Findus Prime

Season:
Forgotten Realm
Race:
Elf Eldarin Autumn
Class:
Clockwork Soul LvL1
Background:
Feylost
Lifestyle:
None
Current Level:
1
Total GP:
18
Total Downtime:
0
Tag:
Faction:
None
Faction Rank:
Novice (rank 1)
Magic Item Count:
0
Magic Item Limit:
1

Log Entries

Date Played Adventure Title Session Levels GP Downtime Magic Items
Findus Prime Char Erstellung 18 Show

Size: 183 (medium)
Weigth: 100kg
Eyes: Blau Grün
Hair: Weiß wie Schnee
Skin: Mitteleuropäisch

Costomizing your Origin:


Race: Elf Eladrin

Language Proficiencies: Read and Speak Common, Elven, Draconic
Skill Proficiencies: Keen Senses. You have proficiency in the Perception skill.
Class Proficiencies Sorcerer Clockwork Soul: Arcana, Persuasion
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma


Background: Background: Rewarded
Skill Proficiencies: Insight, Persuasion
Prof Swap : Insight-->Performance
Language: Deep Speech
Equipment: A bottle of black ink, an ink pen, five sheets of paper, a gaming set (matching your chosen proficiency), a signet ring, a set of fine clothes, and a pouch containing 18 gp.

Fortune’s Favor
Your unexpected good fortune is reflected by a minor boon. You gain the Lucky, Magic Initiate, or Skilled feat (your choice). Your choice of feat reflects the transformation that changed your life. An encounter with a genie who gave you three wishes might have resulted in magical powers represented by Magic Initiate. If you paid off all your family debts with a fortuitous round of three-dragon ante, you might be Lucky instead. Alternatively, you could use the Skilled feat to reflect whatever trial you endured to secure your new destiny and to model the knowledge and abilities imparted to you by whatever force transformed your life.

Chose: Wis +2, Con +1
Ability Score Point ´Buy:
St 8, Dex 12, Con 14, Int 14, Wis 10, Cha 17


Darkvision. 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 discern colors in that darkness only as shades of gray.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.


Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):
Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus

-----------------------------------------------------------------------------------------------------------------------------------

Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

-----------------------------------------------------------------------------------------------------------------------------------

Class Equipment:

Quaterstaff an arcane focus (Uhr) an explorer's pack Two daggers


Clockwork Magic

You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Clockwork Spells

Sorcerer Level Spells
1st Alarm, Protection from Evil and Good
3rd Aid, Lesser Restoration
5th Dispel Magic, Protection from Energy
7th Freedom of Movement, Summon Construct
9th Greater Restoration, Wall of Force

In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.
Manifestations of Order

d6 Manifestation
1 Spectral cogwheels hover behind you.
2 The hands of a clock spin in your eyes.
3 Your skin glows with a brassy sheen.
4 Floating equations and geometric objects overlay your body.
5 Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism.
6 The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.


Restore Balance

Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Date Played Adventure Title Tier Session ACP ▼ TCP Downtime Renown
Findus Prime Char Erstellung Show

Size: 183 (medium)
Weigth: 100kg
Eyes: Blau Grün
Hair: Weiß wie Schnee
Skin: Mitteleuropäisch

Costomizing your Origin:


Race: Elf Eladrin

Language Proficiencies: Read and Speak Common, Elven, Draconic
Skill Proficiencies: Keen Senses. You have proficiency in the Perception skill.
Class Proficiencies Sorcerer Clockwork Soul: Arcana, Persuasion
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma


Background: Background: Rewarded
Skill Proficiencies: Insight, Persuasion
Prof Swap : Insight-->Performance
Language: Deep Speech
Equipment: A bottle of black ink, an ink pen, five sheets of paper, a gaming set (matching your chosen proficiency), a signet ring, a set of fine clothes, and a pouch containing 18 gp.

