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About Rath IrresonRath Irreson Race: Human (Ulfen)
Proficiencies:
Tools: Herbalism Kit, Musical Instrument
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
Natural Explorer: Mountains
• 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
Spiritual Magic:
SPIRIT SIGHT: (2ND LEVEL)
SCORCHING BREATH: (3RD LEVEL)
[dice]1d8+4[/dice] Scorching Breath (Fire Damage)(Save DC 15) PRIMAL PROTECTOR(5th Level)
Underwater Divergence (Path Feature)
SPELLCASTING Slots: 2/2 Level - 2
Cantrips: Shillelagh, Produce Flame, Guidance
Spell Descriptions
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Cure Wounds School: Evocation
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.
[dice]2d8+4[/dice] Cure Wounds Guidance School: Divination
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
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.
[dice]2d4+4[/dice] Healing Word Lesser Restoration School: Abjuration
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
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
[dice]1d20+7[/dice] Produce Flame
Shillelagh School: Transmutation
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
[dice]1d20+7[/dice] Shillelagh Club
Silence School: Illusion (Ritual)
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
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:
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:
Human Racial Details
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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:
Personality Trait:
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
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
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Places
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Things
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(M)Potion of Healing |