Was in an orphanage that was burned down by a fire caused by a lightning storm.
Orphanage lifestyle, 10 and the home 31 was in a modest village in the forest.
Childhood memories 8 are of me being viewed as strange and misunderstood, thus I was often lonely. And the reason I became an outlander 5 was that I was pushed further into the forest after the fire.
I became a wizard because of 1 because teacher at the school of Evokers found me and saw my raw and untrained talent as worth shaping and investing in, allowing me the trial of passing initiation. I have had 11 life events. 77-91-93-65-46-17-37-78-23-49-25
This post has potentially manipulated dice roll results.
(Once) You gained a bit of good fortune. Roll on the Boons table. (2) Gain a trinket
(Twice) You fell in love or got married. lf you get this result more than once, you can choose to have a child instead. Work with your DM to determine the identity of your love interest. (Widow with no Kiddo) (Child was killed in battle, wife died of natural disaster)
(Once) You made an enemy of an adventurer. Roll a d6. An odd number indicates you are to blame for the rift, and an even number indicates you are blameless. Use the supplemental tables and work with your DM to determine this hostile character's identity and the danger this enemy poses to you. (4) (Neutral (11) Rogue (76) Academic (04) Dwarf (46) Alive, but doing poorly due to injury, financial trouble, or relationship difficulties (07))
(Twice) You made a friend of an adventurer. Use the supplemental tables and work with your DM to add more detail to this friendly character and establish how your friendship began.
Friend 2 (Lawful Evil (05) Cleric (24) Sailor (95) Human (35) Friendly (9) Alive and Well (11))
(Once) You Spent time working in a job related to your background. Start the game with an extra 2d6 gp. (7)
(Twice) You went on an adventure. Roll on the Adventures table to see what happened to you. Work with your DM to determine the nature of the adventure and the creatures you encountered. (67)(35)
(Twice) You committed a crime or were wrongly accused of doing so. Roll on the Crime table to determine the nature of the offense and on the Punishment table to see what became of you.
Crime: 4 Punishment: 2
Crime: 1 Punishment: 1
I plan to combine these background elements, everything that happened once will be one story, and the things that happened twice will be two stories with repeat elements. So his background will look like Childhood - Adventuring Life Event - Working Life Event - Adventuring Life Event 2 - Transition to Initiate
Dice Rolling and 5e Resource Thread for ongoing campaign, “Adamantine Abyss.”
https://www.tapatalk.com/groups/silversurfer/adamantine-abyss-f11/
33
31
15
test
Ability scores: 10 13 15 17 15 11
12Attack: 17 Damage: 18
17
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14
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85
15
22
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15
14 to hit
16 ones become 2 for damage
8 con save
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Birthplace is in a Forest
Was in an orphanage that was burned down by a fire caused by a lightning storm.
Orphanage lifestyle, 10 and the home 31 was in a modest village in the forest.
Childhood memories 8 are of me being viewed as strange and misunderstood, thus I was often lonely. And the reason I became an outlander 5 was that I was pushed further into the forest after the fire.
I became a wizard because of 1 because teacher at the school of Evokers found me and saw my raw and untrained talent as worth shaping and investing in, allowing me the trial of passing initiation. I have had 11 life events. 77-91-93-65-46-17-37-78-23-49-25
Christ is King
(Once) You gained a bit of good fortune. Roll on the Boons table. (2) Gain a trinket
(Twice) You fell in love or got married. lf you get this result
more than once, you can choose to have a child
instead. Work with your DM to determine the identity
of your love interest. (Widow with no Kiddo) (Child was killed in battle, wife died of natural disaster)
(Once) You made an enemy of an adventurer. Roll a d6. An
odd number indicates you are to blame for the rift,
and an even number indicates you are blameless.
Use the supplemental tables and work with your
DM to determine this hostile character's identity
and the danger this enemy poses to you. (4) (Neutral (11) Rogue (76) Academic (04) Dwarf (46) Alive, but doing poorly due to injury, financial trouble, or relationship difficulties (07))
(Twice) You made a friend of an adventurer. Use the supplemental
tables and work with your DM to add
more detail to this friendly character and establish
how your friendship began.
Friend 1 (Neutral (09) Ranger (65) Merchant (80) Hafling (63) Friendly (09) Alive and Quite Successful (15))
Friend 2 (Lawful Evil (05) Cleric (24) Sailor (95) Human (35) Friendly (9) Alive and Well (11))
(Once) You Spent time working in a job related to your
background. Start the game with an extra 2d6 gp. (7)
(Twice) You went on an adventure. Roll on the Adventures
table to see what happened to you. Work with your
DM to determine the nature of the adventure and
the creatures you encountered. (67)(35)
(Twice) You committed a crime or were wrongly accused of
doing so. Roll on the Crime table to determine the
nature of the offense and on the Punishment table
to see what became of you.
Crime: 4 Punishment: 2
Crime: 1 Punishment: 1
I plan to combine these background elements, everything that happened once will be one story, and the things that happened twice will be two stories with repeat elements. So his background will look like Childhood - Adventuring Life Event - Working Life Event - Adventuring Life Event 2 - Transition to Initiate
Christ is King
Arcana : 25
History : 9
Investigation : 17
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Wisdom Check 12
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Ability scores: 14 13 15 13 12 12
For Abjurer
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Temp Hit Points: 28
Initiative: 22
Witch Bolt: Attack: 25 Damage: 9
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16
24
12
16
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9
10
25
20
23
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