Dhanell: Difference between revisions
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|Healing Hands::Roll prof. bonus d4, touch creature as Magic action for regaining HP rolled. Long rest to refresh. | |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. | |Light Bearer::Use CHA for Light cantrip. | ||
|Celestial Revelation::You can transform as a Bonus Action using one of the options below (choose the option each | |Celestial Revelation::You can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for I minute or until you end it (no action required). Once you transform, you can't do so again until you finish a Long Rest. Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage's type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance. | ||
time you transform). The transformation lasts for I minute or until you end it (no action required). Once you transform, you can't do so again until you finish a Long Rest. Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage's type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance. | * Heavenly Wings: Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed. | ||
Heavenly Wings: Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed. | * Inner Radiance: Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus. | ||
Inner Radiance: Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus. | * Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 1O feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. | ||
Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 1O feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. | |||
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Revision as of 15:43, 2 February 2025
CHARACTER | |||
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Name | Dhanell | ||
Player | Stijn | ||
Background | Merchant | ||
Species | Aasimir | ||
Class | Wizard | ||
Subclass | Evoker | ||
Alignment | Neutral |
LEVEL |
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3
|
XP: |
LOST |
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Illegible handwriting |
PROFICIENCY BONUS |
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+2 |
STRENGTH | |||
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-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 |
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✧ |
INTELLIGENCE | |||
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+3
17
| |||
+5 | Saving Throw | ||
E | +7 | Arcana | |
+3 | History | ||
+3 | Investigation | ||
E | +7 | 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 |
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Armor Training None |
Weapons Simple |
Tools Navigator's Tools |
LANGUAGES |
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Common |
Draconic |
Gnomish |
APPEARANCE |
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White haired nearly human but with a bit of glow in his eyes. |
ARMOR CLASS | |||
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10 Shield:
|
DEATH SAVES | |||
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Successes | |||
Failures |
INITIATIVE | |||
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-1 |
PASSIVE P. | |||
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11 |
HIT POINTS | |
---|---|
Max | 17 |
Current | |
Temp |
HIT DICE | |||
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d6: |
SPEED | |||
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30 |
SIZE | |||
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Medium |
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 |
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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. |
Portent |
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Glimpses of the future begin to press on your awareness. Whenever you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any D20 Test made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls. |
SPECIES TRAITS |
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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 You can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for I minute or until you end it (no action required). Once you transform, you can't do so again until you finish a Long Rest. Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage's type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.
|
FEATS |
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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 |
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Cursed Cannot tie or untie a non-magical rope. |
EQUIPMENT |
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|
Coins: 17 GP 7 SP 5 CP |
SPELLCAST. ABILITY | |||
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Int |
SPELLCAST. MODIFIER | |||
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+3 |
SPELL SAVE DC | |||
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13 |
SPELL ATTACK BONUS | |||
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+5 |
SPELL SLOTS | |||||
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Lvl 1: | Lvl 4: | Lvl 7: | |||
Lvl 2: | Lvl 5: | Lvl 8: | |||
Lvl 3: | Lvl 6: | Lvl 9: |
Fire Bolt |
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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 |
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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 |
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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 |
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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 |
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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 ☑️
|
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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 |
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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 |
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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 |
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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 ☑️
|
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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 ☑️
|
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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. |
Grease |
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Level 1 Conjuration Cast Time: Action
Range: 50 feet Components: V, S, M (pork rind or butter)
Duration: 1 minute |
Nonflammable grease covers the ground in a l0-foot square centered on a point within range and turns it into Difficult Terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone. |
Mind Spike ☑️
|
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Level 2 Divination Cast Time: Action
Range: 120 feet Components: S
Duration: Conc, up to 1 hour |
You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always
know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you. The damage increases by 1d8 for each spell slot level above 2. |
See Invisibility |
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Level 2 Divination Cast Time: Action
Range: Self Components: V, S, M (pinch of talc)
Duration: 1 hour |
For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly. |
Enlarge/Reduce ☑️
|
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Level 2 Transmutation Cast Time: Action
Range: 30 ft Components: V, S, M (pinch of powdered iron)
Duration: Conc, up to 1 min |
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect. Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target. Enlarge: The target's size increases by one category - from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce: The target's size decreases by one category - from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with
its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1). |
Gust of Wind ☑️
|
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Level 2 Evocation Cast Time: Action
Range: Self Components: V, S, M (a legume seed)
Duration: Conc, up to 1 min |
A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save. Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you. |
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.