Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
Character Builds & Optimization
[D&D 5e] Planescape - In Through the Out Door [Rogues Gallery]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Queenie" data-source="post: 6539129" data-attributes="member: 8058"><p><span style="color: #DDA0DD"><span style="font-size: 22px"><u><strong><em>Liliana Elora Shaylee Eolande Lorrella Raisa Tatiana</em></strong></u> </span></span></p><p></p><p></p><p>[ATTACH]67025[/ATTACH]</p><p></p><p>[SBLOCK]Height 1’ 2”; Weight 6# ; </p><p>Hair: Long, shimmering colors that change with the seasons from fiery auburn to copper that shines like gold to blond like the rays of the gleaming sun</p><p>Wings: Bigger than I am, iridescent colors that reflects the bright sunlight in bursts of gold and the pale moonlight in pearly twinkles. Occasionally changes color with my mood. </p><p>Age: As old as the Cherry Tree planted at my birth </p><p>Patron Deity: Fey Ancestors who have granted our power</p><p>Sex: Female </p><p>Race: Pixie </p><p>Class: Warlock (ArchFey Pact) </p><p>Level: 5</p><p>Alignment: Neutral Good</p><p>Size: Medium </p><p>Type: Fey</p><p><strong>Init +5;</strong></p><p>Passive Wisdom ( Perception): 12</p><p>Languages : Common, Elvish, Sylvan</p><p></p><p><strong>AC 15 (18 with Mage Armor)</strong></p><p><strong>HP XX (8 +4d8+10)</strong></p><p>Saves: Wisdom and Charisma</p><p>Death Saves:</p><p>Speed 10ft. Fly 30 ft.</p><p>Proficiency Bonus: +3</p><p>Special Actions</p><p>Combat gear: None</p><p></p><p><strong>Abilities</strong></p><p>Str 5 -3</p><p>Dex 20 +5</p><p>Con 14 +2</p><p>Int 15 +2</p><p>Wis 14 +2</p><p>Cha 19 +4</p><p></p><p>Combat Stats:</p><p></p><p>Racial Traits: Size Tiny. Str -4, Dex +5, Con -1, Wis +2, Cha +2. </p><p>Magic resistance: advantages on saving throws against spells and other magical effects. </p><p></p><p><strong><u>Innate Spellcasting (Pixie Dust)</u></strong> </p><p>At will: [SBLOCK=Druidcraft] Druidcraft</p><p>Transmutation cantrip</p><p>Casting Time: 1 action</p><p>Range: 30 feet</p><p>Components: V, S</p><p>Duration: Instantaneous</p><p>Whispering to the spirits o f nature, you create one o f the</p><p>following effects within range:</p><p>• You create a tiny, harmless sensory effect that predicts</p><p>what the weather will be at your location for the next</p><p>24 hours. The effect might manifest as a golden orb</p><p>for clear skies, a cloud for rain, falling snowflakes for</p><p>snow, and so on. This effect persists for 1 round.</p><p>• You instantly make a flower blossom, a seed pod open,</p><p>or a leaf bud bloom.</p><p>• You create an instantaneous, harmless sensory effect,</p><p>such as falling leaves, a puff o f wind, the sound o f a</p><p>small animal, or the faint odor o f skunk. The effect</p><p>must fit in a 5-foot cube.</p><p>• You instantly light or snuff out a candle, a torch, or a</p><p>small campfire.</p><p>[/SBLOCK]</p><p></p><p><strong><u>1/day each:</u></strong> confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep.</p><p></p><p><u><strong>Superior Invisibility:</strong></u> The pixie magically turns invisible until its concentration ends. Any equipment the pixie wears or carries is invisible with it.</p><p></p><p><u>Background: Noble</u></p><p> Skill Proficiencies: History and Persuasion</p><p> Tool Proficiencies: Gaming set, one language of choice</p><p></p><p>Equipment: A set of fine clothes, a signet ring, a scroll of pedigree and a purse with 25 gp</p><p> Feature: Position of Privilege</p><p></p><p><u>Personality Trait: </u>Common Folk love me for my kindness</p><p><u>Ideal:</u> Noble Obligation: My duty is to protect and care for my people </p><p><u>Bond:</u> Common Folk must see me as a hero / competent leader </p><p><u>Flaw:</u> I am naive about the wide world around me </p><p></p><p>Class Features: </p><p> Proficiencies:</p><p> Armor: Light armor</p><p> Weapons: Simple Weapons</p><p> Tools: None</p><p> Saving Throws: Wisdom and Charisma</p><p>Skills: 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, Religion</p><p>Otherwordly Patron (ArchFey)</p><p>Pact Magic</p><p>Pact Boon (Pact of the Chain)</p><p><strong>Invocations : </strong></p><p><u>Beast Speech:</u> You can cast speak with animals at will, without expending a spell slot.</p><p><u>Armor of Shadows:</u> You can cast mage armor on yourself at will, without expending a spell slot or material components. Lasts 8 hours.