Table of Contents

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Caligos

Caligos



Name Caligos
Race Half-Elf
Gender Male
Nationality ?

Character Information

Class Fighter
Sorcerer
Born ?
Alignment ?
LanguagesCommon
???
Family(Father)
(Mother)
Affiliations
Faith???
ProfessionAdventurer (???-???)

Physical Description

Height ?
Weight ?
Skin ?
Eyes ?
Hair ?

Stats

Level0
(Class A 0)
(Class B 0)
InitSpeedProf
+030ft+0
HPACTempHP
0000(00)00
Ability Scores
STRDEXCON
10(0)10(0)10(0)
INTWISCHA
10(0)10(0)10(0)
Saving Throws
STRDEXCON
+0+0+0
INTWISCHA
+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

AbilityWisdom/Intelligence/Charisma
Save DCModifier
00+0
CantripsSpell 1
Spell 2
1st lvl SpellsSpell 1
Spell 2
2nd lvl SpellsSpell 1
Spell 2
3rd lvl SpellsSpell 1
Spell 2
4th lvl SpellsSpell 1
Spell 2
5th lvl SpellsSpell 1
Spell 2
6th lvl SpellsSpell 1
Spell 2
7th lvl SpellsSpell 1
Spell 2
8th lvl SpellsSpell 1
Spell 2
9th lvl SpellsSpell 1
Spell 2

Spell Slots

1st lvl2nd lvl3rd lvl
000
4th lvl5th lvl6th lvl
000
7th lvl8th lvl9th lvl
000

History

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.

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