Carrtier Jacobson ([AU] Carr Jusztiirn (D&D AU))

Lonestarcelt

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Created
5 years, 9 months ago
Creator
Lonestarcelt
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Profile


 
Carr Jusztiirn





Elf (Drow)

Race
Medium

Size
6'/182cm

Height
138lbs/63Kg

Weight
Warlock (The Great Old One) 

Class & Level
230  (Human-equivalent: 23) 

Age
Cis Male

Gender
Neutral Evil

Alignment








Strength
11








Dexterity
10








Constitution
13(+1)








Intelligence
13(+1)








Wisdom
13(+1)








Charisma
16(+3)








  • Strength
  • Dexterity 
  • +1 Constituion
  • +1 Intelligence 
  • +4 Wisdom
  • +6 Charisma 
Saving Throws








0
Initiative








  30 ft.


Speed








Level
5
Used
5
Die
d8 + 0
Hit Dice








1
Attacks per Action








  • Acrobatics
  • +1 Animal Handling
  • +4 Arcana
  • Athletics
  • +3 Deception
  • +4 History
  • +1 Insight
  • +6 Intimidation
  • +1 Investigation
  • +1 Medicine
  • +1Nature
  • +4 Perception
  • +3 Performance
  • +3  Persuasion
  • +4 Religion
  • 0Sleight of Hand
  • Stealth
  • +1 Survival








Armor Class
11








Proficiency Bonus
+3








Maximum Hit Points
33








Current Hit Points
33








Death Saves


SUCCESSES: ○○○
FAILURES:○○○









Attack NameProf AbilityRangeTo HitDamageDamage Type
Dagger
Melee (5ft)
+3
1d4
Piercing
Melee weapon (Simple)
Description
Attack NameProf AbilityRangeTo HitDamageDamage Type
Dagger (Off hand)
Melee (5ft)
+3
1d4
Piercing
Melee weapon (Simple).
Description
Attacks








  • Languages: Elvish, Common, Abyssal, Undercommon, Primordial, Deep Speech

    Awakened Mind: Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate (one-way) telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

    Drow High Magic: Prerequisite: Elf (drow) You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

    Eldritch Invocation: Agonizing Blast: Add 3 to eldritch blast spell damage.

    Eldritch Invocation: Eyes of the Rune Keeper: Read any writing.

    Eldritch Invocation: Mask of Many Faces: Cast disguise self at will.

    Fey Ancestry: Advantage on charmed saves and immune to sleep magic.

    Pact Boon: Pact of the Tome.You have a spellbook with 3 extra cantrips.

    Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place. or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. .

    Sunlight Sensitivity: Disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

    Trance: Trance 4 hrs. instead of sleep 8.
Features








  • Personality Traits:

    I ... speak ... slowly ... when talking to idiots, .
    which ... almost ... everyone ... is compared .
    to me.
    I've read every book in the world's greatest libraries or
    I like to boast that I have.

  • Ideals:
    Knowledge is the path to power and
    domination. (Evil)

  • Bonds:
    I've been searching my whole life for the answer to a
    certain in question.

  • Flaws:
    Unlocking an ancient mystery is worth the price of a
    civilization.

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14




Passive Wisdom (Perception)
Dark Vision: 120ft

Immune: Sleep Magic

Resistance: Charm Magic

Weapon Proficiencies: Shortbow, Rapier, Crossbow, hand, simple

Armor Proficiencies: light






















Senses








- Carr was once a dedicated servant of the goddess Lolth, content to continue his existence in the underdark as she saw fit, even if he did view himself as superior to some of the matriarchs in charge of the various dens. That changed when he discovered a book among the wares being transported to be sold by his father. A personal journal that mentioned beings from the far realms, outside the planes as they are known, and in an instant Carrtier found himself dedicated less to them as gods but as concepts. Viewing the power to render everything meaningless in comparison as the ultimate goal.

- While he keeps up the facade of being a follower of Lolth among his fellow Drow a few in his family know enough that were it to get out he'd be killed for his worship of something other than the spider queen. The result? He was essentially forced unto the surface to assist in being security for the caravan his father runs.

- Carr views any life aside from his own to be irrelevant and meaningless and as such expendable. He has no qualms in convincing other's to engage in strife among themselves if it can serve as a means to the ends he has in mind. His goals being to contact the beings from the far realms. Either in summoning them to his world or to go to them and being granted even just a fraction of their power. 



Magic Items: 

Amulet of Proof against Detection and Location: While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.

Goggles of Sunlight Sensitivity: While you wear these goggles you have immunity to the negative effects of sunlight. However, you both lose the ability to use your dark vision as well as suffer disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in the dark such as at night, a room with no light, or in the depths of a cave.  Taking the goggles off or putting them on requires an entire turn. Along with that, for every hour that the goggles are worn they reduce Dark Vision to zero for twice that amount of time. e.g. One hour of wearing the goggles results in two hours of zero dark vision after they are taken off. 



Notes





Inventory

Clothes, common15 sp, 3 lb.
Knife, Small1
Book125 gp, 5 lb.
Ink pen12 cp, —
Bag of Sand1
Parchment101 sp, —
Backpack12 gp, 5 lb.
Ink110 gp, —
Component pouch125 gp, 2 lb.

Spell List

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