</p><p><u>Agonizing Blast:</u> Prerequisite: Eldritch Blast cantrip: When you cast eldritch blast, add your Charisma modifier (+4) to the damage it deals on a hit.</p><p></p><p></p><p> </p><p><u><strong>Skills : P Proficient</strong></u></p><p>+5 Acrobatics </p><p>+2 Animal Handling</p><p>+5 Arcana P</p><p>-3 Athletics </p><p>+4 Deception </p><p>+5 History P</p><p>+2 Insight </p><p>+4 Intimidation </p><p>+2 Investigation </p><p>+2 Medicine</p><p>+5 Nature P</p><p>+2 Perception </p><p>+4 Performance </p><p>+7 Persuasion P </p><p>+2 Religion</p><p>+5 Sleight of Hand </p><p>+5 Stealth </p><p>+2 Survival </p><p></p><p></p><p></p><p><u><strong>Spells known: </strong></u></p><p>Cantrips: 3 Eldritch Blast, Mage Hand, Minor Illusion</p><p>1st: Charm Person, Sleep, Witch Bolt,</p><p>2nd: Enlarge/Reduce, Hold Person</p><p>3rd: Major Image</p><p></p><p>2 SPELL SLOTS </p><p></p><p>[SBLOCK=SPELLS] </p><p></p><p><strong>Eldritch Blast</strong></p><p>Evocation cantrip</p><p>Casting Time: 1 action</p><p>Range: 120 feet</p><p>Components: V, S</p><p>Duration: Instantaneous</p><p>A beam o f crackling energy streaks toward a creature</p><p>within range. Make a ranged spell attack against the</p><p>target. On a hit, the target takes 1dlO force damage.</p><p>The spell creates more than one beam when you reach</p><p>higher levels: two beams at 5th level, three beams at</p><p>11th level, and four beams at 17th level. You can direct</p><p>the beams at the same target or at different ones. Make</p><p>a separate attack roll for each beam.</p><p>Enlarge / Reduce</p><p>2nd-level transmutation</p><p>Casting Time: 1 action</p><p>Range: 30 feet</p><p>Components: V, S, M (a pinch of powdered iron)</p><p>Duration: Concentration, up to 1 minute</p><p>You cause a creature or an object you can see within</p><p>range to grow larger or smaller for the duration. Choose</p><p>either a creature or an object that is neither w orn</p><p>nor carried. If the target is unwilling, it can make a</p><p>Constitution saving throw. On a success, the spell</p><p>has no effect.</p><p>If the target is a creature, everything it is w earing and</p><p>carrying changes size with it. Any item dropped by an</p><p>affected creature returns to normal size at once.</p><p></p><p><strong>Enlarge</strong>. The target’s size doubles in all dimensions,</p><p>and its weight is multiplied by eight. This growth</p><p>increases its size by one category—from Medium to</p><p>Large, for example. If there isn’t enough room for the</p><p>target to double its size, the creature or object attains</p><p>the maximum possible size in the space available.</p><p>Until the spell ends, the target also has advantage on</p><p>Strength checks and Strength saving throws. The</p><p>target’s weapons also grow to match its new size. While</p><p>these weapons are enlarged, the target’s attacks with</p><p>them deal 1d4 extra damage.</p><p><strong>Reduce.</strong> The target’s size is halved in all dimensions,</p><p>and its weight is reduced to one-eighth o f normal. This</p><p>reduction decreases its size by one category—from</p><p>Medium to Small, for example. Until the spell ends,</p><p>the target also has disadvantage on Strength checks</p><p>and Strength saving throws. The target’s weapons also</p><p>shrink to match its new size. While these weapons are</p><p>reduced, the target’s attacks with them deal 1d4 less</p><p>damage (this can’t reduce the damage below 1).</p><p></p><p></p><p><strong>Mage Hand</strong></p><p>Conjuration cantrip</p><p>Casting Time: 1 action</p><p>Range: 30 feet</p><p>Components: V, S</p><p>Duration: 1 minute</p><p>A spectral, floating hand appears at a point you choose</p><p>within range. The hand lasts for the duration or until</p><p>you dismiss it as an action. The hand vanishes if it is</p><p>ever more than 30 feet away from you or if you cast</p><p>this spell again.</p><p>You can use your action to control the hand. You can</p><p>use the hand to manipulate an object, open an unlocked</p><p>door or container, stow or retrieve an item from an open</p><p>container, or pour the contents out o f a vial. You can</p><p>move the hand up to 30 feet each time you use it.