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Rath Irreson's page

112 posts. Alias of scranford.


Full Name

Rath Irreson - Placeholder

Race

Human; AC 19, HP 50/30 HD 6/6 (1d8); Init: +1; PER +4; Spell Slots 2/1

Classes/Levels

Shaman / 6; STR +4, DEX +1, CON +3, INT -1, WIS +6, CHA +0

Gender

Male

Size

M

Alignment

CN

Deity

The Elements

Languages

Common, Ulfen, Giant

Strength 14
Dexterity 12
Constitution 16
Intelligence 9
Wisdom 18
Charisma 10

About Rath Irreson

Rath Irreson

Race: Human (Ulfen)
Background: Skald
Class: Shaman (Path of the Elements) / 6
AC: 19
Initiative: +1
[dice]1d20+1[/dice] Initiative
Perception: +4
[dice]1d20+4[/dice]: Perception
Alignment: CN
Speed: 30’
Proficiency: +3
Attacks: +5 (Melee), +4 (Ranged), +7 (Spell Attack)
Saves: Str +4, Dex +1, Con +3, Int -1, Wis +6, Cha +0
HP: 42
Hit Dice: 1d8 (6/6)
[dice]1d8[/dice]

Proficiencies:
Saving Throws: Strength, Wisdom
Skills: Intimidation, Insight, History, Performance
[dice]1d20+3[/dice] Intimidation
[dice]1d20+7[/dice] Insight
[dice]1d20+2[/dice] History
[dice]1d20[/dice] Perform (Bagpipes)

Tools: Herbalism Kit, Musical Instrument
Languages: Common, Ulfen, Giant

Class: Shaman (Path of the Elements)

Spoiler:

Shaman (Path of the Elements)
D8 HP
Prof: Light armor, shields, simple weapons, Strength, Wisdom, Intimidation, Insight.

Totem Spirit: Crow

From birth, a person has one of these totem spirits that helps them on the journey through life until they are allowed to enter the Spirit World after death. A shaman can detect the totem spirit that is connected to each humanoid creature of their tribe. The shaman also has a totem spirit that they are connected that has been confirmed by the Tribe’s previous shaman. Upon character creation at level 1, choose a totem spirit. The totem spirit will simply be a part of the shaman’s identity and can enrich their character when dealing with nature. The shaman gains advantage on animal handling checks concerning the creature associated with their totem.

Ironwood Skin
While you are not wearing any armor, your Armor Class equals 10 + your Wisdom modifier + your Constitution modifier. You can use a shield and still gain this benefit

Natural Explorer: Mountains
You are very familiar with a single natural environment that your Tribe has lived. You are gifted at moving and living in your region because of the time you have spent with nature during your prayers and isolation while communing with the Spirit World. You can choose one type of terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you are proficient. While traveling for an hour or more in your favored terrain, you gain the following benefits:

• Difficult terrain doesn’t slow your group’s travel.

• Your group can’t become lost except by magical means.

• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

• If you are traveling alone, you can move stealthily at a normal pace.

• When you forage, you find twice as much food as you normally would.

• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they
passed through the area.

Spiritual Magic:
Your magic bestowed on you by natural world’s spirits have given you facility with spells. You may choose two Cantrips from the Shaman Spell list. Your spell casting ability is Wisdom.

SPIRIT SIGHT: (2ND LEVEL)
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

SCORCHING BREATH: (3RD LEVEL)
At the start of this path, you gain resistance to fire damage. You are also able to attack a creature that you can see with an elemental blast of flame as a bonus action. The target must make a Constitution saving
throw or suffer 1d8 plus your Wisdom ability score modifier of fire damage.

[dice]1d8+4[/dice] Scorching Breath (Fire Damage)(Save DC 15)

PRIMAL PROTECTOR(5th Level)
Beginning at 5th level, you can connect with animal spirits and improve the demeanor of a creature with the beast type that you can see. Using your totem, you can use your action to attempt to make a target creature indifferent about creatures of your choice that it is hostile toward. Each beast creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You are able to perform this twice per short or long rest.

Underwater Divergence (Path Feature)
Beginning at 6th level, you gain resistance to acid damage and the ability to breathe air and water. You are also immune to poison damage and your swim speed is equal to your movement rate.

SPELLCASTING Slots: 2/2 Level - 2
Spellcasting Ability: Wisdom (Spell Save DC-15), +7 Spell Attack Modifier

Cantrips: Shillelagh, Produce Flame, Guidance
1st Level: Cure Wounds, Thunderwave, Healing Word
2nd Level: Lesser Restoration, Silence

Spell Descriptions

Spoiler:

Cure Wounds

School: Evocation
Components: V, S
Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of second level or higher, the healing increases by 1d8 for each slot level above first.

