{Byu Name} The {Colour} {Trait}, {Overall Level} Health Points: 10/10 - Energy Points: 10/10 - Focus Points: 3/3 Hunger: 40/40 - Thirst: 20/20
SKILLS & SPELLS None
INVENTORY EQUIPPED: Weapon/Tool, Gear 0 Crystals
Empty 0/5 Slots
Your Health, Focus and Energy are two things you must be aware of. Energy represents how much you can do in any given day. Health represents your bodily strength and Focus represents your state of mind.
You can reach 0 Energy without repercussions. It fully replenishes at the start of each day, provided you are well-fed and well-rested. If you have 0 Focus, you cannot use any spells or skills. You can spend 3 Energy to gain 1 Focus. At 0 HP, you will, of course, die, but the lower HP you have, the more Energy you must use for certain actions. At 6-10 HP, there is no penalty. At 4 or 5 HP, each action costs an additional EP. At 1-3 HP, each action costs an additional 2 EP. You regain 2 HP per day, or you can use 1 Focus to gain 2 HP.
That's not all there is to it. When your Hunger or Thirst is below 25%, all Energy costs are doubled.
Oh. Well. That's a little bit bleak. Ummm... since you're here, mind helping a Narrator out? I technically can't do anything. I'm just... well, the Narrator.
Oh? You'll help? Brilliant! In that case, you're going to need one of these.
This is a Byu. Strange little creatures, they. Not every Byu looks like this. In fact, far from it - they come in a wide variety of shapes and colours.
To create a Byu, all you need to do is enter a command;
>>Create {Defining Trait}, {Name} the {Byu Colour} {Class}
Commands are defined by the >> signal. The system will generate a Byu based on your command; if it is not to your liking, simply respond to the prompt with >>No. Once you have decided what your Byu will be like, feel free to; >>Spawn in
Now, Byu are all very different, but there is one commonality. They cannot exist on their own. Within each exists a Spark. Sparks must be nurtured, Byu must be given direction. With time, the Byu will grow, become stronger. If it is neglected, then the Byu will Wither... and return to the land as they did before.
If you would like to learn a little more about the world of the Byu, then please, keep reading! If you'd rather just jump right in, get to creating those little guys!
Now, your Byu may not appear right away, but you needn't worry. They are sleeping soundly within
THE HEARTSTONE
The Heartstone is - or rather, was - the centre of all Byu life. It's how we're speaking right now, and how you can see into this world.
In a time before, many Byu lived the world over, with many Heartstones. Their hopes and dreams, their wishes and prayers - all poured into these sacred crystals. This is the Amarant Heartstone. Other than that, you don't know much about it. A Heartstone can be interacted with in two ways; the first is the Creation of Byu. Should a Byu perish, their soul will be absorbed by the crystal. By dawn's next light, a new Byu can be created - this is a Byu Legacy. Though the original has perished, their experience and skills are inherited by the new. Not all of it, mind you; but they have passed on their torch. No two Byu in a legacy will be exactly the same.
At dawn, the Heartstone will bring your Byu into the world. Newly born Byu know only a few things, but they have much to learn.
Talents
Byu do not enter the world as fully-fledged individuals. No, indeed. They know some basics, but the rest has to be learned themselves. Well, spare your assistance, of course. There are five main Talents to learn; your Byu may need all of them to survive.
Foraging
Foraging is the ability to find resources. A Level 1 forager knows how to SCAVENGE, to FORAGE, and that trees can be cut down for lumber. They also know that dirt tastes bad, crystals are not for eating, and eating food is good. On level up, a forager will begin to remember the flora they might encounter, and perhaps even learn recipes. They might still eat the occasional toxic mushroom. Fruit, vegetables, herbs and more will all be found this way.
Mining
Mining is similar to Foraging in that it allows Byu to find resources, but also minerals. A Byu that is given a shovel could dig down to minerals, but it is more advisable to mine surface rocks or to find a MINESHAFT. The more time invested in mining, the greater chance a Byu has of finding ORE. Utilising ores will also require a furnace. Certain mines may have particularly useful or valuable ores, and perhaps even crystals. Mining requires a pickaxe.
