Post by orby on Apr 3, 2019 9:25:32 GMT
Biography
Appearance: Caim is a coppery-skinned tiefling, tall even without counting the extra few inches of his horns, and his eyes are a solid bright gold. His hair is dark brown, and he has a habit of running his hands through it idly that keeps it looking constantly unkempt as if he'd just rolled out of bed or come in from a windstorm. A long, thin tail tends to to curl around one of his legs when he's anxious or agitated, trained by many years of having to keep it hidden beneath long robes. These days, he tears his robes up the side to allow for a bit more freedom without losing the lengthy fabric should he feel the need to hide under it all again.
History: From as far back as he can remember, Caim was raised in a temple to Lathander, god of life and light. The temple was small and rural, servicing primarily farmers and commoners from nearby villages. Starting from when he was very young, he was told he was somehow special to their god and his innate magic came from Lathander himself. The clergy had him participate in their worship, frequently by healing the sick and injured or performing small tricks of magic spectacle -- always, however, veiled and robed and forbidden from speaking with the public, to hide his Infernal heritage.
Caim was an obedient child and for many years was content with this arrangement, satisfied with what books he was given and what company he had amongst the clergy members, and happy to help people where he could. As he grew older, though, his curiosity would have him asking for more, hoping for a chance to leave and see more of the world than just the view from the temple's windows. But after more than a decade of having his requests dismissed and put off until "maybe next year", he grew disillusioned with his situation. It felt less and less like he was being kept where he was safe and cared for until the temple began to feel more like a prison. He'd hear whisperings among the clergy that he was more a publicity stunt than anything truly divine, and he began doubting his own position as well. With waning faith in both Lathander and in the people who'd raised him, he eventually fled the temple on his own and made it as far as Waterdeep where he could maybe disappear into the colorful crowds.
Personality: Caim is charming in the most accidental way, thoughtful and empathetic without a hint of planning or ulterior motives. He's new to taking care of himself and, frankly, not very good at it -- he's lacking in both life skills and common sense, he's terrible with money, and he's too trusting and forgiving for his own good. He can come across as awkward, still unaccustomed to dealing with strangers and making decisions for himself, but he's not necessarily shy. Raised without most normal social stigmas, he's open and unembarrassed about his thoughts and feelings. It's only matters of his personal history that he becomes tight-lipped about. Similarly, he's quick to socialize and jump to others' aid, and only where his background is concerned does he become cautious. Freedom to him feels both novel and tenuous; he's eager to enjoy it, but the sense that it could disappear again keeps him uneasy. He can't help but feel guilty, having abandoned people who took care of him and people who depended on him all for what feels like his own selfish desires. It's a source of conflict that has him constantly flip-flopping between enthusiastically embracing life and shying away from it, throwing himself headlong into doing what he can to help people here but afraid to stand out too much should someone from the temple come looking for him.
Stats
Exp: 4580 (Lvl up: 6500)
HP: 22
AC: 11
Proficiency Bonus: +2
Speed: 30 ft.
Initiative: +1
Hit Dice: 4d6
Ability Scores
Skills
Sorcery Points: 4
Spell Save DC: 14
Spell Attack Bonus: +6
Spell Slots:
Class
Divine Soul
Metamagic
Spells
Other
Proficiencies & Languages
Languages: Common, Infernal, Celestial
Tools: Herbalism Kit
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Racial Abilities
Background: Hermit
Replacement Feature: Shelter of the Faithful
Feats: N/A
Gear
Character Sheet
Character Name: Caim Character Level: 4 Race: Tiefling Gender: Male Alignment: Neutral Good Deity: Lathander (sorta) Size: Medium Hair: Brown Eyes: Gold Height: 5'11" Weight: 138 lbs. Age: 19 |
Appearance: Caim is a coppery-skinned tiefling, tall even without counting the extra few inches of his horns, and his eyes are a solid bright gold. His hair is dark brown, and he has a habit of running his hands through it idly that keeps it looking constantly unkempt as if he'd just rolled out of bed or come in from a windstorm. A long, thin tail tends to to curl around one of his legs when he's anxious or agitated, trained by many years of having to keep it hidden beneath long robes. These days, he tears his robes up the side to allow for a bit more freedom without losing the lengthy fabric should he feel the need to hide under it all again.
