Idea's Testing Facility

Idea

Edgebabby
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FOLKLORE MEMBER
Invitation Status
  1. Look for groups
  2. Looking for partners
Posting Speed
  1. Slow As Molasses
Writing Levels
  1. Adept
  2. Advanced
Preferred Character Gender
  1. Male
  2. Female
  3. Futanari
  4. Primarily Prefer Female
Genres
#1 Favorite: Comedy

Other Favorites: Fantasy (Urban, Pseudo-Medieval, Science); Anime-ish Genres (Magical Girl, Isekai); Mystery; Slice of Life, VRMMORPG and Dice Roleplays (D&D 5e specifically)

Also Like: Scifi; School; Romance

Don't Want: Horror, Historical or Any of the Punks (Steampunk, Cyberpunk, etc...)
For testing new codes
 
Name Name

Lvl Class








  • Basic Info Race:
    Age/Gender:
    Height/Weight:
    Languages:
    More Appearance Details:


    Numbers Proficiency Bonus: | Armor Class:
    Hit Points: | Hit Dice:
    Initiative: | Speed:
    Passive Perception: | SpellCasting Ability:
    Spellsave DC: | Spell Attack Bonus:


    Proficiencies Skills-

    Armor-

    Weapons-

    Tools-


    Attacks Dagger- 1d4 Piercing Damage
    Dagger (thrown)- 1d4 Piercing Damage
    Spear (one hand)- 1d6 Piercing Damage
    Spear (two hands)- 1d8 Piercing Damage
    Spear (thrown)- 1d6 Piercing Damage






  • STR
    6​
    Athletics: -2​

    DEX
    12​
    Acrobatics: +1 | Sleight of Hand: +1
    Stealth: +1​

    CON
    6​
    .​

    INT
    12​
    Arcana: +7 | History: +7
    Investigation: +5 | Nature: +5
    Religion: +5​

    WIS
    6​
    Animal Handling: +1 | Insight: +1
    Medicine: +3 | Perception: +1
    Survival: +1​

    CHA
    12​
    Deception: +2 | Intimidation: +2
    Performance: +2 | Persuasion: +4​





  • Alignment:


    Personality Traits:
    *

    *


    Ideals:
    *

    *


    Bonds:
    *

    *


    Flaws:
    *

    *




  • Race/Class/Subclass/Feat:
    *Feature: Description

    *Feature: Description

    *Feature: Description


    Race/Class/Subclass/Feat:
    *Feature: Description

    *Feature: Description

    *Feature: Description


    Race/Class/Subclass/Feat:
    *Feature: Description

    *Feature: Description

    *Feature: Description


    Background - :
    *Feature: Description




Spells
Cantrip



First Level


Items
Equipped:
*


Currency:
PP
GP
SP
CP


Carrying:
*

 
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    Infirus Silversap

    Lvl 2 Paladin / Lvl 1 Wizard




    Proficiency Bonus: +2 | Armor Class: 16
    Hit Points: 17/17 | Hit Dice: 2d10+1d6 / 2d10+1d6
    Initiative: -1 | Speed: 30ft
    Passive Perception: 11 | Spellcasting Ability: Cha/Wiz
    Spellsave DC: 14 / 14 | Spell Attack Bonus: +6 / +6
    Healing Hands Uses Left: 1/1
    Radiant Consumption Uses Left: 1/1
    Divine Senses Uses Left: 5/5
    Lay On Hands Hitpoints Left: 10/10
    Arcane Recovery Uses Left: 1/1




    Skills
    Saving Throws:
    Strength: +2
    Dexterity: -1
    Constitution: 0
    Intelligence: +4
    Wisdom: +3
    Charisma: +4

    Skills:
    Acrobatics: -1
    Animal Handling: +1
    Arcana: +4
    Athletics: +4
    Deception:
    History: +4
    Insight: +3
    Intimidation: +6
    Investigation: +4
    Medicine: +1
    Nature: +4
    Perception: +1
    Performance: +4
    Persuasion: +4
    Religion: +4
    Sleight of Hand: -1
    Stealth: -1
    Survival: +1
    Spells
    Cantrip
    *Light (Aasimar)
    *Toll the Dead (Wizard)
    *Prestidigitation (Wizard)
    *Mage Hand (Wizard)


    First Level
    *Find Familiar (Ritual) (Wizard) [Prepared]
    *Comprehend Languages (Ritual) (Wizard) [Prepared]
    *Healing Elixir (Wizard) [Prepared]
    *Silent Image (Wizard) [Prepared]
    *Puppet (Wizard) [Prepared]
    *Compelled Duel (Paladin)
    *Bless (Paladin)
    *Command (Paladin)
    *Shield of Faith (Paladin)
    *Protection From Evil and Good (Paladin)