</p><p>The hand can’t attack, activate</p><p></p><p><strong>Witch Bolt</strong></p><p>1st-level evocation</p><p>Casting Time: 1 action</p><p>Range: 30 feet</p><p>Components: V, S, M (a twig from a tree that has been</p><p>struck by lightning)</p><p>Duration: Concentration, up to 1 minute</p><p>A beam of crackling, blue energy lances out toward</p><p>a creature within range, forming a sustained arc o f</p><p>lightning between you and the target. Make a ranged</p><p>spell attack against that creature. On a hit, the target</p><p>takes 1d12 lightning damage, and on each o f your turns</p><p>for the duration, you can use your action to deal 1d12</p><p>lightning damage to the target automatically. The spell</p><p>ends if you use your action to do anything else. The spell</p><p>also ends if the target is ever outside the spell’s range or</p><p>if it has total cover from you.</p><p>At Higher Levels. When you cast this spell using</p><p>a spell slot o f 2nd level or higher, the initial damage</p><p>increases by 1d12 for each slot level above 1st.</p><p></p><p><strong>Protection from Evil and Good</strong></p><p>1st-level abjuration</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Components: V, S, M (holy water or powdered silver</p><p>and iron, which the spell consumes)</p><p>Duration: Concentration up to 10 minutes</p><p>Until the spell ends, one willing creature you</p><p>touch is protected against certain types of</p><p>creatures: aberrations, celestials, elementals, fey,</p><p>fiends, and undead.</p><p>The protection grants several benefits. Creatures of</p><p>those types have disadvantage on attack rolls against</p><p>the target. The target also can’t be charmed, frightened,</p><p>or p os sessed by them. If the target is already charmed,</p><p>frightened, or p ossessed by such a creature, the target</p><p>has advantage on any new saving throw against the</p><p>relevant effect.</p><p></p><p><strong>Hellish Rebuke</strong></p><p>1st-level evocation</p><p>Casting Time: 1 reaction, which you take in response</p><p>to being damaged by a creature within 60 feet o f you</p><p>that you can see</p><p>Range: 60 feet</p><p>Components: V, S</p><p>Duration: Instantaneous</p><p>You point your finger, and the creature that damaged</p><p>you is momentarily surrounded by hellish flames. The</p><p>creature must make a Dexterity saving throw. It takes</p><p>2d10 fire damage on a failed save, or half as much</p><p>damage on a successful one.</p><p>At Higher Levels. When you cast this spell using a</p><p>spell slot o f 2nd level or higher, the damage increases by</p><p>1dlO for each slot level above 1st.</p><p></p><p><strong>Mage Armor (Armor of the Shadows Invocation) </strong></p><p>1st-level abjuration</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Components: V, S, M (a piece o f cured leather)</p><p>Duration: 8 hours</p><p>You touch a willing creature who isn’t wearing armor,</p><p>and a protective magical force surrounds it until the</p><p>spell ends. The target’s base AC becomes 13 + its</p><p>Dexterity modifier. The spell ends if the target dons</p><p>armor or if you dismiss the spell as an action.</p><p></p><p><strong>Sleep</strong></p><p>1st-level enchantment</p><p>Casting Time: 1 action</p><p>Range: 90 feet</p><p>Components: V, S, M (a pinch o f fine sand, rose petals,</p><p>or a cricket)</p><p>Duration: 1 minute</p><p>This spell sends creatures into a magical slumber.</p><p>Roll 5d8; the total is how many hit points o f creatures</p><p>this spell can affect. Creatures within 20 feet of</p><p>a point you choose within range are affected in</p><p>ascending order of their current hit points (ignoring</p><p>unconscious creatures).</p><p>Starting with the creature that has the lowest current</p><p>hit points, each creature affected by this spell falls</p><p>unconscious until the spell ends, the sleeper takes</p><p>damage, or someone uses an action to shake or slap the</p><p>sleeper awake. Subtract each creature’s hit points from</p><p>the total before moving on to the creature with the next</p><p>lowest hit points. A creature’s hit points must be equal</p><p>to or less than the remaining total for that creature</p><p>to be affected.</p><p>Undead and creatures immune to being charmed</p><p>aren’t affected by this spell.</p><p>At Higher Levels. When you cast this spell using a</p><p>spell slot o f 2nd level or higher, roll an additional 2d8 for</p><p>each slot level above 1st.