Fighting
Fighting is quite easy to understand; it's the ability to FIGHT. Under cover of darkness, be it in the subterranean depths, or by nightfall, many creatures can come out of the woodworks. Weapons aren't easy to come by; your Byu will have to make do with either their fists or something grabbed from the ground on the Second Night. Using and practising with a weapon allows the Byu to gain a greater affinity with that weapon type. Arcana can be used in conjunction with fighting, though you cannot gain any affinity.
Arcana
Within all Byu is a potential for great power. The power to manipulate the world. This power is ARCANA. In order to control Arcana properly, a Byu must have access to a staff. However, even without the instrument of control, Arcana can still be used. To cast a spell, the Byu must invoke the power of the five elements - though a Level 1 Arcana can only call upon one at a time. The Intent must either be Dark - to destroy, to damage, to remove - or Light - to heal, to create, to mend. Spells require specific patterns if using more than one element, so be wary. They also allow for enchantments - to increase health, speed and strength, and to reduce hunger, exhaustion and nausea.
Culture
Learning is something we all do. We learn from our experiences, and for Byu, that's no different. Except they cannot learn through just Foraging, Fighting, Mining and Arcana alone. Which is where Culture comes in. A learned Byu can manage resources, grow crops, craft new items and tools, and build buildings! It's a vital skill. But learning alone can only get you so far. Culture will also permit you and your Byu to learn about various enemies and increases your connection to the Heartstone.
Now, are you familiar with the skills? Good. Because we're going to move on to Encounters. Every night, beyond the first week, a single 12-sided die will be rolled. Twelve numbers. One result. The number rolled determines the night's difficulty. Because, every night, there is the potential for an Attack. Something about the Heartstone draws evil. They attempt to throw themselves against it and destroy it. The Byu do not know why. You do not know why. But what both you and the Byu ought to know is that you cannot allow the Heartstone to be destroyed. Their survival depends on it.
If a 1 is rolled: The night passes without trouble. You have been spared. All Byu get a Bonus Will tomorrow!
If a 2, 3, or 4 is rolled: The night is troubling, but no attack occurs. You can rest easy.
If a 5, 6 or 7 is rolled: A minor attack faces you. This could inconvenience you.
If a 8 or 9 is rolled:A middling attack approaches. It may hurt.
If a 10 or 11 is rolled:A large attack is on its way. You may have difficulty fending them off.
If a 12 is rolled: Something evil this way comes. A blood moon rises. Let's see if you can make it through the night, shall we?
The creatures of the night are many, and you may not always have the skill to overcome them. But safety is in numbers, and so long as you do things right... well, you may not have to worry. Encounters vary in difficulty. The more Byu are in the area, the more monsters you may find come your way. If the Byu are separated, however, there may be less of a challenge.
You may have encounters in the mines, but these are rare... so long as you're not in the dark.
Blessings
Blessings are given in exchange for Crystals. Crystals must be offered by a Byu of the same colour as the crystal to the Heartstone, and in return, it will grant a blessing. Depending on the size of the crystal, the nature of the blessing will change. All players will start with a Sparkling Gem crystal, which allows for one blessing of their choosing. Anything from advice, to tools, to strength.