Fortune’s Favor
Your unexpected good fortune is reflected by a minor boon. You gain the Lucky, Magic Initiate, or Skilled feat (your choice). Your choice of feat reflects the transformation that changed your life. An encounter with a genie who gave you three wishes might have resulted in magical powers represented by Magic Initiate. If you paid off all your family debts with a fortuitous round of three-dragon ante, you might be Lucky instead. Alternatively, you could use the Skilled feat to reflect whatever trial you endured to secure your new destiny and to model the knowledge and abilities imparted to you by whatever force transformed your life.

Chose: Wis +2, Con +1
Ability Score Point ´Buy:
St 8, Dex 12, Con 14, Int 14, Wis 10, Cha 17


Darkvision. 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 discern colors in that darkness only as shades of gray.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.


Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):
Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus

-----------------------------------------------------------------------------------------------------------------------------------

Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

-----------------------------------------------------------------------------------------------------------------------------------

Class Equipment:

Quaterstaff an arcane focus (Uhr) an explorer's pack Two daggers


Clockwork Magic

You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Clockwork Spells

Sorcerer Level Spells
1st Alarm, Protection from Evil and Good
3rd Aid, Lesser Restoration
5th Dispel Magic, Protection from Energy
7th Freedom of Movement, Summon Construct
9th Greater Restoration, Wall of Force

In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.
Manifestations of Order

d6 Manifestation
1 Spectral cogwheels hover behind you.
2 The hands of a clock spin in your eyes.
3 Your skin glows with a brassy sheen.
4 Floating equations and geometric objects overlay your body.
5 Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism.
6 The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.


Restore Balance

Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Date Played Adventure Title Session XP GP Downtime Renown Magic Items
Findus Prime Char Erstellung 18 Show

Size: 183 (medium)
Weigth: 100kg
Eyes: Blau Grün
Hair: Weiß wie Schnee
Skin: Mitteleuropäisch

Costomizing your Origin:


Race: Elf Eladrin

Language Proficiencies: Read and Speak Common, Elven, Draconic
Skill Proficiencies: Keen Senses. You have proficiency in the Perception skill.
Class Proficiencies Sorcerer Clockwork Soul: Arcana, Persuasion
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma


Background: Background: Rewarded
Skill Proficiencies: Insight, Persuasion
Prof Swap : Insight-->Performance
Language: Deep Speech
Equipment: A bottle of black ink, an ink pen, five sheets of paper, a gaming set (matching your chosen proficiency), a signet ring, a set of fine clothes, and a pouch containing 18 gp.

Fortune’s Favor
Your unexpected good fortune is reflected by a minor boon. You gain the Lucky, Magic Initiate, or Skilled feat (your choice). Your choice of feat reflects the transformation that changed your life. An encounter with a genie who gave you three wishes might have resulted in magical powers represented by Magic Initiate. If you paid off all your family debts with a fortuitous round of three-dragon ante, you might be Lucky instead. Alternatively, you could use the Skilled feat to reflect whatever trial you endured to secure your new destiny and to model the knowledge and abilities imparted to you by whatever force transformed your life.

Chose: Wis +2, Con +1
Ability Score Point ´Buy:
St 8, Dex 12, Con 14, Int 14, Wis 10, Cha 17


Darkvision. 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 discern colors in that darkness only as shades of gray.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.


Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):
Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus

-----------------------------------------------------------------------------------------------------------------------------------

Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

-----------------------------------------------------------------------------------------------------------------------------------

Class Equipment:

Quaterstaff an arcane focus (Uhr) an explorer's pack Two daggers


Clockwork Magic

You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Clockwork Spells

Sorcerer Level Spells
1st Alarm, Protection from Evil and Good
3rd Aid, Lesser Restoration
5th Dispel Magic, Protection from Energy
7th Freedom of Movement, Summon Construct
9th Greater Restoration, Wall of Force

In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.
Manifestations of Order

d6 Manifestation
1 Spectral cogwheels hover behind you.
2 The hands of a clock spin in your eyes.
3 Your skin glows with a brassy sheen.
4 Floating equations and geometric objects overlay your body.
5 Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism.
6 The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.


Restore Balance

Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.