</p><p></p><p><strong>Minor Illusion</strong></p><p>Illusion cantrip</p><p>Casting Time: 1 action</p><p>Range: 30 feet</p><p>Components: S, M (a bit o f fleece)</p><p>Duration: 1 minute</p><p>You create a sound or an image o f an object within</p><p>range that lasts for the duration. The illusion also ends if</p><p>you dismiss it as an action or cast this spell again.</p><p>If you create a sound, its volume can range from a</p><p>whisper to a scream. It can be your voice, someone</p><p>else’s voice, a lion’s roar, a beating o f drums, or any</p><p>other sound you choose. The sound continues unabated</p><p>throughout the duration, or you can make discrete</p><p>sounds at different times before the spell ends.</p><p>If you create an image o f an object—such as a chair,</p><p>muddy footprints, or a small chest—it must be no larger</p><p>than a 5-foot cube. The image can’t create sound, light,</p><p>smell, or any other sensory effect. Physical interaction</p><p>with the image reveals it to be an illusion, because</p><p>things can pass through it.</p><p>If a creature uses its action to examine the sound or</p><p>image, the creature can determine that it is an illusion</p><p>with a successful Intelligence (Investigation) check</p><p>against your spell save DC. If a creature discerns the</p><p>illusion for what it is, the illusion becomes faint to</p><p>the creature.</p><p></p><p><strong>Major Image</strong></p><p>3rd-level illusion</p><p>Casting Time: 1 action</p><p>Range: 120 feet</p><p>Components: V, S, M (a bit o f fleece)</p><p>Duration: Concentration, up to 10 minutes</p><p>You create the image of an object, a creature, or some</p><p>other visible phenomenon that is no larger than a</p><p>20-foot cube. The image appears at a spot that you</p><p>can see within range and lasts for the duration. It</p><p>seems completely real, including sounds, smells, and</p><p>temperature appropriate to the thing depicted. You</p><p>can’t create sufficient heat or cold to cause damage, a</p><p>sound loud enough to deal thunder damage or deafen a</p><p>creature, or a smell that might sicken a creature (like a</p><p>troglodyte’s stench).</p><p>As long as you are within range o f the illusion, you</p><p>can use your action to cause the image to move to</p><p>any other spot within range. As the image changes</p><p>location, you can alter its appearance so that its</p><p>movements appear natural for the image. For example,</p><p>if you create an image o f a creature and move it, you</p><p>can alter the image so that it appears to be walking.</p><p>Similarly, you can cause the illusion to make different</p><p>sounds at different times, even making it carry on a</p><p>conversation, for example.</p><p>Physical interaction with the image reveals it to be an</p><p>illusion, because things can pass through it. A creature</p><p>that uses its action to examine the image can determine</p><p>that it is an illusion with a successful Intelligence</p><p>(Investigation) check against your spell save DC. If a</p><p>creature discerns the illusion for what it is, the creature</p><p>can see through the image, and its other sensory</p><p>qualities become faint to the creature.</p><p>At Higher Levels. When you cast this spell using</p><p>a spell slot o f 6th level or higher, the spell lasts until</p><p>dispelled, without requiring your concentration. [/SBLOCK]</p><p></p><p></p><p>Equipment: </p><p></p><p>Familiar: Pseudodragon</p><p></p><p>Background:</p><p></p><p>As for her history it's pretty simple. She's the daughter of Queen Elora of , probably just a small - mediumish village in the forest. One day she'll become Queen but there is one little issue. She's sweet, kind, good hearted and fun, everything a fairy should be. The issue is she needs to learn how to be a little meaner and less naive so she can one day take proper care of her people. So her mother sends her out into the world to learn about it, experience life and passion and different cultures and even danger, before she returns home to do her duty. She doesn't send her alone though, the satyr has been tasked with protecting her. </p><p></p><p>So based on her personality, I am trying to stick with non deceptive spells. I'm not completely against them though. She's just pure at the start of the adventure anyway She does have the blast and can take damaging spells, after all she will protects her people. Her higher level is based on her mostly helping defend her home against intruders to her people's peaceful way of life.[/SBLOCK]</p><p></p><p>Currently staying: I'll say you would probably stayed mostly in the Clerk's Ward. Some apparently affluent young strangers offered you rooms at a place called the Civic Festhall, some sort of grand art gallery, opera house, and seemingly some kind of school, all rolled into one. It was so full of shops and cafes that at first you thought it was the whole of the city.</p></blockquote><p></p>