Apple Berry • Food • +0.2 Hunger • Light Heart Berry • Food • +0.2 Hunger • Light Honey Berry • Food • +0.2 Hunger • Light Shadow Berry • Food • +0.2 Hunger, -2 Health, -1 Energy • Light Common Dark Mushroom • Food • +0.5 Hunger • Small Common Pale Mushroom • Food • -2 Hunger • Small Redshroom • Food • +0.5 Hunger • Small Glowshroom • Food • -2 Hunger, -1 Health • Small Blueshroom • Food • -4 Health, +2 Energy • Small Necroshroom • Food • +3 Health, -3 Energy • Small Wheat • Food • +0 Hunger • Small Cane • Food • +0 Hunger • Small Flour • Food • +0 Hunger • Light - Ground wheat, used to make bread Sugar • Food • +0 Hunger/+1 Energy • Light - Ground sugar cane, used to make treats Potato • Food • +1 Hunger • Small Carrot • Food • +1 Hunger • Small Tomato • Food • +1 Hunger • Small Lettuce • Food • +2 Hunger • Medium Water • Food • +5 Thirst • Small Milk • Food • +1 Hunger/+2 Thirst • Medium Raw Silver Fish Variant • Food • +0.5 Hunger • Small Raw Green Fish Variant • Food • +0.5 Hunger • Small Raw Spotted Fish Variant • Food • +1 Hunger/-1 Thirst • Medium Raw Brown Bird Meat • Food • +0.75 Hunger/-1 Health • Small Raw White Bird Meat • Food • +0.75 Hunger/-1 Health • Small Raw Jumpy Animal Meat Variant • Food • +0.5 Hunger/-1 Health • Small Raw Striped Animal Meat Variant • Food • +1 Hunger/-2 Health • Medium Raw Fluffy Animal Meat Variant • Food • +1 Hunger/-2 Health • Medium Raw Horned Animal Meat Variant • Food • +2 Hunger/-3 • Medium
COOKED FOOD
Bread • Food • +3 Hunger • Medium - requires x2 flour, x1 water Jam • Food • +1 Hunger/+1 Energy • Small - requires x5 heart berry, x1 sugar, x1 water Honey • Food • +1 Hunger/+1 Energy • Small - requires x5 honey berry, x1 sugar, x1 water Honey/Jam Sandwich • Food • +5 Hunger • Small - requires x0.5 Bread, x0.2 Honey or Jam Cheese • Food • +2 Hunger • Small - requires x4 milk, produces x4 cheese
Beer, Mead, Cider?
Resources
Stick • Resource • Small Branch • Resource • Medium Log • Resource • Heavy Tree Trunk • Resource • Extreme Tree Sap • Resource • Light Stone • Resource • Small Rock • Resource • Medium Large Rock • Resource • Heavy Boulder • Resource • Extreme Coal • Resource • Small Clay • Resource • Small Sand • Resource • Light Cotton • Resource • Small Wool • Resource • Small Cloth • Resource • Small Hide • Resource • Medium Leather • Resource • Medium Waterskin • Resource • Small
Minerals
Tin Ore • Mineral • Small Tin Bar • Mineral • Small Copper Ore • Mineral • Small Copper Bar • Mineral • Small Bronze Bar • Mineral • Medium Iron Ore • Mineral • Small Iron Bar • Mineral • Small Steel Bar • Mineral • Medium Silver Ore • Mineral • Medium Silver Bar • Mineral • Medium Gold Ore • Mineral • Medium Gold Bar • Mineral • Medium Brightstone Bar • Mineral • Heavy
Shard • Mineral • Light Stone • Mineral • Small Chunk • Mineral • Medium Deposit • Mineral • Heavy
Tools
Tools have two variants: their Material and their Type. Type determines what the tool is used for - and Material decides how long it will last for. Some tools cannot be made out of certain materials.
Material Wooden • Stone • Copper Bronze • Iron • Steel Silver • Gold • Brightstone
Types Pick • Tool • Heavy - A pick is used to mine stone and ore. Axe • Tool • Heavy - Mainly for chopping wood, but serviceable in a fight. Shovel • Tool • Heavy - Gotta dig dig dig. Spear • Tool • Heavy - Used to poke things, while keeping some distance. Sword • Tool • Heavy - Not much use for it outside of battle. Staff • Tool • Heavy - An instrument of spellcasting, but you could hit someone with it if you wanted. Bow • Tool • Heavy - A ranged weapon. Requires ammunition. Keep your eye on the target. Shield • Tool • Heavy - Reduces damage taken. If carrying a sword, axe, torch or dagger, add the shield to the same slot. Torch • Tool • Medium - In the darkest of places, shine a light. Dagger • Tool • Medium - A dagger can be carried alongside any tool, without penalty. Arrows • Tool • Light - Ammunition. Stored in a quiver or barrel. Aim carefully.
Gear
Gear is special - while worn, it does not count towards your inventory. While carried, it acts as a 'heavy' item.
Head Helmet • Gear - Prevents physical damage. Feather Cap • Gear - Improves accuracy. Can be dyed. Diadem • Gear - Improves magical Focus. Hood • Gear - Improves stealth. Can be dyed.
