Caligos
Name | Caligos |
---|---|
Race | Half-Elf |
Gender | Male |
Nationality | ? |
Character Information
Class | Fighter Sorcerer |
---|---|
Born | ? |
Alignment | ? |
Languages | Common ??? |
Family | (Father) (Mother) |
Affiliations | |
Faith | ??? |
Profession | Adventurer (???-???) |
Physical Description
Height | ? |
---|---|
Weight | ? |
Skin | ? |
Eyes | ? |
Hair | ? |
Stats
Level | 0 (Class A 0) (Class B 0) |
|
---|---|---|
Init | Speed | Prof |
+0 | 30ft | +0 |
HP | AC | TempHP |
00 | 00(00) | 00 |
Ability Scores | ||
STR | DEX | CON |
10(0) | 10(0) | 10(0) |
INT | WIS | CHA |
10(0) | 10(0) | 10(0) |
Saving Throws | ||
STR | DEX | CON |
+0 | +0 | +0 |
INT | WIS | CHA |
+0 | +0 | +0 |
Acrobatics (Dex) | +0 | Medicine (Wis) | +0 |
Animal Handling (Wis) | +0 | Nature (Int) | +0 |
Arcana (Int) | +0 | Perception (Wis) | +0 |
Athletics (Str) | +0 | Performance (Cha) | +0 |
Deception (Cha) | +0 | Persuasion (Cha) | +0 |
History (Int) | +0 | Religion (Int) | +0 |
Insight (Wis) | +0 | Sleight of Hand (Dex) | +0 |
Intimidation (Cha) | +0 | Stealth (Dex) | +0 |
Investigation (Int) | +0 | Survival (Wis) | +0 |
Spells
Ability | Wisdom/Intelligence/Charisma |
---|---|
Save DC | Modifier |
00 | +0 |
Cantrips | Spell 1 Spell 2 |
1st lvl Spells | Spell 1 Spell 2 |
2nd lvl Spells | Spell 1 Spell 2 |
3rd lvl Spells | Spell 1 Spell 2 |
4th lvl Spells | Spell 1 Spell 2 |
5th lvl Spells | Spell 1 Spell 2 |
6th lvl Spells | Spell 1 Spell 2 |
7th lvl Spells | Spell 1 Spell 2 |
8th lvl Spells | Spell 1 Spell 2 |
9th lvl Spells | Spell 1 Spell 2 |
Spell Slots
1st lvl | 2nd lvl | 3rd lvl |
---|---|---|
0 | 0 | 0 |
4th lvl | 5th lvl | 6th lvl |
0 | 0 | 0 |
7th lvl | 8th lvl | 9th lvl |
0 | 0 | 0 |
History
Much of Caligos's Childhood is burried in repressed memories. Trauma and pain have blocked or re-written many of the memories of his early life. He remembers his mother and his home town, He remembers being blamed for something awful and that lead to the destruction of his home. But the finer details are clouded. By choice or sub-consciously its unknown.
He doesn't remember much of when it happened but Caligos has been on his own for a number of years. His passion as it always has been the storms and the awe inspiring raw power they wield. At first he was content, Studying the weather patterns and learning how to track and view storms that way. His natural sorcerer magic began to blossom form this.
His time alone lead to much experience. Able to hold his own from any wild beast or bandit that attempted to cross him but he was not one for bloodbath, not at heart.
As the natural knowledge reserves began to dwindle Caligos turned to more simple methods. He enrolled at Remon's Academy to further his understanding of his latent Arcane power and how the storm has affected it. The application to get into the Academy was not so simple. Never having a formal education before and having no one to back his reputation it took three attempts. and the Academy only takes applications once a year so during the downtime Caligos spent his life in the city of Covania, honing his skills, making a living and ever on the study of the storm.
It was during this time that Caligos stumbled upon a particular Goddess known as Auril. Goddess of the tempest and Blizzard, Known also as the Frost Maiden. Though he never chased power from religion his study of Auril did lead him to a few quests allowing experience and coin.
Pre-Campaign
Caligos is a half elf orphan who chases storms . He finds comfort in them . His obsession with them got him struck one very unlucky day . He is eager to grow stronger and in that path he wishes to travel to different planes to research storms. The Fey wilds is rumored to have particularly strange storms, now Caligos is searching for a way to travel there and continue his research
Campaign
Text
Post-Campaign
Text
Character Class Title
Class Introduction
Lore introduction.
Hit dice.
starting equipment.
spellcasting rules.
etc.
1st Level Fighter
Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
2ndLevel Fighter
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
3rd Level Fighter
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
4thLevel Fighter
Feat or Ability score
1st Level Sorcerer
Wind Speaker The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Tempestuous Magic Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
2nd Level Sorcerer
Font of Magic At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
- Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points 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.
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.
3rd Level Sorcerer
Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
4th Level Sorcerer
Ability Score or Feat
5th Level Sorcerer
Magical Guidance (Optional)
When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
6th Level Sorcerer
Heart of the Storm At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
Storm Guide
At 6th level, you gain the ability to subtly control the weather around you.
If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.
7th Level Sorcerer
8th Level Sorcerer
Ability Score or Feat