Eos Astrasoul Character in Verum | World Anvil

Eos Astrasoul

Children

Eos Astrasoul

Human (Variant) Race
The Rift (Slog) Origin
Sorcerer 3, Bard 1 4 Class & Level
Chaotic Good Alignment
Viderick Deity
Silent Knights Faction
Dream Knight Rank/Position
2 Loyalty
Company

Strength 10
+0
Dexterity 12
+1
constitution 13
+1
intelligence 11
+0
wisdom 10
+0
charisma 20
+5
Total Hit Dice 2
Hit Die
1d6+1
+2 proficiency bonus
+0 Strength
+1 Dexterity
+3 Constitution
+0 Intelligence
+0 Wisdom
+7 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+7 Deception
+0 History
+2 Insight
+5 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+0 Nature
+0 Perception
+9 Performance
+7 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+0 Survival
skills

 
6
MV

Prestige

Attunement Slots
11
Armor Class
24
Hit Points
+1
Initiative
30
Speed
Attacks
Weapons- Daggers, darts, slings, quarterstaff, light crossbows
Languages- Common, Sylvan and Celestial
Tool- Painter’s supplies, Brewer’s Supplies, Calligrapher’s Supplies, Viol
Proficiences
Prestidigitation, Guidance, Ray of Frost, Resistance, Mending, Vicious Mockery
Shield, Shield of faith, Healing word, Mage Armor, Bless, Bane, Dissonant Whispers, Cure Wounds
enhance ability, Spiritual weapon
Spellcasting
Gp- 1838

2x Potion of Supreme Healing

silver charm bracelet with heart,mirror,butterfly charms
A purple sapphire locket with a painting of rinaya and eos
Mallow the wolfdeer plushie
Arcane focus
Three daggers
A backpack
A bedroll
A mess kit
A tinderbox
10 torches
10 days of rations
A waterskin
50 feet of hempen rope
Common Clothes
A set of travelling clothes
Brewer’s Supplies
Calligrapher’s Supplies
A bedroll

Cat’s Eye Scapolite
A gem infused with the power of the Dream, inlaid within a piece of jewelry of choice. While holding this gem, at the end of a short rest you can choose to replenish all of your spent hit die, as you call upon the power of the dream that is held within this gem. Once you do so, the gem must be recharged by being returned to the Abbey of the Drifting Dream.
Equipment
Silent Knights
Faction
The Specialist
Stat Array
The rift slog- 2 cha and athletics deny from ever gaining proficiency or expertise. It may also not receive advantage or be augmented in any beneficial way
Human- 1 cha and 1 con and Prodigy
Lip Service (Viderick)- Persuasion Proficiency
Factionless- sleight of hand and viol

Prodigy- stealth, painter's supplies and celestial proficiency and expertise in performance

Sorcerer
Spellcasting
You are a full caster

Sorcery Points
2 which you regain 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.
Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots
SPELL SLOT LEVEL-SORCERY POINT COST
1st-2
2nd-3
3rd-5
4th-6
5th-7

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

Divine Soul (Sorcerer Origin)
Divine Magic

Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace 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.

In addition, you learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list. The spell is cure wounds

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.

The Silent Knight faction bonus
Attribute Cap Increase - +2 Constitution; This boosts the maximum of the ability score but not the score itself.
Tool Proficiency - Brewer’s Supplies, Calligrapher’s Supplies
Cat’s Eye Scapolite - access

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Metamagic
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.

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).
Class/Racial Features & Traits

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