Shoulders Cloak • Gear - Looks cool, currently no benefit. Can be dyed. Quiver • Gear - Carries arrows. Bag • Gear - Increases inventory capacity.
Broken Pick • Trash • Heavy Broken Axe • Trash • Heavy Broken Sword • Trash • Heavy Broken Shovel • Trash • Heavy Broken Spear • Trash • Heavy Broken Staff • Trash • Heavy Broken Bow • Trash • Heavy Broken Shield • Trash • Heavy Broken Dagger • Trash • Medium Broken Arrow • Trash • Light Burnt Torch • Trash • Medium Rotten Food • Trash • Light/Small/Medium
Excluding their tool, Byu have a number of inventory slots, which can carry items. Crystals do not count towards this - you can carry as many of those as you like. Carrying multiple objects of a kind stacks them, meaning they will only take up one slot. However, weight is a factor. There are 5 kinds of item weight: Light, Small, Medium, Heavy and Extreme.
Light items (L): Twelve light items to one slot.
Small Items (S): Eight small items to a slot.
Medium Items (M): Four medium items to a slot.
Heavy Items (H): Two heavy items to a slot.
Extreme Items (E): An Extreme item overrides all inventory spots, and is held.
Structures can be built using time, energy, and the right materials. If you don't have them, then the structure will not be completed; combining your energy will speed things up, but resources will remain the same. When deconstructing, some of the materials can be salvaged.
Campfire: Simple - Requires x5 Stone, x5 Stick, x1 Flint or x5 Stone, x3 Coal, x1 Flint. A Stick Fire will burn for half a night. A Coal Fire will burn for the full night. The Sticks, Coals and Flint are consumed, but the stones will remain in place to let you relight the fire.
Simple Shelter: Simple - Requires x7 Stick, x30 Leaf. Provides shelter from rain, and serves as a place to sleep. After one week, it will fall apart.
Barrel: Simple • Movable (H) - Requires x8 Branch, or x2 Log. Can be used to store extra items - up to three heavy items (excluding weapons) worth. Cannot store liquids. When empty, it is considered a heavy item; otherwise, it is an extremely heavy item.
Tool Rack: Simple • Movable (E) - Requires x10 Branch. Can be used to store up to four tools.
Cayden is a halfling of average looks and stature - brown, curly hair, freckled skin, not quite plump, not quite thin. He wears scale mail armour and carries a shield emblazoned with the crest of Yondalla, Mother of Halflings, Protector and Provider. Well, for him, it's a shield. For anyone else, it's a buckler. Around his neck is an amulet with the same crest - much older and more worn than Cayden is. Underneath his armour, his tunic is a light blue, with a hood coming up and around his neck. And, if you look closely, you might just see, tucked inside that hood, a small fuzz of brown fur...
A common brown field mouse; it hardly stands out from the rest, in all except she is Pepper, and thus unique. She peeks her nose out from the hood, blinking at you with curiously intelligent eyes. She has been with Cayden through thick and thin, and through sheer halfling luck, survived. She lets Cayden scritch her forehead for a few seconds, before burrowing back into his hood.
Personality
Main Mood: Nervous | Fave Food: Honey and bread | Pet Peeve: Cold nights | Style of Battle: Hang back and heal/Panic
Cayden is a quiet type, usually content to keep to himself, and likes to hide in small spaces - not out of fear, but because he genuinely likes them. He is terrible at talking with strangers, even allies, but once you get to know him, his stutter will fade slightly and he will talk smoothly and easily with you, though still slightly quiet and reserved. He is open with his emotions and is most affectionate to Pepper - the daughter of his previous mouse, Mint. Beneath all of this, though, is unseen bravery that even Cayden doesn't recognise - the strength to keep fighting even as his allies fall, the burn to protect them from those who would do them harm.
