Name: Rosalie Gretchen Bradford Age: 14 Ethnicity: Caucasian, German/French Favorite Color: Blue like the Sky... Appearance:
Background:Strange Student There isn't much to say about her background. She has parents who cared about her, even when her peers saw something wrong about her. She loved reading stories, and some of the fantasy books she read inspired her to become a writer herself one day. She is a dedicated and hard working young lady. She is also always willing to cooperate with others. However...she has noticed that her peers don't seem to want to be anywhere near her, or if they do, it's to make fun of her.
She really couldn't help but wonder what was wrong with her. Why did her peers call her stupid?
At some point, her parents decided to move the three of them from California to North Carolina to get Rosalie to a new school and away from the bullies.
Background Feature:Mysterious Rumors Considered one of the school's more notable students, even if not particularly popular or well-liked, your quirks and personality is already known to most at the academy. Most students and teachers will ignore some of your stranger behaviors as long as they aren't dangerous or threatening, to an extent. Some might even respect you more if your reputation resonates with their personal beliefs. Things that student and staff might overlook is asking strange questions, being in unexpected locations that isn't off-limits, drinking or smoking outside of class, and looking weird in general.
Reason for being at Bullworth: ....The reason why she is here is not something likes to talk about. If she were to give a reason, it would indeed be because of the fact that she was bullied relentlessly. Thankfully, it turns out a her uncle is part of the staff of Bullworth and was able to put in a good word for Rosalie and her parents to get her into the school. So she was able to transfer to get away from the bullying before it could escalate.
Rosalie has Auditory Processing Disorder. So making friends while growing up was difficult for her. Thankfully, her parents were able to get her speech therapy, so now Rosalie is better able to communicate. But, much to her frustration, there are still times when she doesn't understand another person's words right away.
She was often bullied because her peers thought that she was stupid. The elementary school staff knew of her condition because she had to be pulled out of class at times for speech therapy. But Rosalie can't really remember the staff's attitudes towards her, only how her peers treated her.
The staff at her middle school were not as privy to this condition as the staff at elementary school because she didn't need to go to speech therapy anymore by that time. But the bullying from her peers was especially relentless during that time.
Belongings: Books, Pencils and pens, wallet, cell phone, cash. Blue bicycle for transportation, with a bike lock. She also carries a journal where she pens out story ideas and character ideas should they come to mind.
Persona!
Persona: Reminiscence
Race: Marionette Doll (Reflavored Warforged)
Tarot: Hanged Man
Appearance:
Level: 3
Class: Bard, College of Creation
Equipment: Rapier, Dagger, Studded Leather Armor, Flute, Violin, School Uniform, Entertainer's Pack, Disguise Kit, Light Crossbow & 20 bolts. Leaving me with 5 GP.
You were created to have remarkable fortitude, represented by the following benefits: *You have advantage on saving throws against being poisoned, and you have resistance to poison damage. *You don't need to eat, drink, or breathe. *You are immune to disease. *You don't need to sleep, and magic can't put you to sleep.
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Your body has built-in defensive layers, which can be enhanced with armor: *You gain a +1 bonus to Armor Class. *You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. *While you live, the armor incorporated into your body can't be removed against your will. *Specialized Design. You gain one skill proficiency and one tool proficiency of your choice. (Acrobatics) (Disguise Kit)
Languages: You can speak, read, and write Common and one other language of your choice. (Sylvan)
Free Feat: Fey Touched Your exposure to the Feywild's magic has changed you, granting you the following benefits: *Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. (CHA) *You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. (Silvery Barbs) You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Class Abilities:
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose. When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below: Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment. Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die. Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).
As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the equipment chapter of the Player's Handbook. Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes. The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Performance and Acrobatics) At 10th level, you can choose another two skill proficiencies to gain this benefit.
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Transmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: *You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. *You instantaneously light or snuff out a candle, a torch, or a small campfire. *You instantaneously clean or soil an object no larger than 1 cubic foot. *You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. *You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. *You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
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.
1st-level evocation Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (tiny tarts and a feather that is waved in the air) Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
1st-level enchantment Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw Range: 60 feet Components: V Duration: Instantaneous
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
2nd-level transmutation Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute
You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration. Your walking speed increases by 10 feet. You don't provoke opportunity attacks. You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.
