D&D 5E [RG] Creamsteak's Princes of Elemental Evil II


log in or register to remove this ad

River Song

Explorer
kubebu Ngozi.jpg

Name: Kubeba Ngozi
Sex: Male
Race: Human
Class/Level: barbarian 8 (Totem-Bear))
Alignment: Chaotic Good (Tribal Spirit)
Size: Medium
Init: +3
Senses: -
Passive Perception: 15
Speed : 40


DEFENSE
AC: 18 (unarmoured defence)
HP: 117 (8d12) Current: 129
Saves: Str & Con

OFFENSE
Melee:
Code:
Attacks: 2
Weapons         Attack Damage      Type      Range      Property            
Greataxe +1        +9     1d12+6

FEATS:
Greatweapon Master
Tough - Xmas Special


STATISTICS
Str 20
Dex 17
Con 20
Int 13
Wis 14
Cha 15


SKILLS Proficiencies with *

+3 (dex) Acrobatics
*+5 (wis) Animal Handling
+1 (int) Arcana
*+8 (str) Athletics
+2 (cha) Deception
+1 (int) History
+2 (wis) Insight
+2 (cha) Intimidation
+1 (int) Investigation
+2 (wis) Medicine
*+4 (int) Nature
*+5 (wis) Perception
+2 (cha) Performance
+2 (cha) Persuasion
+1 (int) Religion
+3 (dex) Sleight of Hand
+3 (dex) Stealth
*+5 (wis) Survival


TOOL PROFICIENCIES: pan flute
LANGUAGES:Common, Orc, Gnoll


RACE FEATURES
Greaweapon master feat

BACKGROUND FEATURES Outlander
Feature: Wanderer

CLASS FEATURES - Barbarian
Rage: 4 Used:
HIT DICE: 8
HIT DICE USED: 0
unarmoured Defence: 18
Reckless Attack
Danger Sense +4
Totem Spirit: Bear 3 and Bear 6
Feral Instincts: Advantage on Initiative rolls and can act normally on a surprise round if enter rage first
Carry capacity doubled
Rage Damage Bonus:
​+2






[sblock=EQUIPMENT]
Great axe +1
Cloak of Arachnidia
Explorers Pack
Money: =TBD gp
[/sblock]

Personality Trait: Driven by wanderlust
Ideal: Glory. I must earn glory in battle
Bond: I suffer awful visions of coming disaster
Flaw: I remember every insult received and nurse a grudge


Physical Appearance:
A muscular dark skinned human with brown eyes and dark hair. Kubeba stands 6’5” tall and weighs 225lbs. He is 25 years old and worships his tribal spirit.
 
Last edited:

Shayuri

First Post
Maighan
Wood Elf Druid of the Land 9
Background: Outlander

[sblock=Description]onso6gt4i5w9nxo7zgvz.jpg[/sblock]

Str 13
Dex 20
Con 15
Int 15
Wis 20
Cha 16

HP 67
AC 17 (10 + 5 dex +2 std leather)
Prof Bonus +4
Init +10

Race
Wood Elf
+2 dex, +1 wis
Darkvision
Weapon Training (long/shortsword, long/shortbow)
Keen senses (trained in Perception)
Adv vs Charm, immune to magic sleep
Trance (4 hrs rest)
Fleet of Foot: base speed 35'
Mask of the Wild: Can hide with only light obscurement in natural environment

Class
Druid
Druidic Language
Spellcasting
Wild Shape (CR 1/2, No fly)
Circle of the Land (Forest)
- Bonus Cantrip
- Natural Recovery (recover 1/2 lvl in spell slots on short rest 1/day)
- Circle Spells
** Barkskin, Spider Climb, Call Lightning, Plant Growth, Divination, Freedom of Movement
- Land's Stride (ignore difficult terrain and planty barriers, adv to save on magically manipulated plants)

Proficiencies
Armor: Light, Medium, shields (only nonmetal armor)
Weapons: Clubs, daggers, darts, jevelins, maces, staves, scimitars, sickles, slings, spears
Tools: Herbalism Kit, panflute
Saves: Intelligence, Constitution and Wisdom

Background
Outlander
Skills: Athletics and Survival
Tools: Any one musical instrument
Bonus Language (sylvan)
Origin: Forester
Feature: Wanderer (excellent memory for maps and geography, can find food and water for group)

Feats
4 Ability Increase
Bonus 1 Warcaster (adv on Concentration, use spell as OA, cast spell while using weapon/shield)
Bonus 2 Resilient Constitution
8 Alertness (+5 init, can't be surprised, hidden foes do not get adv vs)

Skills
Athletics +5
Perception +9
Survival +9
Nature +6
Insight +9

Languages
Common, Elven, Druidic, Sylvan

Spellcasting (Save DC 17)
Slots 1 - 3/4, 2 - 3/3, 3 - 3/3, 4 - 3, 5 - 1
Cantrips
- Druidcraft
- Guidence
- Thorn Whip
- Primal Savagery

Prepared (14)
1 - Cure Wounds, Healing Word, Entangle, Faerie Fire, Absorb Elements
2 - Moonbeam, Hold Person, Lesser Restoration
3 - Conjure Animals, Dispel Magic, Protection from Energy
4 - Confusion, Blight
5 - Wall of Stone