Origin
Cayden doesn't really remember his parents. It's a bit sad when you think about it, but Cayden knows that grieving has its time, before you must move on. For the better part of a decade, he lived alone on the streets of Baldur's Gate. Fighting or tricking the other stray children, picking pockets, and so on. All he had was the amulet his parents gave him, and he guarded it closely. But not all of his life was like that. One winter, food was scarce, and the rags he wore were not quite enough to keep him warm. He begged passersby for something, anything... but people didn't have much. And when one merchant kicked him in the side and shouted slurs at him, he fled. Starving and hungry, he slowly gave in, crawling into an alleyway and letting the darkness take him. Death was warm. Like a loving embrace. He opened his eyes... and saw a halfling woman, with long golden hair the colour of a wheat field, dressed all in green, and carrying a shield, with the symbol of Yondalla emblazoned upon it. "You must be tired, my darling..." she said. "I understand if you want to sleep... but you need to stay awake just a little longer. Alright, my love?" He woke to something nipping softly at his hand. A mouse, a brown mouse with curiously intelligent eyes, looked up at him, standing on its hind legs briefly. Then, it turned and ran over to something by his waist. A pouch - when opened, it revealed a small amount of dried meat, dried berries, some nuts, a bread roll, and a pot of honey. Almost laughing and crying with joy, Cayden stood, putting the mouse on his shoulders, where it was content to stay. And he set out, for the temple of Yondalla just outside the city.
Writing Sample
How did Cayden meet Cassandra? Simple, really. He entered Baldur's Gate, carrying the usual alms box to deliver to the orphanage there. A recent construction by a compassionate older woman, Cayden's temple was their most reliable donor, and he had been given the duty of delivering their donation at the end of every second tenday. It was his first official duty as a cleric, and he was eager to prove himself... even if this was literally moving a box from one place to another. As he passed a gap between two houses, he heard a weak cry. The cry of a child. He turned. And he saw two men, grappling a struggling child to hold him still, while a third, a woman, slowly lowered the sharpened tip of a spear towards its throat. He didn't think. He acted. He ran into the alley. "Stop!" he shouted. The woman straightened and turned towards him. She took him in as he came to a halt not ten feet in front of her. Her lips twisted into a smile. "So we have an audience. Nice to know the gods want to watch as well." Cayden paused. "Watch what? Watch you m-murder a child?!" One of the men scoffed. "Ain't a kid. It's a demon, and it's gonna die like one." Cayden hesitated, before glancing toward the child, and letting out a soft gasp. From a distance, with the shadows and the dirt, it was difficult to see, but up close... the girl's eyes were onyx black, even where the whites would be. Her tear-streaked face was the colour of amber, and maroon hair hung around her shoulders... but most importantly, a pair of horns curled out around her ears. A tiefling dressed in ragged clothes, most likely abandoned on the streets, or else alone with no guardian to speak of. He looked down at himself - not always had he dressed in armour, been well fed, had a roof over his head. Once, he was just like her. He turned back to the woman, who still held the spear in her hand. "L-let her go." Her expression changed from smug to stunned. "What did you say?" He took a deep breath and stood as tall as he could. "Let. Her. G-go." "Why in the Nine Hells would we do that?!" one of the men asked. "I'm getting bored of you." The other nodded, and added, "Piss off, halfling." But the woman had another plan. She smiled and bowed with a flourish. "Of course, ser. Boys, go on." They looked at her, aghast, and the girl wriggled free from their grip. In a flash, she was gone. The woman straightened her back, and her eyes locked onto Cayden as the mirth faded from them. "Now, if you would be so kind as to hand over that box you have on your belt, we can all go on our merry way and forget this ever happened." The two men grinned, realising now her plans, just as Cayden felt that pleased feeling fall down dead. The woman took a menacing step forward, her spear lowering. Cayden took a step back, letting out a soft sound of surprise as his back hit the wall. "We let the girl go, didn't we?" the woman said, the spear getting unnervingly close to the halfling's throat, his eyes widening in fear. "I say we deserve to be compensated for our troub-" "Do not touch him, you scoundrel." Everyone's heads swivelled sharply toward the newcomer. A young woman in a white and green dress stood there, her eyes intense. Plucking at the edge of a red cloak was the tiefling girl, hiding mostly behind the new person. The woman with the spear cursed. "All these interruptions! Go away, girlie. This doesn't involve