History: From as far back as he can remember, Caim was raised in a temple to Lathander, god of life and light. The temple was small and rural, servicing primarily farmers and commoners from nearby villages. Starting from when he was very young, he was told he was somehow special to their god and his innate magic came from Lathander himself. The clergy had him participate in their worship, frequently by healing the sick and injured or performing small tricks of magic spectacle -- always, however, veiled and robed and forbidden from speaking with the public, to hide his Infernal heritage.
Caim was an obedient child and for many years was content with this arrangement, satisfied with what books he was given and what company he had amongst the clergy members, and happy to help people where he could. As he grew older, though, his curiosity would have him asking for more, hoping for a chance to leave and see more of the world than just the view from the temple's windows. But after more than a decade of having his requests dismissed and put off until "maybe next year", he grew disillusioned with his situation. It felt less and less like he was being kept where he was safe and cared for until the temple began to feel more like a prison. He'd hear whisperings among the clergy that he was more a publicity stunt than anything truly divine, and he began doubting his own position as well. With waning faith in both Lathander and in the people who'd raised him, he eventually fled the temple on his own and made it as far as Waterdeep where he could maybe disappear into the colorful crowds.
Personality: Caim is charming in the most accidental way, thoughtful and empathetic without a hint of planning or ulterior motives. He's new to taking care of himself and, frankly, not very good at it -- he's lacking in both life skills and common sense, he's terrible with money, and he's too trusting and forgiving for his own good. He can come across as awkward, still unaccustomed to dealing with strangers and making decisions for himself, but he's not necessarily shy. Raised without most normal social stigmas, he's open and unembarrassed about his thoughts and feelings. It's only matters of his personal history that he becomes tight-lipped about. Similarly, he's quick to socialize and jump to others' aid, and only where his background is concerned does he become cautious. Freedom to him feels both novel and tenuous; he's eager to enjoy it, but the sense that it could disappear again keeps him uneasy. He can't help but feel guilty, having abandoned people who took care of him and people who depended on him all for what feels like his own selfish desires. It's a source of conflict that has him constantly flip-flopping between enthusiastically embracing life and shying away from it, throwing himself headlong into doing what he can to help people here but afraid to stand out too much should someone from the temple come looking for him.
Stats
Exp: 4580 (Lvl up: 6500)
HP: 22
AC: 11
Proficiency Bonus: +2
Speed: 30 ft.
Initiative: +1
Hit Dice: 4d6
Ability Scores
10 Strength (+0) 13 Dexterity (+1) 12 Constitution (+1) 16 Intelligence (+3) 8 Wisdom (-1) 18 Charisma (+4)
Skills
+1 Acrobatics (Dex) +1 Medicine (Wis) -1 Animal Handling (Wis) +3 Nature (Int) +5 Arcana (Int) -1 Perception (Wis) +0 Athletics (Str) +4 Performance (Cha) +4 Deception (Cha) +6 Persuasion (Cha) +3 History (Int) +5 Religion (Int) -1 Insight (Wis) +1 Sleight of Hand (Dex) +4 Intimidation (Cha) +1 Stealth (Dex) +3 Investigation (Int) -1 Survival (Wis)
Sorcery Points: 4
Spell Save DC: 14
Spell Attack Bonus: +6
Spell Slots:
Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5 Lvl 6 Lvl 7 Lvl 8 Lvl 9 4 3 - - - - - - -
Class
Divine Soul
Divine Magic
Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. (Gains Cure Wounds spell)
Favored by the Gods
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
Metamagic
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.
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.
Spells
Cantrips
Thaumaturgy
Prestidigitation
Message
Sacred Flame
Fire Bolt
Toll the Dead
Level 1
Hellish Rebuke (1/day)
Cure Wounds
Shield
Bless
Burning Hands
Level 2
Misty Step
Scorching Ray
Other
Proficiencies & Languages
Languages: Common, Infernal, Celestial
Tools: Herbalism Kit
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Racial Abilities
Darkvision
Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Infernal Legacy
You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Hellish Resistance
You have resistance to fire damage.
Background: Hermit
Replacement Feature: Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Feats: N/A
Gear
Winter blanket
Set of common clothes
Herbalism kit
Arcane focus (holy symbol of Lathander)
Quarterstaff
Backpack
Bedroll
Mess kit
Tinderbox
Torches (10)
Rations (10 days)
Waterskin
50 ft. Hempen rope
Steel mirror
1,394 gp