Equipment
Cash: 136gp 5sp

Weapons
Staff with cougar skull mounted on top (spellcasting focus), 5gp
Scimitar, +8 atk, 1d6+5 dmg, 25gp
Longbow, +8 atk, 1d8+5 dmg, 50gp
2 quivers, 40 arrows, 4gp

Armor
Studded Leather armor, 45gp

Gear
Explorer's pack, 10gp
2 bags caltrops, 2gp
Healer's Kit, 5gp
Panflute, 12gp
2 flasks holy water, 50gp
Antitoxin, 50gp
Steel mirror, 5gp
5 flasks oil, 5sp
 
Last edited:

Kobold Stew

Last Guy in the Airlock
Supporter
Carradoc, a criminal half-elf wizard

Half-Elf.jpg

HP 67+13 temp., AC 17; spells 4/3/3/3/1/0/0/0/0; 3 luck.

[sblock=Carradoc, criminal wizard 9]
N Half-elf Wizard (Transmuter)
Level 9

Abilities:
Str 13 (+1)
Dex 18 (+4)
Con 16 (+3) [save w/stone +7]
Int 20 (+5) [save +9]
Wis 14 (+2) [save +6]
Cha 18 (+4)

Size M
Speed 40
AC 14 (17 with Mage armor)
Init +4
Hit Points: 67 (9d6) + 13 temporary hp

resistance to cold-Ring of Warmth

Proficiency bonus: +4
Proficiencies: wizard weapons
Saves: INT, WIS
Skills: Arcana (Expertise), Insight, Deception, Stealth, Persuasion, Acrobatics
Tools: playing cards, thieves' tools, alchemist's kit
Languages: Common, Elvish, Giant, Primordial

Attacks:
dagger, 1d20+8, 1d4+4 piercing
Chill Touch, 1d20+9, 2d8 necrotic, range 120 feet (can't recover hp until next turn)

Background (trait): Criminal/highwayman (criminal contact)

Race abilities:
* 60’ darkvision
* advantage on charm saves, immune to magical sleep

Class abilities:
* Spellbook (see below)
* Spell slots: Level 1 (4), Level 2 (3); Level 3 (3); Level 4 (3); Level 5 (1); can prepare 14 spells/day; spell DC 17
* Arcane recovery: 1/day after short rest, can recover 4 spell slot levels (= level/2)
* Transmuter Savant: gold and time to copy a transmutation spell is halved
* Minor Alchemy: temporarily alter physical properties of nonmagical object: 1 cu.ft/10 mins; lasts 1 hr or concentration
* Transmuter's Stone: spend 8 hours to create a stone that grants one of:
- 60' darkvision
- +10' movement
- proficiency in Constitution saves
- resistance to acid, cold, fire, lightning, or thunder
Choice can change with casting of any transmutation spell level 1+

Feat
* Inspiring Leader: talk for ten minutes and up to 6 people get 12 temporary hp (level+CHA) can get bonus 1/rest; can talk all I want). [bonus at level 5]
* Mobile: when using dash, ignore difficult terrain; no opp attack from someone I've melee attacked that turn. [bonus Christmas 2016]
* Lucky: 3 luck points/long rest, to preroll attack, check, save, or attack against.[level 8]
* Prodigy [XGTE]: skill (investigation), tool (alchemists), language (Primordial), expertise (arcana) [bonus Christmas 2017]

Skills
+8 (dex) Acrobatics
+2 (wis) Animal Handling
+13 (int) Arcana (expertise)
+1 (str) Athletics
+8 (cha) Deception
+5 (int) History
+6 (wis) Insight
+4 (cha) Intimidation
+9 (int) Investigation Passive: 19
+2 (wis) Medicine
+5 (int) Nature
+2 (wis) Perception Passive: 12
+4 (cha) Performance
+8 (cha) Persuasion
+5 (int) Religion
+4 (dex) Sleight of Hand
+8 (dex) Stealth
+2 (wis) Survival

Characteristics:
Personality: I’m in this for the adventure.
Ideal: I will not let magical knowledge within reach escape me.
Bond: I have abandoned allies without warning; I’m sure they don’t mind.
Flaw: I will show off to be noticed.[/sblock]
[sblock=equipment]

Familiar: Owl (Fey) [120' darkvision, flyby, 60' flight; keen sight (Perc. 13)] -- normally dismissed] (10gp)

crystal [arcane focus] (10gp, 1 lbs)
dagger (2gp, 1 lb)
dark traveller’s clothes (2gp, 4 lbs)
ring of warmth (1000 gp, -) [attuned]
ioun stone of sustenance (1000 gp, -) [attuned]
Backpack (2gp, 5 lbs), containing:
- Spell book (-, 3 lbs)
* 1 set "wing wear"
* backup spell book (-, 3 lbs)
* thieves' tools (25 gp, 1lb)
* pouch (5sp, 1 lb) with 1100gp, 12sp, 6 cp.
* healer’s kit (5gp, 3 lbs)
* mess kit (2sp, 1 lb)
* bedroll (1gp, 7 lbs)
* deck of cards (5 sp, -)
* 10 gp worth of incense (10gp, -)
* crystal [arcane focus] (10gp, 1 lbs)
* ink (10gp, -)
* ink pen (2cp, -)
* chalk (1cp, -)
* signal whistle (5cp, -)
* soap (2cp, -)
* Damien's backpack rope
Scroll of Haste; Scroll of Wall of Water. Scroll of Watery Sphere.

