5e hogwarts student, seeks roleplay and friends in game?
This character was made for a dnd 5e hogwarts game and sadly, the gm bailed on us, I am still interested in rping her as we had yet to reach hogwarts, anything could happen, anyone interested in dming a solo or group game for an eleven year old character?
Character name - Kate Damor
class - Intelect caster 1
Race - half blood half veela witch
Background - Ravenclaw (you can put me in whatever house needed boss but thats what i used)
Alignment - CG
level 1 xp 0 xp to level 1000
hp 7/7 AC 10 initiative 0
str 8 -1
dex 10 0 Proficency Bonus +2
con 8 -1 passive Perception +2
int 18 4 Speed 30
wis 14 2 Sorcerer points
cha 14 2
Wand - Phionex feather, - Willow - Slightly yielding
Familiar - Fenny - fennec fox male
Class and background traits
In-Depth Knowledge. Whenever you make an Intelligence or Wisdom ability check
that lets you add your proficiency bonus, you can treat a d20 roll of 5 or
lower as a 6.
Rowena's Library. You can easily research a desired topic through enlisting
your housemates' help and browsing books exclusively found in the Ravenclaw
common room.
Ritual Casting - Your ability to recall information allows you to freely cast
spells, as long as you have enough time to stop and focus. At 1st level, you
can cast a spell as a ritual if that spell has the ritual tag and you know the
spell. A ritual version of a spell takes 10 minutes longer to cast than normal.
It also doesn't expend a spell slot, which means the ritual version of a spell
can't be cast at a higher level.
Spellcasting - Intelligence is your spellcasting ability for your spells. You
use your Intelligence whenever a spell refers to your spellcasting ability. In
addition, you use your Intelligence modifier when setting the saving throw DC
for a spell you cast and when making an attack roll with one. You must use a
wand as a spellcasting focus for your spells.
Your spell slot progression is the standard for full casters
(22 slots at level 20).
Bewitching studies (charm 1 ) - Target Practice. Your steady hand and hours of
practice have given you an edge. A +1 bonus is applied to all of your spell
attack rolls.
Background Feature: Teacher's Pet - Because you are a bright individual,
teachers and those in positions of authority are more likely to interpret
your actions and intentions favorably. You might be in a better position to
enlist their help, or have plausible deniability based on your academic
reputation.
Feat 1 - Veela Charm You gain proficiency in one Charisma skill of your choice.
As an action, you can attempt to charm a humanoid you can see within 30 ft,
who would be attracted to you. It must make a Wisdom saving throw, (if
hostile, with advantage). If it fails, it is Charmed by you for one hour
or until you or your companions harm it. The Charmed creature regards you as
a friendly acquaintance and feels compelled to impress you or receive your
attention. After, the creature knows it was Charmed by you. You can’t use
this ability again until you finish a long rest.
Skills skill mod Ability mod Prof mod misc
Acrobatics 0 | | |
athletics -1| -1 | |
deception 2 | +2 | |
Herbology 6 | 4 | 2 |
History mag 6 | 4 | 2 |
intimidate 2 | 2 | |
Insight 4| 2 | 2 |
investigate 6| 4 | 2 |
Mag Crea 2 | 2 | |
Medicine 2 | 2 | |
Muggle 4 | 4 | |
Perception 2 | 2 | |
Performance 2 | 2 | |
Persuasion 4 | 2 | 2
Potions 2 | 2 | |
Stealth 0 | 0 |
survival 2 | 2 | 2 |
Sorcery Points - 0
School of magic - Charms