[dice]2d8+4[/dice] Cure Wounds

Guidance

School: Divination
Components: V,S
Casting Time: 1-Action
Range: Touch
Duration: Concentration, up to 1-minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Healing Word

School: Invocation
Components: V
Casting Time: 1-bonus Action
Range: 60'
Duration: Instantaneous

A creature of your choice that you can see within range regains hip points equal to 1d4 plus your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

[dice]2d4+4[/dice] Healing Word

Lesser Restoration

School: Abjuration
Components: V,S
Casting Time: 1-Action
Range: touch
Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed or poisoned.

Produce Flame:

School: Conjuration
Components:[i] V, S
[i]Casting Time :
1 action
Range: Self
Duration: 10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10 foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it
again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

[dice]1d20+7[/dice] Produce Flame
[dice]2d8[/dice] Fire Damage

Shillelagh

School: Transmutation
Components: V, S, M (mistletoe, a shamrock leaf, and a club or
quarterstaff)
Casting Time: 1 bonus action
Range: Touch:
Duration: 1 minute

The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability
instead of Strength for the attack and damage rolls of melee attacks
using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.

[dice]1d20+7[/dice] Shillelagh Club
[dice]1d8+4[/dice] Magical Bludgeoning damage

Silence

School: Illusion (Ritual)
Components: V,S
Casting Time: 1-Action
Range: 120'
Duration: Concentration, up to 10-minutes

For the duration, no sound can be created within or pass through a 20' Radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Thunderwave

School: Evocation
Components: V, S
Casting Time: 1 action
Range: Self: (15 foot cube)
Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15 foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

[dice]3d8[/dice] Thunder Damage

Spellcasting Details:

Spoiler:

You know two Cantrips of your choice from the Shaman spell list. You learn additional Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman Class table.

Spell Slots:
The Shaman table shows how many spell slots you have. The table also shows what the level of those slots are; all of your spell slots are the same level. To cast one of your shaman spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 8th level, you have two 3rd-level spell slots. To cast the 1st-level spell charm person, you must spend one of those slots, and you cast it as a 3rd-level spell.

Ritual Spellcasting: You can cast a spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus:
You can use a totem that you have as a spellcasting focus for your shaman spells. It requires a long rest and for you to be in your favored terrain to replace your totem. Your totem that you carry is made by you to resemble the animal of your Totem spirit.

Human Racial Details

Spoiler:

Human (Ulfen)
+1 to all ability scores
Size – Medium
Speed – 30’
Common, Ulfen
Background:

Skald: Background

Spoiler:

As a skald you occupy a unique position in their societies, existing somewhere between an Acolyte and an Entertainer, and having the characteristics of both in many ways. You travel from place to place bringing news, sharing gossip, and acting as a travelling repository of history and lore. You provide both the entertainment for all stations in life, and also act as informal, (and sometimes formal) judges of what is traditional and proper. What is less known is that skalds often act as spies for various power groups, and are often involved in a variety of intrigues, considering their ability to move across geographical and social boundaries. They are commonly used as diplomats across clan, kingdom, and racial lines, and many cultures have laws in place to protect them from attack or retribution.

Feature: Always Welcome:
As a skald, you are welcome in the houses and institutions of your people. You bring news, can recite history, and explain laws, and are otherwise part of the glue that holds society together. As such, you always receive free food and lodging from your people at a standard equivalent to the people in that place themselves. You can also depend upon their help and assistance with other matters, as long as you remain in good standing, and have not offended the local authorities.

Personality Trait:
*I see omens in every event and action. The gods try to speak to us, we just need to listen to them.
*Sarcasm and insult are my weapon of choice.

Ideal: (Independence) I am a free spirit – nobody tells me what to do (Chaotic)

Bond: I know of an ancient place that holds terrible secrets that must not fall into the wrong hands.

Flaw: I judge others harshly, and myself even more severely.

Proficiencies: History, Performance
Tool: Musical Instrument
Equipment: A musical instrument, a set of travelers clothes, a trinket from an admirer, and a belt pouch with (15 sp)

Equipment:

Spoiler:

Shield
Spear
[dice]1d20+5[/dice] Spear
[dice]1d8+2[/dice] Piercing Damage
Club
[dice]1d20+5[/dice] Club
[dice]1d6+2[/dice] Bludgeoning Damage
Light Crossbow
[dice]1d20+4[/dice] Crossbow
[dice]1d8+1[/dice] bolt, piercing
Explorers Pack
Jade crow on leather throng (Spirit totem)
Bagpipes
Travelers clothes
Lock of hair from mother (Died in his birth)
Belt Pouch
PP:
GP: 822
SP:
EP:
CP:

People

Spoiler:

Places

Spoiler:

Things

Spoiler:

(M)Potion of Healing