total weight: ** lbs
Carrying capacity: 195 lbs
[/sblock]
[sblock=spellbook]
Carradoc's Cantrips and Spellbook
(spells in bold are currently prepared):

- Cantrips (4): Chill Touch, Mending, Mage Hand, Prestidigitation

- Level 1: Alarm (r), Charm Person, Comprehend Languages (r), Feather Fall, Find Familiar (r), Mage Armor, Magic Missile, Shield, Sleep, Thunderwave, Tenser's Floating Disk (r), Unseen Servant (r)
- Level 2: Alter Self, Dust Devil, Invisibility, Scorching Ray, Rope Trick, Misty Step, Mirror Image, Magic Mouth (r), Gentle Repose (r).
- Level 3: Fireball, Haste, Feign death (r), Fly, Gaseous Form, Lightning Bolt Leomund's Tiny Hut (r), Wall of Water, Phantom Steed (r), Water Breathing (r).
- Level 4: Polymorph, Arcane Eye, Ice Storm, Storm Sphere, Greater Invisibility, Dimension Door.
- Level 5: Animate objects, Wall of force

Back up (Winged Woman's) spellbook:

- Level 1: Alarm (r), Charm Person, Comprehend Languages (r), Feather Fall, Find Familiar (r), Mage Armor, Magic Missile, Shield, Sleep, Thunderwave, Tenser's Floating Disk (r), Unseen Servant (r)
- Level 2: Alter Self, Dust Devil, Invisibility, Scorching Ray, Rope Trick, Misty Step, Mirror Image, Magic Mouth (r), Gentle Repose (r).
- Level 3: Feign death (r), Fireball, Haste, Fly, Gaseous Form, Lightning Bolt, Leomund's Tiny Hut (r), Wall of Water, Phantom Steed (r), Water Breathing (r).
- Level 4: Polymorph, Arcane Eye, Ice Storm, Storm Sphere.
- Level 5: cloudkill, seeming
- Level 6: chain lightning
[/sblock]
---------
[sblock=character history]
For the last few months, Carradoc has been living comfortably as a highwayman. As he says, “Me robbing those rich young bucks is teaching them something they’re going to learn soon enough anyways. Pah. I’m doing them a favour. I let them live, and they know they’re not yet ready to get into this game.” The game, of course, is the hunting lodge called the Feathergale Society. Poncy name. But it’s given him a living robbing those that continue to stream into town.

At first, he played victim, wounded at the side of the road. Woe, woe, and a blast in the face that catches lone travellers by surprise. “You can’t help everyone you see lying at the roadside, after all. See? That’s a lesson.” Soon he found he could cast a spell that made him look like a hobgoblin, which threw aside enough expectations that he could now take a wagon if he wanted. Someone appearing as a young elfin woman selling those wares the next day scarcely attracted notice. It was fine for a time, but nothing lasts forever.

“I’m not solely responsible for the new guard coming out of Rivengard Keep, but I may be four or five of the hoods they’re looking for. So now, it’s time to move on,” says Carradoc prudently. So what’s in store for him? “I hear the Adventuring Guild has some opportunities. I’ll start there with my own face, and see where that takes me. “
[/sblock]
[sblock=Carradoc, criminal wizard 8]
N Half-elf Wizard (Transmuter)
Level 8

Abilities:
Str 13 (+1)
Dex 18 (+4)
Con 16 (+3) [save w/stone +6]
Int 20 (+5) [save +8]
Wis 14 (+2) [save +5]
Cha 18 (+4)

Size M
Speed 40
AC 14 (17 with Mage armor)
Init +4
Hit Points: 60 (8d6) + 12 temporary hp

resistance to cold-Ring of Warmth

Proficiency bonus: +3
Proficiencies: wizard weapons
Saves: INT, WIS
Skills: Arcana, Insight, Deception, Stealth, Persuasion, Acrobatics
Tools: playing cards, thieves' tools
Languages: Common, Elvish, Giant

Attacks:
dagger, 1d20+7, 1d4+4 piercing
Chill Touch, 1d20+8, 2d8 necrotic, range 120 feet (can't recover hp until next turn)

Background (trait): Criminal/highwayman (criminal contact)

Race abilities:
* 60’ darkvision
* advantage on charm saves, immune to magical sleep

Class abilities:
* Spellbook (see below)
* Spell slots: Level 1 (4), Level 2 (3); Level 3 (3); Level 4 (2) can prepare 13 spells/day; spell DC 16
* Arcane recovery: 1/day after short rest, can recover 4 spell slot levels (= level/2)
* Transmuter Savant: gold and time to copy a transmutation spell is halved
* Minor Alchemy: temporarily alter physical properties of nonmagical object: 1 cu.ft/10 mins; lasts 1 hr or concentration
* Transmuter's Stone: spend 8 hours to create a stone that grants one of:
- 60' darkvision
- +10' movement
- proficiency in Constitution saves
- resistance to acid, cold, fire, lightning, or thunder
Choice can change with casting of any transmutation spell level 1+

