Ashira: Difference between revisions

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  |Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
  |Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
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Revision as of 17:09, 11 December 2024

CHARACTER
Name Ashira
Player Xavier
Background Wayfarer
Species Tiefling (Chthonic)
Class Ranger
Subclass Fey Wanderer
Alignment Neutral
LEVEL
1
XP: 9/40
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
CURSES
Can't tie or untie a nonmagical rope
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
Short Sword (offhand) +5 1d6 Piercing
Vex, Light, Finesse
CLASS FEATURES
Spellcasting
  • Spell Slots. You regain all expended slots when you finish a Long Rest. Spell slots for level 1-10:
    2 / 2 / 3 / 3 / 4-2 / 4-2 / 4-3 / 4-3 / 4-3-2 / 4-3-2
  • Prepared Spells of Level 1+. Number of spells prepared for level 1-10:
    2 / 3 / 4 / 5 / 6 / 6 / 7 / 7 / 9 / 9
  • Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
  • Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
  • Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
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
APPEARANCE
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:
  • Resistance to Necrotic damage
  • You know the Chill Touch cantrip
  • At level 3 you know the False Life spell (cast once without spell slot)
  • At level 5 you know the Ray of Enfeeblement spell (cast once without spell slot)
Otherworldly Presence You know the Thaumaturgy cantrip.
FEATS
Lucky You gain the following benefits.
  • Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.
  • Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to get Advantage on the roll.
  • Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to give Disadvantage on the roll.
Luck Points:
EQUIPMENT
  • Studded Leather Armor
  • Shortbow, Quiver, 40 Arrows
  • 2 Short Swords, Whip, Dagger
  • Backpack, 2 Pouches, Bedroll
  • Tinderbox, 10 Torches
  • 10 Candles, 2 Flasks of Oil
  • Thieves' Tools (Pick a lock or disarm a trap (DC 15))
  • Crowbar, Ball Bearings, Chalk
  • Rope with grappling hook attached
  • Mirror, Gaming Set (playing cards)
  • Traveler's Clothes, Dark Cloak
  • Druidic Focus (Bluecap Mushroom pendant)
  • 5 Rations, Waterskin
  • Fragment of a beautiful song, written as musical notes on two pieces of parchment (trinket).
  • Sachel of Pixie dust (will make you Tiny)
  • Magical bottle of wine that plays carnival music when opened. (Half empty)
Coins: 56 GP / 10 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.
  • Altered Eyes. You alter the appearance of your eyes for 1 minute.
  • Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
  • Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
  • Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • Tremors. You cause harmless tremors in the ground for 1 minute.
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.
Entangle
Level 1 Conjuration
Cast Time: Action
Range: 90 feet
Components: V, S
Duration: Conc (1 min)
Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.

Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.

Background

Ashira grew up in a cold and dreary orphanage in Baldur's Gate. As a Tiefling she quickly was labeled as strange and different by the other children.

When she was 5 years old, during a night she saw a flicker of movement. A young Harengen which she saw around before! He was a bit older. Ashira whispered to him trough the window, and she decided to sneak out of the orphanage. From then on, Brolin would wait outside the orphanage every so often, watching for her in the shadows. Together, they explored the quieter corners of Baldur’s Gate.

When Ashira was six, she heard some older children talking about a carnival in a forest outside the city. The next time she went out with Brolin, they went to the carnival together. They slipped inside unnoticed and were amazed by what they saw, smelled and heard. They wandered through the mysterious attractions for hours. At some point, Ashira 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 Ashira and Brolin left the carnival. When they returned to the orphanage, a caretaker spotted them. He wanted to know where they’d been. Ashira told a lie, hoping to avoid punishment. But Brolin, unable to keep a secret, told everything. Furious at the betrayal, Ashira ended their friendship that night. 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.

One night, while humming the melody, she caught the attention of a strange Fairy named Zephyr Summerbreeze, drawn by the tune. Zephyr dressed in an unusual style of colorful layers and mismatched patterns. The two struck up an unlikely friendship, and together they became partners in thievery and deception, using their talents to secure food, coin, and shelter. For two years, they wandered the city’s alleys and shadows, each guarding secrets of their own. Then, one day, Warlock decided to join a travelling circus and left Baldur's Gate.

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...

One thing Ashira never understood: Why she couldn’t tie or untie ropes. No matter how she tried, her fingers fumbled, or the knot unraveled. A strange quirk that left an uneasy reminder of her youth.

When she was twenty, Ashira met Brolin again. Now grown, they spoke about that night at the carnival and the strange burdens it left on each of them. The shared loss softened the years of hurt between them, rekindling a trust that had long faded. They decided to leave Baldur's Gate and see more of the world, still hoping to find the carnival.

Ashira longed to experience that happiness and joy again, and hopefully find a way to get back her smile...