Julia has always been a girl who couldn't leave other people alone. Always snooping in business that wasn't her own, getting into drama and fights all the time since she was old enough to walk. This built up a reputation of a girl who was willing to stand up against anyone, even when no one wanted her to help at all. This made her as many friends as it did enemies, with people looking to her to help them out of a tight spot and trying to get rid of her so that she would stop bothering them.
A lot of folks would even consider Julia to be just as much of a problem as others were, because she was always escalating things and making sure everyone was willing to pick a fight instead of just settling things peacefully. But to Julia, she'd rather that everyone had a fair chance to fight for what they want than to let stronger people pick on the weak. Or at the very least, bloody the nose of people she doesn't like. And as long as there's two people in the world, someone is going to want to see the other go down.
Background Feature: Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Reason for being at Bullworth: Julia has a long history of getting into fights both at and outside of school, but usually it's with good intentions, which is why she's been able to stick around for as long as she had. But she let her power go to her head once, and it nearly ruined her life. Julia's younger brother fell in love with a girl that hated Julia, and that girl was willing to manipulate Julia's brother just to get back at her. Julia wasn't going to stand for this and went on the aggressive, ignoring any due process and instead went straight to picking a fight with the girl and her posse.
Julia gathered a crew and went to fight, and it did not end well. While Julia herself was fine, many girls came were hospitalized and she had cracked the skull of her hated enemy, putting her into a coma. All of this just to protect her brother from a woman she hated, but had not yet done anything to deserve her wrath yet. Thus Julia's parents, hoping to hide her from the fallout of the disaster, forced her to move across the country to Bullworth where she's staying with her aunt.
Belongings: School Uniform, Athletic Outfit, School Phone, Personal Phone, Sling, Pepper Spray, Feminine Products, First-Aid kit.
Persona: Komainu Race: Stone Lion (Bugbear) Tarot: Chariot Appearance:
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.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Sneaky. You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature.
Surprise Attack. If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn't taken a turn yet in the current combat.
Feats:
Crossbow Expert (Free Feat). Thanks to extensive practice with the crossbow, you gain the following benefits: * You ignore the loading quality of crossbows with which you are proficient. * Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. * When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Class Abilities:
* Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
* Deft Explorer. You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.
Canny. Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
You can also speak, read, and write two additional languages of your choice.
* Fighting Style: Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
* Spellcasting. Spell Save DC 13. Spell Attack Modifier +5 1st Level: Absorb Elements, Disguise Self, Entangle, Longstrider
* Primal Awareness. You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.
Primal Awareness Spells Ranger Level Spell 3rd speak with animals 5th beast sense 9th speak with plants 13th locate creature 17th commune with nature
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
* Dread Ambusher. At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
* Umbral Sight. At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Background (Noble) / Reason for being at Bullworth: Born to a rich and powerful family, Junwoo learned three things very early on in his life: that his parents expected great things from him, that he would never be able to rise to meet such expectations, and that, since his grandmother was willing to coddle him regardless, he'd never need to try. So, for all intents and purposes, Junwoo was that rich kid growing up. The one who could get away with increasingly alarming things simply by throwing money at it. He was popular, he was perpetually bored, he was living off of someone else's hard work, and he was very unapologetic about it all.
That was, until his grandmother passed away.
So, at the mercy of his parents and on the brink of being disowned, here he is now, at Bullworth academy. His parents have long since given up on trying to fix him, but perhaps what they can't accomplish, a whole institution dedicated to whipping youth like him into shape can.
Eh, probably not, if you ask him. But since he's here, he might as well have some fun.
Background Feature: Position of Privilege | Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Belongings: The standard things one would expect (books, bag, wallet, etc.), just notably of very expensive variety, plus an iPhone, tablet, and earplugs. He used to have weed, but got caught with it. So far, he's managed to conceal a lighter.
Andraste
Race: Human Tarot: Tower Appearance: Andraste manifests as a towering knight clad in black armour that obscures her features. She carries a massive sword almost as tall as she is, swinging it with alarming ease.