Feat
* Inspiring Leader: talk for ten minutes and up to 6 people get 12 temporary hp (level+CHA) can get bonus 1/rest; can talk all I want). [bonus at level 5]
* Mobile: when using dash, ignore difficult terrain; no opp attack from someone I've melee attacked that turn. [bonus Christmas 2016]
* Lucky: 3 luck points/long rest, to preroll attack, check, save, or attack against.[level 8]

Skills
+7 (dex) Acrobatics
+2 (wis) Animal Handling
+8 (int) Arcana
+1 (str) Athletics
+7 (cha) Deception
+5 (int) History
+5 (wis) Insight
+4 (cha) Intimidation
+5 (int) Investigation Passive: 15
+2 (wis) Medicine
+5 (int) Nature
+2 (wis) Perception Passive: 12
+4 (cha) Performance
+7 (cha) Persuasion
+5 (int) Religion
+4 (dex) Sleight of Hand
+7 (dex) Stealth
+2 (wis) Survival

Characteristics:
Personality: I’m in this for the adventure.
Ideal: I will not let magical knowledge within reach escape me.
Bond: I have abandoned allies without warning; I’m sure they don’t mind.
Flaw: I will show off to be noticed.[/sblock][sblock=equipment]

Familiar: Owl (Fey) [120' darkvision, flyby, 60' flight; keen sight (Perc. 13)] -- normally dismissed] (10gp)

crystal [arcane focus] (10gp, 1 lbs)
dagger (2gp, 1 lb)
dark traveller’s clothes (2gp, 4 lbs)
ring of warmth (1000 gp, -) [attuned]
ioun stone of sustenance (1000 gp, -) [attuned]
Backpack (2gp, 5 lbs), containing:
- Spell book (-, 3 lbs)
* 1 set "wing wear"
* backup spell book (-, 3 lbs)
* thieves' tools (25 gp, 1lb)
* pouch (5sp, 1 lb) with 1100gp, 12sp, 6 cp.
* healer’s kit (5gp, 3 lbs)
* mess kit (2sp, 1 lb)
* bedroll (1gp, 7 lbs)
* deck of cards (5 sp, -)
* 10 gp worth of incense (10gp, -)
* crystal [arcane focus] (10gp, 1 lbs)
* ink (10gp, -)
* ink pen (2cp, -)
* chalk (1cp, -)
* signal whistle (5cp, -)
* soap (2cp, -)
* Damien's backpack rope
Scroll of Haste; Scroll of Wall of Water. Scroll of Watery Sphere.

total weight: ** lbs
Carrying capacity: 195 lbs[/sblock][sblock=spellbook]
Carradoc's Cantrips and Spellbook
(spells in bold are currently prepared):

- Cantrips (4): Chill Touch, Mending, Mage Hand, Prestidigitation

- Level 1: Alarm (r), Charm Person, Comprehend Languages (r), Feather Fall, Find Familiar (r), Mage Armor, Magic Missile, Shield, Sleep, Thunderwave, Tenser's Floating Disk (r), Unseen Servant (r)
- Level 2: Alter Self, Dust Devil, Invisibility, Scorching Ray, Rope Trick, Misty Step, Mirror Image, Magic Mouth (r), Gentle Repose (r).
- Level 3: Fireball, Haste, Feign death (r), Fly, Gaseous Form, Lightning Bolt Leomund's Tiny Hut (r), Wall of Water, Phantom Steed (r), Water Breathing (r).
- Level 4: Polymorph, Arcane Eye, Ice Storm, Storm Sphere, Greater Invisibility, Dimension Door.

Back up (Winged Woman's) spellbook:

- Level 1: Alarm (r), Charm Person, Comprehend Languages (r), Feather Fall, Find Familiar (r), Mage Armor, Magic Missile, Shield, Sleep, Thunderwave, Tenser's Floating Disk (r), Unseen Servant (r)
- Level 2: Alter Self, Dust Devil, Invisibility, Scorching Ray, Rope Trick, Misty Step, Mirror Image, Magic Mouth (r), Gentle Repose (r).
- Level 3: Feign death (r), Fireball, Haste, Fly, Gaseous Form, Lightning Bolt, Leomund's Tiny Hut (r), Wall of Water, Phantom Steed (r), Water Breathing (r).
- Level 4: Polymorph, Arcane Eye, Ice Storm, Storm Sphere.
- Level 5: cloudkill, seeming
- Level 6: chain lightning
[/sblock][sblock=Carradoc, criminal wizard 7]
N Half-elf Wizard (Transmuter)
Level 7

Abilities:
Str 13 (+1)
Dex 18 (+4)
Con 16 (+3) [save w/stone +6]
Int 20 (+5) [save +8]
Wis 14 (+2) [save +5]
Cha 18 (+4)

Size M
Speed 40
AC 14 (17 with Mage armor)
Init +4
Hit Points: 51 (7d6) + 10 temporary hp

resistance to cold-Ring of Warmth

Proficiency bonus: +3
Proficiencies: wizard weapons
Saves: INT, WIS
Skills: Arcana, Insight, Deception, Stealth, Persuasion, Acrobatics
Tools: playing cards, thieves' tools
Languages: Common, Elvish, Giant

Attacks:
dagger, 1d20+7, 1d4+4 piercing
Chill Touch, 1d20+8, 2d8 necrotic, range 120 feet (can't recover hp until next turn)

Background (trait): Criminal/highwayman (criminal contact)