[QUOTE="Queenie, post: 6539129, member: 8058"] [COLOR="#DDA0DD"][SIZE=6][U][B][I]Liliana Elora Shaylee Eolande Lorrella Raisa Tatiana[/I][/B][/U] [/SIZE][/COLOR] [ATTACH=CONFIG]67025._xfImport[/ATTACH] [SBLOCK]Height 1’ 2”; Weight 6# ; Hair: Long, shimmering colors that change with the seasons from fiery auburn to copper that shines like gold to blond like the rays of the gleaming sun Wings: Bigger than I am, iridescent colors that reflects the bright sunlight in bursts of gold and the pale moonlight in pearly twinkles. Occasionally changes color with my mood. Age: As old as the Cherry Tree planted at my birth Patron Deity: Fey Ancestors who have granted our power Sex: Female Race: Pixie Class: Warlock (ArchFey Pact) Level: 5 Alignment: Neutral Good Size: Medium Type: Fey [B]Init +5;[/B] Passive Wisdom ( Perception): 12 Languages : Common, Elvish, Sylvan [B]AC 15 (18 with Mage Armor)[/B] [B]HP XX (8 +4d8+10)[/B] Saves: Wisdom and Charisma Death Saves: Speed 10ft. Fly 30 ft. Proficiency Bonus: +3 Special Actions Combat gear: None [B]Abilities[/B] Str 5 -3 Dex 20 +5 Con 14 +2 Int 15 +2 Wis 14 +2 Cha 19 +4 Combat Stats: Racial Traits: Size Tiny. Str -4, Dex +5, Con -1, Wis +2, Cha +2. Magic resistance: advantages on saving throws against spells and other magical effects. [B][U]Innate Spellcasting (Pixie Dust)[/U][/B] At will: [SBLOCK=Druidcraft] Druidcraft Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous Whispering to the spirits o f nature, you create one o f the following effects within range: • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff o f wind, the sound o f a small animal, or the faint odor o f skunk. The effect must fit in a 5-foot cube. • You instantly light or snuff out a candle, a torch, or a small campfire. [/SBLOCK] [B][U]1/day each:[/U][/B] confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep. [U][B]Superior Invisibility:[/B][/U] The pixie magically turns invisible until its concentration ends. Any equipment the pixie wears or carries is invisible with it. [U]Background: Noble[/U] Skill Proficiencies: History and Persuasion Tool Proficiencies: Gaming set, one language of choice Equipment: A set of fine clothes, a signet ring, a scroll of pedigree and a purse with 25 gp Feature: Position of Privilege [U]Personality Trait: [/U]Common Folk love me for my kindness [U]Ideal:[/U] Noble Obligation: My duty is to protect and care for my people [U]Bond:[/U] Common Folk must see me as a hero / competent leader [U]Flaw:[/U] I am naive about the wide world around me Class Features: Proficiencies: Armor: Light armor Weapons: Simple Weapons Tools: None Saving Throws: Wisdom and Charisma Skills: 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, Religion Otherwordly Patron (ArchFey) Pact Magic Pact Boon (Pact of the Chain) [B]Invocations : [/B] [U]Beast Speech:[/U] You can cast speak with animals at will, without expending a spell slot. [U]Armor of Shadows:[/U] You can cast mage armor on yourself at will, without expending a spell slot or material components. Lasts 8 hours. [U]Agonizing Blast:[/U] Prerequisite: Eldritch Blast cantrip: When you cast eldritch blast, add your Charisma modifier (+4) to the damage it deals on a hit. [U][B]Skills : P Proficient[/B][/U] +5 Acrobatics +2 Animal Handling +5 Arcana P -3 Athletics +4 Deception +5 History P +2 Insight +4 Intimidation +2 Investigation +2 Medicine +5 Nature P +2 Perception +4 Performance +7 Persuasion P +2 Religion +5 Sleight of Hand +5 Stealth +2 Survival [U][B]Spells known: [/B][/U] Cantrips: 3 Eldritch Blast, Mage Hand, Minor Illusion 1st: Charm Person, Sleep, Witch Bolt, 2nd: Enlarge/Reduce, Hold Person 3rd: Major Image 2 SPELL SLOTS [SBLOCK=SPELLS] [B]Eldritch Blast[/B] Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous A beam o f crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1dlO force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. Enlarge / Reduce 2nd-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a pinch of powdered iron) Duration: Concentration, up to 1 minute You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither w orn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is w earing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. [B]Enlarge[/B]. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage. [B]Reduce.[/B] The target’s size is halved in all dimensions, and its weight is reduced to one-eighth o f normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1). [B]Mage Hand[/B] Conjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out o f a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate [B]Witch Bolt[/B] 1st-level evocation Casting Time: 1 action Range: 30 feet Components: V, S, M (a twig from a tree that has been struck by lightning) Duration: Concentration, up to 1 minute A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc o f lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each o f your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st. [B]Protection from Evil and Good[/B] 1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or p os sessed by them. If the target is already charmed, frightened, or p ossessed by such a creature, the target has advantage on any new saving throw against the relevant effect. [B]Hellish Rebuke[/B] 1st-level evocation Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet o f you that you can see Range: 60 feet Components: V, S Duration: Instantaneous You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, the damage increases by 1dlO for each slot level above 1st. [B]Mage Armor (Armor of the Shadows Invocation) [/B] 1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece o f cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. [B]Sleep[/B] 1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch o f fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points o f creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, roll an additional 2d8 for each slot level above 1st. [B]Minor Illusion[/B] Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit o f fleece) Duration: 1 minute You create a sound or an image o f an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating o f drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image o f an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. [B]Major Image[/B] 3rd-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit o f fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). As long as you are within range o f the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image o f a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. At Higher Levels. When you cast this spell using a spell slot o f 6th level or higher, the spell lasts until dispelled, without requiring your concentration. [/SBLOCK] Equipment: Familiar: Pseudodragon Background: As for her history it's pretty simple. She's the daughter of Queen Elora of , probably just a small - mediumish village in the forest. One day she'll become Queen but there is one little issue. She's sweet, kind, good hearted and fun, everything a fairy should be. The issue is she needs to learn how to be a little meaner and less naive so she can one day take proper care of her people. So her mother sends her out into the world to learn about it, experience life and passion and different cultures and even danger, before she returns home to do her duty. She doesn't send her alone though, the satyr has been tasked with protecting her. So based on her personality, I am trying to stick with non deceptive spells. I'm not completely against them though. She's just pure at the start of the adventure anyway She does have the blast and can take damaging spells, after all she will protects her people. Her higher level is based on her mostly helping defend her home against intruders to her people's peaceful way of life.[/SBLOCK] Currently staying: I'll say you would probably stayed mostly in the Clerk's Ward. Some apparently affluent young strangers offered you rooms at a place called the Civic Festhall, some sort of grand art gallery, opera house, and seemingly some kind of school, all rolled into one. It was so full of shops and cafes that at first you thought it was the whole of the city. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Character Builds & Optimization
[D&D 5e] Planescape - In Through the Out Door [Rogues Gallery]
Top