Jeff

by JigsawSaint

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Jeff

 

 

 

 

 

 

 

 

 

 

 

 



  • Armor Class 15 (studded leather armor and Hardened Scales)
  • Hit Points 39, Hit Dice 4d8+3 for use when resting
  • Initiative +1

  • Proficiency Bonus +2
STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 16 (+3) 15 (+2) 13 (+1) 15 (+2)

  • Saving Throws Wis +3, Cha +4
  • Resistances poison damage (Green Half-Dragon)
  • Skills Animal Handling (Wis) +3, Deception (Cha) +4, Insight (Wis) +3, Intimidation (Cha) +4, Medicine (Wis) +3, Performance (Cha) +4, Persuasion (Cha) +4, Survival (Wis) +3
  • Senses passive Perception 11, 12 square Darkvision
  • Languages Common, Gnomish, Written Dwarvish, 6 square telepathy speech in any language (Awakened Mind)
  • Proficiences Light armor, simple weapons

Spellcasting. Your spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). You have 2 spell slots per short rest.

Cantrips (at will): eldritch blast, minor illusion, green-flame blade, from pact of the tome blade ward, sword burst, shillelagh

Level 1 (uses slots): hellish rebuke

Level 2 (uses slots): crown of madness, shatter, misty step, mirror image

Eldritch Invocations. repelling blast (included in Eldritch Blast), fiendish vigor (included under Actions)

Tinker. Spend an hour and 10 gold pieces to create a Clockwork Toy, Fire Starter, or Music Box

Shelter of the Faithful. You and yours can expect free healing at temples of the Great Old One, and might develop deeper ties with a specific temple.

Hardened Scales. Included on sheet.

Move Actions

Move 5 squares

Actions

Fiendish Vigor. Gain 1d4+4 temporary hit points for one hour.

Eldritch Blast. Ranged Spell Attack: +4 to hit, 24 square range. Hit: 1d10 force damage and you may move the target 2 squares away in a straight line (repelling blast).

Blade Ward. Gain resistance to bludgeoning, piercing and slashing damage from weapon attacks until the end of your next turn.

Sword Burst. Adjacent creatures take 1d6 force damage unless they succeed on a Dexterity saving throw.

Minor Illusion. Cast minor illusion.

Crown of Madness. Spend a spell slot to cast crown of madness.

Mirror Image. Spend a spell slot to case mirror image.

Shatter. Spend a spell slot to choose a point within 12 squares. Every creature within 2 squares takes 3d8 thunder damage, or half that on a successful Consitution saving throw.

Green Flame Blade. Make a Shillelagh, Club, or Dagger attack. If you hit, green flame leaps to a creature adjacent to it that you can see, which takes 2 fire damage.

Shillelagh. Magical Melee Weapon Attack: +4 to hit, 1 square reach, 1 target. Hit: 1d8+2 bludgeoning damage. You must have taken the Shillelagh bonus action in the last minute.

Club. Melee Weapon Attack: +3 to hit, 1 square reach, one target. Hit: 1d4+1 bludgeoning damage

Dagger. Melee Weapon Attack:+3 to hit, 1 square reach, one target. Hit: 1d4+1 piercing damage

Throw Dagger. Ranged Weapon Attack: +3 to hit, 4/12 square range, one target. Hit: 1d4+1 piercing damage

Bonus Actions

Shillelagh. Enable use of the Shillelagh action for 1 minute.

Misty Step. Spend a spell slot to teleport 6 squares to an unoccupied space you can see.

Reactions

Hellish Rebuke. When you are damaged by an enemy within 12 squares, you may spend a spell slot to force them to take 2d10 fire damage, halved by a successful Dexterity saving throw.

Opportunity Attack. Make a melee attack on an enemy that stops being adjacent.


Equipment

  • club, 2 daggers, studded leather armor, holy symbol, prayer book, incense x5, vestments, clothes, torch, spyglass
  • 2 potions of healing
  • 248 gold pieces, 38 silver pieces, 10 copper pieces

Roleplay

Partisan. Intolerant of other faiths.

Traditional. Worships the Elder Gods in traditional fashion and longs for the "good old days".

Protector of the Temple. Will do anything to protect a temple of the Great Old One.

Inflexible. Struggles to think in new ways or change his mind.



Jeff


Story

A traveler from Saltmarsh that you were drinking with one evening was mocking the residents for being superstitious. “Uhck. Hadda get outa there. Ooo, can’t go to the old alchemist’s house, it’s haaauunted. Morons. Go leap off the leap.”

A bit drunk yourself, you don’t really retain any solid details afterwards. But since Saltmarsh isn’t far off, you decide you might as well go ask around a bit. The first inn as you enter town is the Wicker Goat, but it’s full of town guards and dwarven miners. “Go to the Snapping Line, you weirdo,” they tell you when you ask about the haunted house, “that’s where the seamen swap their wive’s tales”. “Hahaha, semen-swap”, says his buddy.

You make your way to the Snapping Line, hoping to get a better reception and better information about the rumors of a haunted house.

Allies, Enemies, and Organizations

None. This is kind of lame.

 

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