Race abilities:
* 60’ darkvision
* advantage on charm saves, immune to magical sleep

Class abilities:
* Spellbook (see below)
* Spell slots: Level 1 (4), Level 2 (3); Level 3 (3); Level 4 (1) can prepare 12 spells/day; spell DC 16
* Arcane recovery: 1/day after short rest, can recover 3 spell slot levels (= level/2)
* Transmuter Savant: gold and time to copy a transmutation spell is halved
* Minor Alchemy: temporarily alter physical properties of nonmagical object: 1 cu.ft/10 mins; lasts 1 hr or concentration
* Transmuter's Stone: spend 8 hours to create a stone that grants one of:
- 60' darkvision
- +10' movement
- proficiency in Constitution saves
- resistance to acid, cold, fire, lightning, or thunder
Choice can change with casting of any transmutation spell level 1+

Feat
* Inspiring Leader: talk for ten minutes and up to 6 people get 10 temporary hp (can get bonus 1/rest; can talk all I want). [bonus at level 5]
* Mobile: when using dash, ignore difficult terrain; no opp attack from someone I've melee attacked that turn. [bonus Christmas 2016]

Skills
+7 (dex) Acrobatics
+2 (wis) Animal Handling
+8 (int) Arcana
+1 (str) Athletics
+7 (cha) Deception
+5 (int) History
+5 (wis) Insight
+4 (cha) Intimidation
+5 (int) Investigation Passive: 15
+2 (wis) Medicine
+5 (int) Nature
+2 (wis) Perception Passive: 12
+4 (cha) Performance
+7 (cha) Persuasion
+5 (int) Religion
+4 (dex) Sleight of Hand
+7 (dex) Stealth
+2 (wis) Survival

Characteristics:
Personality: I’m in this for the adventure.
Ideal: I will not let magical knowledge within reach escape me.
Bond: I have abandoned allies without warning; I’m sure they don’t mind.
Flaw: I will show off to be noticed.[/sblock][sblock=equipment]

Familiar: Owl (Fey) [120' darkvision, flyby, 60' flight; keen sight (Perc. 13)] -- normally dismissed] (10gp)

crystal [arcane focus] (10gp, 1 lbs)
dagger (2gp, 1 lb)
dark traveller’s clothes (2gp, 4 lbs)
ring of warmth (1000 gp, -) [attuned]
ioun stone of sustenance (1000 gp, -) [attuned]
Heward's Handy Haversack, containing (2000 gp, total weight: 5 lbs):
- Spell book (-, 3 lbs)
- 1 set "wing wear"
- backup spell book (-, 3 lbs)
- thieves' tools (25 gp, 1lb)
- pouch (5sp, 1 lb) with 1100gp, 12sp, 6 cp.
- backpack (2gp, 5 lbs), containing:
* healer’s kit (5gp, 3 lbs)
* mess kit (2sp, 1 lb)
* bedroll (1gp, 7 lbs)
* deck of cards (5 sp, -)
* 10 gp worth of incense (10gp, -)
* crystal [arcane focus] (10gp, 1 lbs)
* ink (10gp, -)
* ink pen (2cp, -)
* chalk (1cp, -)
* signal whistle (5cp, -)
* soap (2cp, -)
* Damien's backpack rope
Scroll of Haste; Scroll of Wall of Water.

total weight: 11 lbs
Carrying capacity: 195 lbs
[/sblock][sblock=spellbook]
Carradoc's Cantrips and Spellbook
(spells in bold are currently prepared):

- Cantrips (4): Chill Touch, Mending, Mage Hand, Prestidigitation

- Level 1: Alarm (r), Charm Person, Comprehend Languages (r), Feather Fall, Find Familiar (r), Mage Armor, Magic Missile, Shield, Sleep, Thunderwave, Tenser's Floating Disk (r), Unseen Servant (r)
- Level 2: Alter Self, Dust Devil, Invisibility, Scorching Ray, Rope Trick, Misty Step, Mirror Image, Magic Mouth (r), Gentle Repose (r).
- Level 3: Fireball, Haste, Feign death (r), Fly, Gaseous Form, Lightning Bolt Leomund's Tiny Hut (r), Wall of Water, Phantom Steed (r), Water Breathing (r).
- Level 4: Polymorph, Arcane Eye, Ice Storm, Storm Sphere.

Back up (Winged Woman's) spellbook:

- Level 1: Alarm (r), Charm Person, Comprehend Languages (r), Feather Fall, Find Familiar (r), Mage Armor, Magic Missile, Shield, Sleep, Thunderwave, Tenser's Floating Disk (r), Unseen Servant (r)
- Level 2: Alter Self, Dust Devil, Invisibility, Scorching Ray, Rope Trick, Misty Step, Mirror Image, Magic Mouth (r), Gentle Repose (r).
- Level 3: Feign death (r), Fireball, Haste, Fly, Gaseous Form, Lightning Bolt, Leomund's Tiny Hut (r), Wall of Water, Phantom Steed (r), Water Breathing (r).
- Level 4: Polymorph, Arcane Eye, Ice Storm, Storm Sphere.
- Level 5: cloudkill, seeming
- Level 6: chain lightning
[/sblock]
Details of levels 3-6 available here.
 
