Battleborn D&D Characters #1 - Witton Frey

in #dnd7 years ago (edited)

This character will be playable in the upcoming Battleborn Dungeons and Dragons game once sign-ups have begun. Once this character has been chosen, it will not be available for any other player.

Witton Frey a82e4833f30104d1dde16ef090c244a2--half-elf-wood-elf.jpg background.png

Statistics stats.png skillsequipment.png



Features

Racial Features

  • Darkvision - Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.
  • Fey Ancestry - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Cantrip - Fire Bolt (see below)


Spellcasting spellstat.png spells.png

Spell Descriptions

Cantrips:

  • Fire Bolt (Evocation)
    Casting Time: 1 action
    Range: 120ft

    You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
    This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

  • Druidcraft (Transmutation)
    Casting Time: 1 action
    Range: 30ft

    Whispering to the spirits of nature, you create one of the following effects within range:

    • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
    • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
    • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
    • You instantly light or snuff out a candle, a torch, or a small campfire.
  • Guidance (Divination)
    Casting Time: 1 action
    Range: Touch

    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Level 1 spells:

  • Cure Wounds (Evocation)
    Casting Time: 1 action
    Range: Touch

    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

  • Detect Magic (Divination)
    Casting Time: 1 action
    Range: Self

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

  • Ice Knife (Conjuration)
    Casting Time: 1 action
    Range: 60
    Attack/Save: DEX 12

    You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.


Roleplaying this character

personality.png

Raised in the temples where he learned his craft, Witton quickly gained favor with the elders of the temple, and relished in the privilages and advantages that came with it. Always looking for something new to read, this elf boasts of the knowledge he has aquired from years of study.
"Books are the key to knowledge, and knowledge is power."
Despite all his reading, the biggest questions remain unanswered. Having been bitten, scratched, and stung many times during his 42 years, Witton will go to any length to observe something he doesn't know about. This often puts him in situations others may see as foolish or even dangerous.

Witton left his home at the temple, and has come to join the Battleborn Mercenary Guild in pursuit of more power....cough... knowledge.


100% of the liquid reward for this account goes into the prize pool for the game!


Updated 10/3 to include Racial Features & backstory.

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This looks interesting, it is very evocative as a character concept. Where do you find images for the characters.

Google image search under labeled for reuse.

I think I need to add a couple more details to this post like racial/class features, but I'm happy with the way it turned out considering I'm using my phone for all this at the moment. I feel like whoever chooses this character will have a good feel for what he can do and how he should behave.

I think it depends on who plays them. If the player is already familiar with the race/class in 5th edition then it shouldn't be an issue.

I plan to have a wide variety of characters rolled up so hopefully people will be able to play whatever type of character they'd like.

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