Ashira: Difference between revisions
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* Mirror, Gaming Set (playing cards) | * Mirror, Gaming Set (playing cards) | ||
* Traveler's Clothes, Dark Cloak | * Traveler's Clothes, Dark Cloak | ||
* Druidic Focus ( | * Druidic Focus (Frostcap Mushroom pendant) | ||
* 5 Rations, Waterskin | * 5 Rations, Waterskin | ||
* Fragment of a beautiful song, written as musical notes on two pieces of parchment. | * Fragment of a beautiful song, written as musical notes on two pieces of parchment. |
Revision as of 12:27, 6 November 2024
CHARACTER | |||
---|---|---|---|
Name | Ashira | ||
Player | Xavier | ||
Background | Wayfarer | ||
Species | Tiefling (Chthonic) | ||
Class | Ranger | ||
Subclass | Fey Wanderer | ||
Alignment | Neutral |
LEVEL |
---|
1
|
XP: .... |
LOST |
---|
Ability to smile |
PROFICIENCY BONUS |
---|
+2 |
STRENGTH | |||
---|---|---|---|
-1
8
| |||
+1 | Saving Throw | ||
+1 | Athletics |
DEXTERITY | |||
---|---|---|---|
+3
17
| |||
+5 | Saving Throw | ||
+3 | Acrobatics | ||
+3 | Sleight of Hand | ||
+5 | Stealth |
CONSTITUTION | |||
---|---|---|---|
+1
12
| |||
+1 | Saving Throw |
HEROIC INSPIRATION |
---|
✧ |
INTELLIGENCE | |||
---|---|---|---|
-1
8
| |||
-1 | Saving Throw | ||
-1 | Arcana | ||
-1 | History | ||
+1 | Investigation | ||
-1 | Nature | ||
-1 | Religion |
WISDOM | |||
---|---|---|---|
+3
16
| |||
+3 | Saving Throw | ||
+3 | Animal Handl. | ||
+5 | Insight | ||
+3 | Medicine | ||
+5 | Perception | ||
+3 | Survival |
CHARISMA | |||
---|---|---|---|
+1
13
| |||
+1 | Saving Throw | ||
+1 | Deception | ||
+1 | Intimidation | ||
+1 | Performance | ||
+1 | Persuasion |
EQUIPMENT PROFICIENCIES & TRAINING |
---|
Armor Training Light and Medium armor and Shields |
Weapons Simple and Martial weapons |
Tools Thieves' Tools |
LANGUAGES |
---|
Common, Elven, Dwarven |
APPEARANCE |
---|
Ashira is a slender chthonic tiefling, around 5 feet tall. Her skin is a cool grey with a faint blueish tint. She has piercing yellow eyes, dark purple hair and two dark grey horns. She never smiles, her expression always distant, as if lost in thought. Her attire is practical and muted, favoring dark cloaks, giving her an aura of mystery. |
ARMOR CLASS | |||
---|---|---|---|
15 Shield:
|
DEATH SAVES | |||
---|---|---|---|
Successes | |||
Failures |
INITIATIVE | |||
---|---|---|---|
+3 |
SIZE | |||
---|---|---|---|
Medium |
HIT POINTS | |
---|---|
Max | 11 |
Current | |
Temp |
HIT DICE | |||
---|---|---|---|
Max | 1d10 | Spent |
SPEED | |||
---|---|---|---|
30 |
PASSIVE PERCEPTION | |||
---|---|---|---|
15 |
WEAPONS/CANTRIPS | ATT/DC | DMG/TYPE |
---|---|---|
Shortbow | +5 | 1d6+3 Piercing |
Vex, Range 80/320, Two-Handed | ||
Chill Touch (cantrip) | +5 | 1d10 Necrotic |
Touch, target can't regain Hit Points until the end of your next turn. | ||
Short Sword | +5 | 1d6+3 Piercing |
Vex, Light, Finesse |
CLASS FEATURES |
---|
Spellcasting
|
Favored Enemy You always have the Hunter's Mark spell prepared. You can cast it a number of time equal to your proficiency bonus without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
Hunter's Mark:
|
Weapon Mastery You can use the mastery properties of two kinds of weapons of your choice. Whenever you finish a Long Rest, you can change the kinds of weapons you choose.
Shortbow, Shortsword
|
SPECIES TRAITS |
---|
Darkvision You have Darkvision with a range of 60 feet. |
Fiendish Legacy You are the recipient of the Chthonic legacy that grants you supernatural abilities:
|
Otherworldly Presence You know the Thaumaturgy cantrip. |
FEATS |
---|
Lucky You gain the following benefits.
Luck Points:
|
EQUIPMENT |
---|
|
Coins: 56 GP / 8 SP |
SPELLCAST. ABILITY | |||
---|---|---|---|
Wis |
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: |
Chill Touch |
---|
Level 0 Necromancy Cantrip Cast Time: Action
Range: Touch Components: V, S
Duration: Instantaneous |
Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn. |
Thaumaturgy |
---|
Level 0 Transmutation Cantrip Cast Time: Action
Range: 30 feet Components: V
Duration: Up to 1 minute |
You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
|
Hunter's Mark |
---|
Level 1 Divination Cast Time: Bonus Action
Range: 90 feet Components: V
Duration: Conc (1 hour) |
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
If the target drops to 0 Hit Points before this spell ends, you can use a Bonus Action to mark a new creature you can see within range. |
Hail of Thorns |
---|
Level 1 Conjuration Cast Time: Bonus Action
Range: Self Components: V
Duration: Instantaneous |
As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one. |
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. |
Background
When she was six, she heard some older children talking about a carnival in a forest outside the city. In the evening, driven by her curiosity and search of distraction, she sneaked out of the orphanage to the carnival.
She slipped inside unnoticed and was amazed by what she saw, smelled and heard. She wandered through the mysterious attractions for hours. Then she found a beautiful tent where an eerie melody was playing. Inside a mysterious figure handed her a gift: Two pieces of parchment with musical notes scrawled on them. Later she learned the notes were a fragment of the melody she was hearing, both beautiful and sad.
Dawn came quickly and she left the carnival. Since then she felt a strange emptiness inside her. She could no longer smile. This became a source of torment, and she became even more teased and isolated within the orphanage.
When she was twelve, when some older boys were trying to hurt her, she by accident unleashed one of her Chthonic powers. Her chill touch drained the life out of one of them. After this event she was expelled from the orphanage.
Ashira started wandering the streets and the underground tunnels and sewers of Baldur's Gate. She slept where she could, and found comfort in the silence and shadows beneath the city. She learned her way around there, and whenever she was sad or lonely, she hummed the melody from the parchment to herself for comfort.
Years went by, and she became a reliable presence in the city’s underbelly. She helped smugglers and merchants that wanted to avoid the city guards to get their goods around unseen. Her reliability, discretion and neutrality earned their respect, and kept her pockets full enough to survive.
This was also when she met Dhanell, an Aasimir merchant. She did jobs for him for a few years, and they occasionally had a drink together. They found out that both of them visited the same carnival long ago, and both of them lost something...
When she was twenty, Ashira left Baldur's Gate. She wanted to see more of the world, and was still hoping to learn more about the carnival. She wanted to find it to experience that happiness and joy again, and hopefully find a way to get back her smile...