Level: 3 Class: Echo Knight Fighter Equipment: A set of fine clothes, a signet ring (expensive jewelry), a scroll of pedigree, Chain Mail (-75GP), Greatsword (-50GP), Longsword (-15GP), Dungeoneer's Pack (-12GP), Shield (-10GP), Javelin x6 (-3GP), leftover: 35GP (+25GP from Background)
Languages「variant human」You can speak, read, and write Common and one extra language of your choice (Celestial) Ability Score Increase「variant human」Two different ability scores of your choice increase by 1. (STR, CHA) Skills「variant human」You gain proficiency in one skill of your choice. Feat「variant human」You gain one Feat of your choice.
Feats:
Telepathic「free feat」
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. (CHA)
You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Heavy Armour Master「variant human」
Increase your Strength score by 1, to a maximum of 20.
While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.
Class Abilities:
Fighting Style: Great Weapon Fighting「lv1 fighter」When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Second Wind「lv1 fighter」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.
Action Surge「lv2 fighter」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.
Manifest Echo「lv3 fighter: echo knight」At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.
Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
Unleash Incarnation「lv3 fighter: echo knight」At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Name: Maxwell Smits Age: 15 Ethnicity: Caucasian (Canadian, American Citizenship) Favorite Color: Bright Red
Appearance
Physical Description: Maxwell is roughly only about 5'6" but often looks shorter with his somewhat closed off or slouched demeanor, his hair a constant mess of black locks that are a constant nuisance when he is either glued to his phone or trying to avoid eye contact with most people. Getting in his eyes or just generally causeing him to fuss with his already eternally bedheaded hair style.
Max's skin is somewhat pale in complexion and eyes have muted color to them almost like he has no colored iris but they are the lightest blue if looked at closely. His eyes are often shadowed by bags from sleeplessness or just generally looking unhappy.
He is quite skinny but he is surprisingly lithe and quick on his feet, when he has to of course but most of the time he moves sluggishly. He has a lithe build and weighs just above 118 lbs just above the average healthy weight for someone of his stature. He usually wears baggy clothes or just his pajama bottoms and a large black sweater, and of it weren't obvious enough he wears quite a bit of black but he does like to wear red from time to time, like a nice shirt or his sneakers.
Background: Itinerant Outsider
Background Feature: Mysterious Rumors Considered one of the school's more notable students, even if not particularly popular or well-liked, your quirks and personality is already known to most at the academy. Most students and teachers will ignore some of your stranger behaviors as long as they aren't dangerous or threatening, to an extent. Some might even respect you more if your reputation resonates with their personal beliefs. Things that student and staff might overlook is asking strange questions, being in unexpected locations that isn't off-limits, drinking or smoking outside of class, and looking weird in general.
Reason for being at Bullworth: For a Canadian, you wouldn't expect anything but politeness and well-manners from someone but that someone was not Maxwell. Though he was for all intents and purposes born into a well respected family, he was the black sheep so to speak.
The Smits always worried their son was too much of a shutterbug, preferring to play his video games than play with his siblings or...You know, go outside. He wasn't exactly their most outgoing of children to put it mildly.
They loved him to bits but never could really understand why he was so opposed to socializing. Thus they decided to take matters in their own hands, and to Max's chagrin they sent him to the United States to attend a school for people who needed..A certain amount of discipline.
He resents their decision to no end, in his point of view he doesn't have a problem yet the broken controllers and holes in his walls would state otherwise.
Belongings: (Bullworth Academy) School Uniform, a large baggy black sweater, red headphones, a smartphone with the screen slightly cracked, a simple backpack with school supplies and such.
Persona: Impetus Race: Fire Genasi Tarot: The Magician
Weapons: Daggers, Darts, Slings, Quarterstaves, and Light Crossbows.
Tool Proficiency:
Vehicles (Land)
Languages: English, and Primordial
Racial Abilities:
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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
Fire Resistance: You have resistance to fire damage.
Reach to the Blaze: You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Feats:
Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Class Abilities:
Sorcerous Origin: Firesoul (Reskinned Pyromancer)
Heart of Fire: At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).
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.
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. • Transmuted Spell: When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. • Empowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
• You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Cantrips
Produce Flame(Racial Cantrip)
Fire Bolt
Control Flames
True Strike
Thunderclap
1st Level Spells
Burning Hands(Racial Spell; 1/per day, regain after Long Rest)