Prota
Prota
Sheet
AC 16 · HP 37 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
17 featuresAlways on
- Careful Spell
When When casting a spell that forces creatures to make saving throws
When you cast a spell with a casting time of an action, you can spend 1 Sorcery Point to change the spell so that creatures you choose in its area automatically succeed on their saving throws against it.
- Subtle Spell
When When casting a spell
You can cast a spell without providing verbal, somatic, or noncostly material components by spending 1 Sorcery Point.
- SpellcastingLevel 1
You can cast sorcerer spells using Charisma as your spellcasting ability. You can use an arcane focus as a spellcasting focus for your sorcerer spells.
- Innate SorceryLevel 1
You can unleash your inner magic for 1 minute. During that time, the save DC of your sorcerer spells increases by 1, and you have Advantage on attack rolls made with sorcerer spells. You can use this feature twice per Long Rest.
- Font of MagicLevel 2
You gain 5 Sorcery Points. You can expend them to fuel Metamagic and other sorcerer features, and you regain all expended points when you finish a Long Rest.
- MetamagicLevel 2
You gain two Metamagic options. Prota knows Careful Spell and Subtle Spell. You can use only one Metamagic option on a spell when you cast it unless otherwise noted.
- Draconic ResilienceLevel 3
You gain the Draconic Resilience benefits of your chosen draconic ancestry. Your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier while you are not wearing armor, and your Hit Point maximum increases by 1 for each sorcerer level.
- Draconic SpeechLevel 3
You can speak, read, and write Draconic. In addition, you can communicate simple ideas to Dragons, and they can understand the meaning of your words.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Sorcery RestorationLevel 2
You can create or convert spell slots using Sorcery Points. The cost to create a spell slot is 2 points for a 1st-level slot, 3 for a 2nd-level slot, and 5 for a 3rd-level slot. You can also convert a spell slot into Sorcery Points equal to the slot's level.
- Sorcerer Spellcasting ProgressionLevel 1
You can cast spells of 1st through 3rd level. You have six sorcerer spells prepared, and you can change your prepared sorcerer spells when you finish a Long Rest.
- Constructed ResilienceWarforgedYou have Advantage on saving throws against being Poisoned, resistance to Poison damage, and immunity to disease.
- Sentry's RestWarforgedYou do not need to sleep, and magic cannot put you to sleep. During a Long Rest, you remain conscious and can keep watch while inactive.
- Integrated ProtectionWarforgedYou can integrate armor into your body, though Prota is currently unarmored. You can don or doff integrated armor as part of the same action used to don or doff it.
- Specialized DesignWarforgedYou gain proficiency in one skill and one tool of your choice. Prota has Persuasion proficiency and proficiency with Calligrapher's Supplies.
- Living ConstructWarforgedYou are a constructed humanoid, but you can be affected by healing magic and can benefit from normal rest and recovery.
- Shelter of the FaithfulAcolyte
You can perform the rites and ceremonies of the faith you serve, and you can expect free lodging and food at temples, shrines, and other established religious institutions of your faith. You can also receive aid from members of your religious community, though they will not risk their lives for you.
Spells
14 spellsSpellcasting. Prota casts with Charisma (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , , , , , ,
1st level (4 slots): ,
2nd level (3 slots): ,
3rd level (2 slots): , ,
Gear
8 itemsWeapons
- 2×DaggerA pair of finely balanced daggers used as backup weapons
Gear
- Holy SymbolA polished bronze holy symbol of the Harmonium, worn over the chimes on Prota's chest
- Prayer BookA collection of devotional writings about the Archbishop, the Harmonium, and the Zulius engine
- 5×IncenseFragrant sticks used during rites and meditation
- VestmentsCeremonial robes bearing the colors of Prota's faith
- Common ClothesA simple set of everyday clothing
- Explorer's PackA light pack containing basic adventuring supplies
Purse
- 28×Gold PiecesMoney saved from service in the Queen's Guard and temple duties
Appearance
Prota is a tall, broad-shouldered warforged with ivory-gray wooden plating, brass joints, and narrow blue crystal lenses set behind a simple metal faceplate. Fine lines resembling musical staff marks run across his arms and chest, and several small bronze chimes hang from a harness over his heartwood core. Faint golden light pulses through the seams of his body whenever he casts a spell. His armor bears the insignia of the Queen's Guard and a carefully polished symbol of the Harmonium.
Mannerisms
Prota pauses for exactly three seconds before answering difficult questions, as though consulting an internal chime. He touches the bronze symbol over his chest when making a promise and tilts his head to identify emotional changes in someone's voice.
Personality
Prota is earnest, courteous, and intensely dependable. He approaches every conversation as an opportunity to reduce conflict and every crisis as a duty entrusted to him. His admiration for the Archbishop borders on reverence, but beneath his formal speech is a warm curiosity about living people, especially their humor, traditions, and contradictory emotions.
Ideals
Peace is not passive. It is a structure that must be built, defended, and repaired whenever the vulnerable are threatened.
Bonds
The Archbishop and the Zulius engine represent the highest ideals of sacrifice and service. Prota will protect them, their mission, and anyone whose life depends on them.
Flaws
Prota interprets uncertainty as a problem that must be solved immediately, and he can become rigid or overbearing when others refuse a clear plan. He also fears that his compassion is only an imitation of the Archbishop's, rather than something truly his own.
Quirks
Background
About a century ago, Prota awoke in a silent workshop with no memory of his creation. He was a late bloomer by any reasonable measure, spending his first years learning the meaning of movement, choice, and compassion. His purpose became clearer after he heard the Archbishop's tale, a story of courage, sacrifice, and service to the powerless. Prota came to admire the Archbishop deeply. To him, the Archbishop's devotion to the Harmonium and to peace was the second most admirable thing imaginable. The first was the fact that the Archbishop was currently powering the Zulius engine, a living testament to one person giving everything for the good of many. Prota dedicated himself to following that example. He escorted refugees, defended pilgrims, settled disputes, and placed himself between danger and anyone too weak to face it. His patient service eventually drew the attention of the Queen's Guard, who recruited him as a protector and mediator. During a solemn rite, the bronze chimes he carried began to ring without wind. Their harmonies awakened a power within him, granting him influence over order, resonance, and disciplined arcane force. Prota interpreted the event as a calling. Now a sorcerer and acolyte of the Harmonium, he follows the Archbishop's steps wherever they lead, helping everyone he meets while searching for the true source of the chimes and the purpose for which he was made.
“He was a late bloomer by any reasonable measure, spending his first years learning the meaning of movement, choice, and compassion.”
- Background
- Acolyte
Connections
Species
Warforged
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