Last edited:

Steve Gorak

Adventurer
Ethian.jpg

[Sblock=level 7 changes]
changed haste for counterspell
Additional spell level 4: polymorph


[/sblock]

Name: Thaliss Eviastarim
Sex: Male
Race: Half elf
Class/Level: Sorcerer 7/warlock 2
Alignment: Neutral
Size: Medium
Type (Subtype): Humanoid (Human, elf)
Init: +4
Senses: Darkvision (60 ft.)
Passive Perception: 15 (note owl familiar has 13 Passive Perception and advantage on checks that rely on hearing and sight)

DEFENSE
AC: 17 (+3 draconic resilience, +4 dex)
HP: 74 (sor: 6l sorc lvl 1 + 6d6 (lvls 2-7 6*4 30) + 7x3 con + 7x1 draconic resilience, warlock: 2d8: (2x5)+3+3)
Saves: Constitution & Charisma
Special Defenses:
- Fey Ancestry: advantage on saving throws against being charmed, and magic can't put you to sleep.
- Resistance to fire damage (from cloak of water)
- Featherfall (from ring of feather falling)

OFFENSE
Speed: 30ft
Melee:
Dagger +7 Attack, 1d4+4 Piercing
Staff +4 attack, 1d6+1 bludgeoning
Special Attacks: Spells & invocations:
Spell attcack modifier: +11 (+9 base +2 wand)
Spell save DC: 17

known: 5 cantrips from sorcerer (Mage hand, minor illusion, create bondfire, mold earth, mending), 2 cantrips from warlock (eldrich blast, prestigitation),
1 cantrip from spell sniper feat (green flame blade)

1st level slots:4; 2nd level slots: 3; 3rd level slots: 3 from sorceror (8 known: shield, suggestion, mirror image, Misty Step, Fireball, hypnotic pattern, Haste, wall of fire)
3 level 1 spell slots from warlock 2 (3 known: hex, Hellish Rebuke, Tasha's hideous laughter)

Invocations known: agonizing blast (add +cha damage to EB), misty visions (silent image at will)
Silent image vsm 60ft range, concentration up to 10 min

(0) minor illusion SM (A bit of fleece) up to 1 min duration, 30 ft range. note no concentration.

(0) Create Bondfire[/rul] VS, conc, up to 1 min duration, 60 ft range, 5x5x5 fire appears on ground, dex save or 2d8 damage

(0) [url=http://engl393-dnd5th.wikia.com/wiki/Mage_Hand]mage hand
VS, 1 min duration, 30 ft range, spectral hand appears, use action to control it, 10 lb limit, can move the hand 30 ft when using it.

(0) prestidigitation VS, up to 1h duration, 10 ft range. note no concentration. [sblock=Prestidigitation]
Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a m inor m agical trick that novice
spellcasters use for practice. You create one o f the
follow ing m agical effects within range:
• You create an instantaneous, harm less sensory effect,
such as a show er o f sparks, a puff o f wind, faint musi­
cal notes, o r 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 o f nonliv­
ing 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 nonm agical trinket or an illusory image
that can fit in your hand and that lasts until the end o f
y our next turn.
If you cast this spell multiple times, you can have up to
three o f its non-instantaneous effects active at a time,
and you can dismiss such an effect as an action.[/sblock]

(0) eldrich blast VS 240 ft range, 2x2d10+5 force damage

(0) mold earth[/url][sblock=Mold_Earth]
Transmutation cantrip
Casting Time:1 action
Range:30 feet
Components:S
Duration:Instantaneous or 1 hour (see below)
You choose a portion of dirt or stone that you can see
within range and that fits within a 5-foot cube. You
manipulate it in one of the following ways:
• If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and
deposit it up to 5 feet away. This movement doesn’t
have enough force to cause damage.
• You cause shapes, colors, or both to appear on the dirt
or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
• If the dirt or stone you target is on the ground, you
cause it to become difficult terrain. Alternatively, you
can cause the ground to become normal terrain if it is
already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no
more than two of its non-instantaneous effects active at
a time, and you can dismiss such an effect as an action.[/sblock]

(0) Mending V, S, M (two lodestones), range of touch, repair damage no bigger than 1 square foot

(0) Fire Bolt, VS, range: 240m,

(1) Tasha's Hideous Laughter

(1) shield VS 1 reaction when hit, 1 round duration, +5 to AC[Sblock=Shield]
1st-level abjuration
Casting Time:1 reaction, which you take when you are
hit by an attack or targeted by the magic missilespell
Range:Self
Components:V, S
Duration:1 round
An invisible barrier of magical force appears and protects
you. Until the start of your next turn, you have a +5 bonus
to AC, including against the triggering attack, and you
take no damage from magic missile.
[/sblock]

(1) Hellish rebuke V,S reaction when hit by a reature. Dexterity saving throw or 2d10 fire damage on a failed save, or half as much damage on a successful one. Fire damage.

(1) Hex [/url]VSM (petrified eye of a newt), range 90ft concentration, up to 1h. until the spell ends, deal additional 1d6 necrotic damage when hit target with an attack. Also target has disadvantage on ability checks of 1 ability. If target drops to 0 hp before end of spell, use a bonus action to curse new creature.

