Dhanell

From The Wild Beyond the Witchlight
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CHARACTER
Name Dhanell
Player Stijn
Background Merchant
Species Aasimir
Class Wizard
Subclass Evoker
Alignment Neutral
LEVEL
2
XP:
LOST
Illegible handwriting
PROFICIENCY BONUS
+2
STRENGTH
-1
8
-1 Saving Throw
-1 Athletics
DEXTERITY
-1
9
-1 Saving Throw
-1 Acrobatics
-1 Sleight of Hand
-1 Stealth
CONSTITUTION
+1
13
+1 Saving Throw
HEROIC INSPIRATION
INTELLIGENCE
+3
17
+5 Saving Throw
E +7 Arcana
+3 History
+3 Investigation
+3 Nature
+3 Religion
WISDOM
+1
13
+3 Saving Throw
+3 Animal Handl.
+3 Insight
+1 Medicine
+1 Perception
+1 Survival
CHARISMA
+2
15
+2 Saving Throw
+2 Deception
+2 Intimidation
+2 Performance
+4 Persuasion
EQUIPMENT PROFICIENCIES & TRAINING
Armor Training None
Weapons Simple
Tools Navigator's Tools
LANGUAGES
Common
Draconic
Gnomish
APPEARANCE
White haired nearly human but with a bit of glow in his eyes.
ARMOR CLASS
10
Shield:
DEATH SAVES
Successes   
Failures   
INITIATIVE
-1
SIZE
Medium
HIT POINTS
Max 11
Current
Temp
HIT DICE
Max 2d6 Spent
SPEED
30
PASSIVE PERCEPTION
11


WEAPONS/CANTRIPS ATT/DC DMG/TYPE
Fire Bolt +5 1d10 Fire
Ray of Frost +5 1d8 Cold
Speed reduced by 10ft until start of your next turn
CLASS FEATURES
Spellcasting See page 2.
Ritual Adept Cast any ritual in spellbook without preparation by reading.
Arcane Recovery Finish short rest to recover ½ level (round up) expended slots.
APPEARANCE
SPECIES TRAITS
Celestial Resistance Resistance to Necrotic and Radiant damage.
Darkvision Darkvision for 60ft.
Healing Hands Roll prof. bonus d4, touch creature as Magic action for regaining HP rolled. Long rest to refresh.
Light Bearer Use CHA for Light cantrip.
Celestial Revelation Only for level 3+.
FEATS
Lucky Have Luck Points equal to Prof Bonus. Regain on Long Rest. Spend luck point for advantage on your D20 Test or disadvantage on enemy attack roll.
CURSE
Cursed Cannot tie or untie a non-magical rope.
EQUIPMENT
  • Spellbook: Tiny, 3 pounds, 100 pages.
  • Trinket: A glass jar containing a bit of flesh floating in pickling fluid.
  • Navigator's Tools
  • Dagger
  • Arcane Focus: Crystal Necklace
  • Scholar's Pack:
    • Backpack
    • Book: Arcane History of Evokers in the Realms
    • Ink
    • Ink Pen
    • Lamp
    • 1O flasks of Oil
    • 1O sheets of Parchment
    • Tinderbox
  • Robe
  • Traveler's Clothes
  • Bedroll
  • Waterskin
  • 3 Rations of 2 lb
  • Gaming Set: Playing Cards
  • Signal Whistle
  • 2 Scroll Case
  • Tent
Coins: 17 GP 7 SP 5 CP
SPELLCAST. ABILITY
Int
SPELLCAST. MODIFIER
+3
SPELL SAVE DC
13
SPELL ATTACK BONUS
+5
SPELL SLOTS
Lvl 1: Lvl 4: Lvl 7:
Lvl 2: Lvl 5: Lvl 8:
Lvl 3: Lvl 6: Lvl 9:
Fire Bolt
Level 0 Evocation Cantrip
Cast Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried. Upgrades at level 5.
Light
Level 0 Evocation Cantrip
Cast Time: Action
Range: Touch
Components: V, M (firefly or phosphorescent moss)
Duration: 1 hour
NOTE: Use CHA to cast! You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 2O-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Mage Hand
Level 0 Conjuration Cantrip
Cast Time: 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. The hand vanishes if it is ever more than 50 feet away from you or if you cast this spell again. When you cast the spell, 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 of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can't attack, activate magic items, or carry more than 1O pounds.
Ray of Frost
Level 0 Evocation Cantrip
Cast Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. Upgrades at level 5.
Detect Magic
Level 1 Divination
Cast Time: Action or Ritual
Range: Self
Components: V, S
Duration: Conc (10 minutes)
For the duration, you sense the presence of magical effects within 50 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Feather Fall
Level 1 Transmutation
Cast Time: Reaction (you or creature you see within 60ft)
Range: 60 feet
Components: V, M (small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
Fog Cloud
Level 1 Conjuration
Cast Time: Action
Range: 120 feet
Components: V, S
Duration: Conc (1 hour)
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. The fog's radius increases by 20 feet for each spell slot level above 1.
Magic Missile
☑️
Level 1 Evocation
Cast Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. The spell creates one more dart for each spell slot level above 1.
Alarm
☑️
Level 1 Abjuration
Cast Time: 1 minute or Ritual
Range: 30 feet
Components: V, S, M (bell, silver wire)
Duration: 8 hours
You set an alarm against intrusion. Choose a door, a window or an area within range that is no larger than a 2O-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can

designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental: Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 6O feet of the warded area. Mental Alarm. You are alerted by a mental ping if you are within l mile of the warded area. This ping awakens you if you're asleep.

Sleep
☑️
Level 1 Enchantment
Cast Time: Action
Range: 60 feet
Components: V, S, M (a pinch of sand or rose petals)
Duration: Conc (1 minute)
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect. Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Thunderwave
Level 1 Evocation
Cast Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet. The damage increases by 1d8 for each spell slot level above l.

Background

Born on the outskirts of Cormyr to regular human merchant parents, Dhanell grew up normally insofar as an Aasimir can be among humans. His parents initially hid the fact that he was different from the other kids, but obviously quite early on at the age of 6 he found himself to be different enough that he had questions. Luckily, with the help of his parents, the community accepted him and did not make much of his differences.

Two years later he got wind of a fairy festival that landed in the neighboring Hullack Forest, which supposedly harbored outcasts and other strange denizens. This peaked his curiosity and although he was forbidden to venture outside in the night, he sneaked out. Upon arrival however, he discovered that he had no money to buy a ticket to get in. The need to see this fair got him to betray his ideals and he sought and found a way to sneak in to the grounds. Here he had a wonderful night, and he even managed to get home undetected. The next day however he noticed that he was unable to help his mother with the inventory duties -- his handwriting had somehow become illegible to everyone but him.

This development meant that he was unable to help his parents the way he used to do. While his parents were supportive even in the face of this bad news, it did mean that he had to find ways to deal with this loss. Somehow it affected him more than it should, and when this continued for too long his parents made the journey to Baldur's Gate with him to see whether some magical help could be found there.

Unfortunately for Dhanell, none of the institutions that they visited in Baldur's Gate recognized this symptom, let alone have a cure for it. He did however find his calling, when they visited a minor wizard named Jirhetta in an attempt to see whether she could cure him by removing a curse. While this did not work, she took a liking to Dhanell and he continued to visit her on his time off. There it turned out that he had a spark for magic, and soon it was clear that it made sense for him to study with her. This made his parents very happy, and it was agreed that Dhanell would stay in Baldur's Gate as a student of the arcane arts while they went back to Cormyr.

And so the years passed by. Living in the city did change Dhanell's perspective though. Jirhetta's customers were of all sorts and she was not one to pass judgement quickly. This initially shocked Dhanell, but over time he came to appreciate this stance in life and even began to copy it.

His illegible handwriting did however make it harder for him to complete his training. This meant that compared to other wizard apprentices, he was a bit older when he was finally deemed ready to venture out on his own. Luckily, he found a nice spot to live in Baldur's Gate not too far from his tutor. While only having minor abilities compared to other wizards in the city, he took up a merchant's position with the occasional magic job. It suited him and in a way he liked being able to be a merchant again despite his struggles before.

This he kept up for a couple of years. Along the way he got in touch with all sorts of people in the city, notably Ashira and Zephyr Summerbreeze, whom he liked and sometimes even was able to help.