you." The young woman raised her chin. "I am involved now. And I will not tell you again." The first woman sneered. "And what are you going to do about it?" There was a burst of flame, and the woman let out a shout of pain, casting the spear aside, her hand red and angry. The newcomer had a raised hand, still glowing from the magic she had used. The thug looked at her companions. "What are you waiting for? Get that bi-!" Her voice died away as a spear pressed itself against her throat. Cayden was shaking all over, but his hands were steady enough, knuckles white around the spear in his hands. "Leave." Her face ruddy with anger and embarrassment, the thief didn't say anything else. She left, and her friends went with her. Cayden, the spellcaster, and the tiefling girl watched her go. The woman turned to Cayden soon after. "You were very brave to do that," she said quietly. "I c-could say the same of you," Cayden stammered. His heart felt like it was in his throat, and he was swaying slightly on his feet. She tilted her head. "My name is Cassandra. Hex here ran into me on the street, and when she told me what was going on, I had to help." The tiefling mumbled something and moved closer to Cassandra, who placed a hand on her shoulder. "And you? "C-Cayden. Cayden O-Oakheart. Cleric of Yondalla." Cassandra paused for a moment, then smiled. "Would you perhaps be willing to take a job? My brother and I need an escort." Cayden froze. A job? A journey? But he had barely even gone beyond Baldur's Gate before. His hand went down to the box at his side. "I-I'll think about it. I've g-got something I need to do first." His gaze fell on Hex, who still stood shyly behind the spellcaster. "And she needs to come with me." For a moment, fear and confusion crossed the tiefling's face. But, at Cassandra's encouragement, she stepped out from behind the cloak and nodded at Cayden. The halfling nodded back. He had lived on the streets, once. Now he had to make sure no children went through what he had ever again.
Features & Traits
Lucky - When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1. Brave - You have advantage on saving throws against being frightened. Nimble - You can move through the space of any creature that is of a size larger than yours. Stout Resilience - You have advantage on saving throws against poison, and you have resistance to poison damage.
City Secrets - You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Spellcasting - See spellcasting section. Bonus Cantrip - When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it. Warding Flare - Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Prepared Spells
Spell Save DC 12 | Spell Attack Modifier +4 | Max Spells Prepared 3
Cantrips: You know three cantrips from the cleric spells. You learn an additional cantrip at 4th and 10th level. Preparing and Casting Spells: The table above shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of spells equal to your Wisdom modifier + your cleric level (min. 1 spell). These must be of a level for which you have spell slots. You may change your list of prepared spells whenever you finish a long rest; doing so requires 1 minute of prayer or meditation per spell level of the chosen the spells. Spellcasting Ability: Wisdom is your casting ability for cleric spells. Your magic is granted to your by your deity or their servants, as a reward for your devotion. When a spell refers to your spellcasting ability, you use Wisdom. In addition, you use your Wisdom to determine the save DC of any cleric spell which requires one, and when making an attack roll with one.
Spell save DC= 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier= your proficiency bonus + your Wisdom modifier
Ritual Casting: You may cast any cleric spell you have prepared as a ritual if it has the ritual tag. A spell cast as a ritual takes an additional 10 minutes to cast, but does not require you to expend a spell slot. Spellcasting Focus: You may use a holy symbol as a spellcasting focus for your spells. Every deity or religion has at least one holy symbol, and you may use any associated with your religion. They are traditionally amulets or pendants, but can also be signet rings, insignias on a shield, or even a held banner. Whatever form they take, you must be able to take hold of the object and present it towards the target(s) of your spell.
Light - V M (a firefly or phosphorescent moss), touch, action. Mending - V S M (two lodestones), touch, 1 minute. Sacred Flame - V S, 60ft, action. Dex save, 1d8 Radiant. Spare the Dying - V S, touch, action.
Bane - C V S M (drop of blood), 30ft, action. Cha Save, -1d4 to attacks and saving throws. Bless - C V S M (sprinkling of holy water), 30ft, action. +1d4 to attacks and saving throws. Burning Hands - V S, self (15ft cone), action. Dex save, 3d6 Fire. Cure Wounds - V S, touch, action. 1d8+2 HP. Faerie Fire - C V, 60ft, action. Dex save 20ft cube.
Other
Cayden's color code is mediumslateblue. His amulet glows whenever he casts a spell. Pepper defies all odds during combat and cannot get hit.