(2) Misty Step [/url][sblock=Misty Step]
2nd-level conjuration
Casting Time: 1 bonus action
Range: S e lf
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30
feet to an unoccupied space that you can see.[/sblock]

(2) Mirror image VS, 1min duration, 3 illusory duplicates

(2) Suggestion VM, range 30 ft, concentration, up to 8h

(3) Hypnotic Pattern S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material) Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

(3) Fireball V, S, M (A tiny ball of bat guano and sulfur). 150 ft. Dex save or 8d6 fire damage.

(3) Counterspell S

(4) Polymorph V, S, M (a caterpillar cocoon), Concentration, up to 1 hour
beast who se challenge rating is equal to or less than the target’s challenge rating or level


Rituals From ritual caster feat
Alarm, 11min casting time, VSM, 30 ft range, 8h duration, choose a door, a window, or an area within range that is no larger than a 20-foot cube. Alarm is mental (will wake you) or audible (hand bell rings for 10 seconds, range of 60 ft).

Unseen servant: 10 min casting time, duration 1h. range 60ft, invisible, mindless, shapeless force, AC 10, 1 hp, 2 str (carry: 30 lbs, Push, Drag, or Lift: 60lbs speed becomes 5). On each o f your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do. spell ends if servant moves more than 60ft from you.

Comprehend Languages 11min casting time, VSM (a pinch of soot and salt), self range, 1h duration, For the duration, you understand the literal meaning of any spoken language that you hear and read (1 page per minute)[sblock]Comprehend Languages
1st-level divination (ritual)
Casting Time:10 minutes + 1 action
Range:Self
Components:V, S, M (a pinch of soot and salt)
Duration: 1 hour
For the duration, you understand the literal meaning of
any spoken language that you hear. You also understand
any written language that you see, but you must be
touching the surface on which the words are written. It
takes about 1 minute to read one page of text.
This spell doesn’t decode secret messages in a text
or a glyph, such as an arcane sigil, that isn’t part of a
written language.[/sblock]

Find Familiar, 1h10 minutes casting time, VSM (10gp worth of M). Gain service of familiar
familiar acts independently of you, but it always obeys your commands
rolls its own initiative and acts on its own turn
can’t attack, but it can take other actions as normal
If it drops to 0 HP, it disapears and spell needs to be recast
While within 100 feet of you, can communicate with it telepathically
as an action, you can se e through your familiar’s eyes and hear what it hears until the start of your next turn,
gaining the benefits o f any special senses. During this time, you are deaf and blind
with regard to your ow n senses.
temporarily dismiss your familiar as an action (disappears into a pocket dimension)
As an action cause it to reappear in any unoccupied space within 30 ft
familiar can deliver spells with range of touch as if it had cast the spell - familiar must be within 100 ft, and uses its reaction to deliver the spell when cast - use your attack roll if spell requires one

Tenser's Floating Disk, 10 minutes + 1 action casting time, 30 ft range, VSM (a drop o f mercury), 1h duration, circular planne of force d=3ft appears in unoccupied space. Disc immobile if within 20 ft, follows if move beyond 20 ft and stays within 20 ft of you. Can move across uneven terrain, up or down stairs, etc., but can’t cross an elevation changes of 10 ft or more.
If you move m ore than 100 feet from the disk the spell ends.

New additions

(3) [irl=http://engl393-dnd5th.wikia.com/wiki/Water_Breathing]Water breathing[/url]
(2) Magic Mouth Note M: 10gp jade dust
(2) Gentle Repose
(3) feign death
(3) Leomund's Tiny Hut
(3) Phantom Steed


feats
Bonus feat: Spell sniper
- double spell range of spell that requires an attack roll
- Ranged spell attacks ignore all but full cover
- learn extra cantrip that requires an attack roll

Bonus feat: Ritual caster (wizard)

4th level sorcerer feat: elemental adept (fire)
Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.


STATISTICS
Str 13 (+1), Dex 18 (+4) , Con 16 (+3), Int 14 (+2), Wis 16 (+3), Cha 20 (+5)
base array: 18,17,16,15,14,13

SKILLS Proficiencies in bold: 2 half elf, 2 Sorcerer, 2 noble background: history & persuation
Mod Attribute Name of Skill
+4 (dex) Acrobatics
+3 (wis) Animal Handling
+2 (int) Arcana
+1 (str) Athletics
+8 (cha) Deception - from sorcerer
+5 (int) History - from Noble
+3 (wis) Insight
+8 (cha) Intimidation - from sorcerer
+2 (int) Investigation
+3 (wis) Medicine
+2 (int) Nature
+6 (wis) Perception - From half elf
+5 (cha) Performance
+8 (cha) Persuasion - From Noble
+2 (int) Religion
+4 (dex) Sleight of Hand - From half elf
+8 (dex) Stealth
+3 (wis) Survival

Languages:Common, Elvish, Goblin, Orc, Sylvan, Draconic

RACE FEATURES
Darkvision: Can see in dim light within 60' as if it were bright light, and in darkness as if it was dim light
Fey Ancestry: Advantage on saving throws against being charmed, and magic can't put you to sleep
Skill Versatility: proficient in two skills of your choice
Languages: Common, Elven, +1 additional (Goblin)

BACKGROUND FEATURES Noble & sage hybrid
Feature: Position of privilege As noble
Skill Proficiencies: History, persuation
Tool Proficiencies: None
Language: 2 extra language (Orc, Sylvan)

