Con AC
Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of 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 of 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 of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You 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 so, 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 feet.

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 3 sorcery 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 (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

Spell Casting:

Casting Level - 4
Sorcerer Spells DC 12, Spell Attack Bonus +4
Sorcery Point: 4

==Spells Known/Prepared==
Cantrips - (green) Fire Bolt | Prestidgidation | Mold Earth | Green Flame Blade | Lightning Lure
1st Level - False Life | Jump | Shield | Absorb Elements
2nd Level - Shadow Blade

==Spell Slots==
1st level - 4/4
2nd level - 3/3

Background:

Background - Hermit/Mushroom Farmer
Skills - Survival, Athletics (custom from Nature)
Tools - Herbalism Kit, Cooking Utensils

Personality Traits -
I've been isolated for so long that I communicate oddly

Ideal
Meddling in the affairs of others only causes trouble

Bond
- I hope to some day discover what happened to myself and recover my past.
- My discovery could have great impact, i just don't even know what it is yet.

Flaw
Distracted easily and forgetful

Description:

The Alias picture is absolutely perfect. Scar and all. I wouldn't change a thing.

History:

The oldest and heir to the Boulderfall Brewing Company, Odak's life was well laid out and looked promising. His affluent family provided him everything he needed growing up and in turn, nothing but exceptional was what they expected him to be.

As he grew into his adolescence, the pressure to be the best drove Odak to push himself to his limits. Always trying to do the next great thing. This served him well, he was well respected, successful, and on track to serve his family well.

His military career was exemplary until the accident. He was top of his class, a promising officer, and respected by his peers. This all came crashing down when on patrol his platoon encountered some kind of anomaly in the deep caves. These caves served as a buffer between denizens of the underdark and the mines of Odak's city. Odak was injured severely in the incident and was the only soul to survive. A huge wound was opened on his head and caused permanent injury, affecting his memory. It changed him physically as well though. When he was found, he was covered in stones. At first they believed him to be buried but the stones seemed to be embedded in his skin.

Odak after the accident was not the same. He did not remember much from before and certainly not what happened during. His younger brother seemed to come forward as the heir apparent and as time went on, Odak slipped further from grace and contact, prefering long excursions into different tunnels. He seemed to have a penchant for locating mushrooms of some value. Rare mushrooms can fetch a fair price in dwarven culture.

His reclusive nature and the search for these rare mushrooms took him further and further from the safety of the dwarven caves. Until one day a drow raiding party returning from the surface came upon him.

Feats:

War Caster
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.