[hider=CHARACTER NAME[center][h2][color=YourColourHere]Name of your character. Keep in mind the rules of your race (E.g., Tabaxi have phrases, Dragonborn have Lastname Firstname, Gnomes have nicknames)[/color][/h2] [img]Character Image - Optional[/img] [h3]Alignment (e.g., NG) Race (Subrace) | Class LevelNumber | Background[/h3] [i][color=YourColourHere]"Something your character would say"[/color][/i]
[h3][color=YourColourHere][b][u]Attributes[/u][/b][/color][/h3] [h3][b]AC[/b] XX • [b]HP[/b] XX/XX • [b]Speed[/b] XX[/h3] [b]STR[/b] XX (+X) | [b]DEX[/b] XX (+X) | [b]CON[/b] XX (+X) [b]INT[/b] XX (+X) | [b]WIS[/b] XX (+X) | [b]CHA[/b] XX (+X)
[h3][color=YourColourHere][b][u]Arms & Armour[/u][/b][/color][/h3] [b]Armour[/b] | Any armour they're wearing [b]Weapons[/b] | Any weapons they're carrying. This includes a wizard's tome, and your spellcasting foci. [h3][color=YourColourHere][b][u]Appearance[/u][/b][/color][/h3] [b]Age:[/b] XX | [b]Height:[/b] In feet, keep in mind race heights | [b]Weight:[/b] XXlbs
Describe their face, their hair, their clothes [hider=Personal Item (optional)] [img]Image of item (optional)[/img] [b]Name:[/b] XX | [b]Age:[/b] If applicable | [b]Size:[/b] XX | [b]Weight:[/b] XXlbs
Describe the singular item that is most important to your character. This could be a pet, a book, and so on.[/hider] [h3][color=mediumslateblue][b][u]Personality[/u][/b][/color][/h3] [b]Main Mood:[/b] Usual emotion | [b]Fave Food:[/b] What do they like to eat| [b]Pet Peeve:[/b] Something that annoys them | [b]Style of Battle:[/b] How do they act in battle?
Two paragraphs maximum, three if you really need it. What is their general demeanour? Their outlook on life? How do they express their emotions? How do they talk? So on and so forth. [h3][color=YourColourHere][b][u]Origin[/u][/b][/color][/h3] Describe their life before this. What is their background? Who is their family, if any? What led to their becoming their class/leaving their home? A paragraph or two will suffice, three maximum. [h3][color=YourColourHere][b][u]Writing Sample[/u][/b][/color][/h3] [hider=How did NameOfChar meet NameOfTwin?]Start with 'How did NameOfChar meet NameOfTwin? I want you to write a short story describing the answer to this question, either full-third person or from the perspective of your character. This is how I will get an idea of your writing style. Cassandra wears green and white, and is a spellcaster. Sebastian wears blue and black, and uses a sword. Both wear a red cloak, and have brown hair and green eyes. Remember, Cayden's character sheet is HIGH END of what I expect.[/hider] [h3][color=YourColourHere][b][u]Features & Traits[/u][/b][/color][/h3][/center] [hider=Racial Features: Race (Subrace, if any)][b][i]Feature Name[/i][/b] - Feature Details.[/hider] [hider=Background Features: Background][b][i]Name of Feature[/i][/b] - Feature details.[/hider] [hider=Class Features: Class (Subclass, if acquired)][b][i]Name of Feature[/i][/b] - Feature details.[/hider] [center][h3][color=YourColourHere][b][u]Prepared Spells[/u][/b][/color][/h3] [b]Spell Save DC[/b] XX | [b]Spell Attack Modifier[/b] +X | [b]Max Spells Prepared[/b] X[/center] [hider=Cleric Spellcasting]Rules Surrounding your spells[/hider] [hider=Cantrips][i]Cantrip Name[/i] [b]C[/b]oncentration [b]V[/b]erbal [b]S[/b]omatic [b]M[/b]aterial (material component), range, duration. Effect.[/hider] [hider=Level 1 (2 Slots)][i]Spell Name[/i] [b]C[/b]oncentration [b]V[/b]erbal [b]S[/b]omatic [b]M[/b]aterial (material component), range, duration. Effect.[/hider][/hider]
[center][h3][color=YourColourHere][b][u]Other[/u][/b][/color][/h3][/center] Anything else you want people to know about your character.