CLASS FEATURES - Sorcerer
- Spellcasting: Charisma is your spellcasting ability for your spells. The saving throw DC to resist a spell you cast is 16. Your attack bonus when you make an attack with a spell is +8.
- Draconic Ancestry: You can speak, read, and write Draconic. Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
- Draconic Resilience: +1 HP per sorcerer level, AC 13 + dex when not wearing armor

Font of Magic : 5 sorcery points.
As a bonus action on your turn:
- convert spell solt to gain same number of sp as slotlevel
- Transform sp into slots: 2sp for level 1 slot, 3 sp for level 2 slot

Metamagic:
Quicken spell (2sp to cast 1 action spell in bonus round)
Twinned Spell - # sp of spell's level

CLASS FEATURES - Warlock
- Spellcasting: Charisma is your spellcasting ability for your spells. The saving throw DC to resist a spell you cast is 16. Your attack bonus when you make an attack with a spell is +10 (+8 base, +2 from wand).
- Otherworldly patron: great old one 30ft telepathy
- Eldritch Invocations: 2 agonizing blast, misty visions

Proficiencies Daggers, darts, slings, quarterstaffs, light crossbows

Gear:
A set of fine clothes
Signet ring
Scroll of pedigree
purse containing 25 gp
component pouch (exchanged light crossbow for this, same price)
Two dagger

Arcane focus (Wand), holstered on belt
Dungeoneer`s pack

2x material components to cast find familiar in the future

ritual book

Cloak of water[sblock=Cloak_of_Water]CLOAK OF WATER
Wondrous Item, uncommon (requires attunement)
A water elemental is bound to this cloak. Made from sailcloth, this cloak is always wet to the touch.
* You gain resistance to fire damage.
* You can extinguish all non-magical fires within 30 feet as a bonus action.
[/sblock]

Attunement items
4800 wand of the war mage +2
2000 ring of feather falling

no attunement
1000 cap of water breathing
500 helm of comprehend languages

320 half of carradoc's scrolls (200 gp /2 less)
800 cost to copy in ritual book

360 2x potion of invisibility

20 2x 10g gp of jade dust to cast magic mouth




Money: 39 gp, 5sp, 6cp

Physical Appearance:
Thaliss Eviastarim is a half-elf of boyish appearance, 5 feet tall, and weighs 140 pounds. He has pale skin, brown eyes and dark brown hair. He is 19 years old.

Backstory:
Thaliss Eviastarim never knew his elven father, as he died in battle before he was born, and his human mother died when his sorcerous powers started manifesting as a toddler. He later learned that he was responsible for her death, shock-grasping her during a toddler's tantrum. This is a reality that he has difficulty facing, even today. The union between his father and mother had been out of love as well as utility, uniting the two houses, now being led by Thaliss' elven uncle Athael Eviastarim, who adopted and raised him.

From a young age, Thaliss showed himself to be a natural prodigy with magic. Indeed, Thaliss was an extremely gifted boy, amazing his private tutors and learning his first spells several years before the age most who study magic do. He had a comfortable childhood, being of noble blood, and had the best magical mentors available. However, this relatively simple life didn’t satisfy him, and he had a darker yearning deep within him. His elven mentors saw this craving for power as an unhealthy human influence, and did not nurture it.

However, one night when he was 17, still a child according to elven standards, he decided to leave his family in order to satisfy his yearning, and traveled the lands with a caravan of merchants and minstrels.

About a year ago, his caravan was attacked by small black creatures about half the size of gnomes. He was knocked out, and when he awoke, not only was he the sole survivor, but a black book was left in front of him. He studied the ancient tome, and once he finished, it disintegrated, and so did part of him: he had been changed forever.

Thaliss spent some time about one year ago at Rivergard Keep, just after he became a warlock (and was just a level 1 sorcerer, with no standing within the adventuring guild). His noble background allowed him to be accepted within the keep, and he stayed there for about 1 month or so. Thaliss knows Holgar the gatekeeper, and that Jolliver Grimjaw is the leader, sarcastically nicknamed "Jolly". The business at Rivergard Keep is to provide protection to business on the river. Many merchants pay good gold to support this venture, from what you can recall.

He quickly joined The Adventuring Guild, to nurture his newly found powers, and effortlessly grew in ability to reach the silver ranks.

He has recently joined a mercenary company out of Rivengard Keep that had been recruiting all capable adventurers in the land to help route out bandits and highwaymen that have been plaguing travelers and trade.

[Sblock=Owl_Familiar]
Familiar Name: Brownie
Owl
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4 - 1)
Speed 5 ft., fly 60 ft.
STR 3(-4) DEX 13(+1) C O N 8(-1) INT 2(-4) WIS 12(+1) CHA 7(-2)

Skills Perception +3, Stealth +3
Senses darkvision 120 ft., passive Perception 13

Languages —
Challenge 0 (10 XP)
Flyby.The owl provokes no opportunity attacks when it flies
out of an enemy’s reach.

Keen Sight.The owl has advantage on Wisdom (Perception)
checks that rely on sight.

A c t i o n s ____________________________________________

Talons. Melee W eapon Attack: +3 to hit, reach 5 ft., one target.
H i t : 1 slashing damage

[/sblock]
 
Last edited:

Remove ads

AD6_gamerati_skyscraper

Remove ads

Upcoming Releases

Top