    Items
    Equipped:
    *Long-Sword (15 GP)
    *Cursed Plate Armor (Reflavored Ring Mail) (30 GP)
    *Shield (10 GP)
    *Sack x4 (4 CP)


    Currency:
    0 PP
    7 GP
    9 SP
    2 CP


    Carrying:
    *Spear x2 (2 GP)
    *Spellbook (50 GP)
    *Amulet (5 GP)
    *Crystal (10 GP)
    *Mess Kit (2 SP)
    *Robes (1 GP)
    *Hammer (1 GP)
    *Candle x10 (1 SP)
    *Rations x21 (10 GP | 5 SP)
    *Rope-Hemp (1 GP)
    *Shovel (2 GP)
    *Chalk x4 (4 CP)
    *Waterskin (2 SP)
    *Healer's Kit (5 GP)

    Abilities

    Passives:
    *Darkvision: Blessed with a radiant soul, your vision can easily cut through darkness. 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.


    *Celestial Radiance: You have resistance to necrotic damage and radiant damage.


    *Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.



    Extra Actions:
    *Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.


    *Radiant Consumption: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
    Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
    Once you use this trait, you can't use it again until you finish a long rest.



    *Divine Sense: The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

    You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.



    *Lay on Hands: Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

    As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

    Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

    This feature has no effect on undead and constructs.



    *Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.


    *Divine Smite: Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.


    *Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

    For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

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    Hope

    Lvl 2 Blood Hunter/ Lvl 1 Rogue




    Proficiency Bonus: +2 | Armor Class: 16
    Hit Points: 21 | Hit Dice: 2d10+1d8
    Initiative: +4 | Speed: 30 Ft / 30 Ft (Flying)
    Passive Perception: -2 | SpellCasting Ability: N/A
    Spellsave DC: N/A | Spell Attack Bonus: N/A
    Blood Maledict Uses Left: 1/1




    Skills
    Saving Throws:
    Strength: 0
    Dexterity: +6
    Constitution: 0
    Intelligence: +6
    Wisdom: -2
    Charisma: -2

    Skills:
    Acrobatics: +6
    Animal Handling: -2
    Arcana: +4
    Athletics: 0
    Deception: -2
    History: +4
    Insight: -2
    Intimidation: -2
    Investigation: +8
    Medicine: -2
    Nature: +4
    Perception: -2
    Performance: -2
    Persuasion: 0
    Religion: +4
    Sleight of Hand: +6
    Stealth: +8
    Survival: 0
    Items
    Equipped:
    *Studded Leather (45 GP)
    *Short-Sword x2 (20 GP)
    *Sack x4 (4 CP)


    Currency:
    0 PP
    5 GP
    1 SP
    6 CP


    Carrying:
    *Dagger x2 (4 GP)
    *Spear (1 GP)
    *Thieve's Tools (25 GP)
    *Waterskin (2 SP)
    *Shovel (2 GP)
    *Rations x10 (5 GP)
    *Bedroll (1 GP)
    *Candle x5 (5 CP)
    *Torch x5 (5 CP)
    *Rope-Hemp (1 GP)
    *Tinderbox (5 SP)

    Abilities

    Passives:
    *Darkvision: You can see in dim light within 90 feet of you as if it were bright light and in darkness as if it were dim light.


    *Nimble Flight: Thanks to your wings, you have a flying speed equal to your walking speed. When you fall, you can use your reaction to make a Dexterity saving throw (DC 10) to stop falling and fly in place until the start of your next turn.


    *Magic Sight: Your keen senses can focus to see the presence of magic. You gain the ability to cast the Detect Magic spell, but only as a ritual. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.


    *Hunter's Bane: Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.

    The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

    Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.



    *Two Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


    *Thieve's Cant: During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

    In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.



    *Semblance of Legend: For one reason or another, your behavior, magic, skills or simply your appearance resemble those of a commonly known figure or species that holds deep significance for people. Depending on what you look like, you may be more likely to receive trust, shelter or your lead could be taken more readily, at a first impression, or perhaps you inspire fear or reverence instead. While this first impression may hold significant sway, remember that your behavior and capabilities afterwards may shift that impression. (In this case, she resembles an angel)



    Extra Actions:
    *Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

    You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

    The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.



    *Blood Curse of Exposure: When a creature you can see within 30 feet is hit with an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses their resistance to the damage types of the triggering attack or spell.

    Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, having resistance to them until the end of the turn. (hile invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.)



    *Crimson Rite: At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.

    As a bonus action, you activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.

    While active, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.

    You learn an additional Primal Rite of your choice at 7th level, and choose an Esoteric Rite to learn at 14th level. (Chosen: Rite of the Flame)


 
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