Mernes

LoneShadowCat

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2 years, 5 months ago
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LoneShadowCat
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Code by Aurorean

Mernes Gahralath

Sorcerer 3

CLASS & LEVEL

Feylost

BACKGROUND

He

PRONOUNS

Triton

RACE

CG

ALIGNMENT

900

EXPERIENCE POINTS

89yrs

AGE

4'11"

HEIGHT

110lb

WEIGHT

STR

10

+0

DEX

12

+1

CON

16

+3

INT

11

+0

WIS

13

+1

CHA

18

+4

0
INSPIRATION
+2
PROFICIENCY BONUS

SAVING THROWS

+0 Strength

+1 Dexterity

+3 Constitution

+0 Intelligence

+1 Wisdom

+4 Charisma

SKILLS

+1 Acrobatics (Dex)

+1 Animal Handling (Wis)

+0 Arcana (Int)

+0 Athletics (Str)

+4 Deception (Cha)

+0 History (Int)

+1 Insight (Wis)

+4 Intimidation (Cha)

+0 Investigation (Int)

+1 Medicine (Wis)

+0 Nature (Int)

+1 Perception (Wis)

+4 Performance (Cha)

+4 Persuasion (Cha)

+0 Religion (Int)

+1 Sleight of Hand (Dex)

+1 Stealth (Dex)

+1 Survival (Wis)

11
PASSIVE WISDOM (PERCEPTION)

OTHER PROFICIENCIES AND LANGUAGES

LANGUAGES: Common, Primordial, Sylvan, Draconic

PROFIENCIES: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows, Shawm

ARMOR CLASS

14

INITIATIVE

+1

SPEED

30

CURRENT HIT POINTS

28

HIT POINTS MAXIMUM


28

TEMPORARY HIT POINTS

0

HIT DICE

3d6

TOTAL


3

DEATH SAVES

SUCCESSES

FAILURES

ATTACKS AND SPELLCASTING

NAME

ATK BONUS

DAMAGE / TYPE

Light Crossbow

+3

1d8 / Piercing

Dagger x2

+3

1d4 / Piercing

Unknown

+0

Unknown

CANTRIPS: Blade Ward, Frostbite (1d6), Ray of Frost (1d8), Shape Water

SPELLS: Fog Cloud, Chaos Bolt (2d8+1d6), Detect Magic, Ice Knife (1d10/2d6), Silvery Barbs, Gust of Wind

ABILITY

SAVE DC

BONUS

PTS

Cha

14

+6

3

LEVEL

SLOTS

USED

1st

4

0

2nd

2

0

EQUIPMENT

CP

0

SP

0

EP

0

GP

8

PP

0

Traveler's Clothes

Shawm

Tiny Electrum Whistle (Fey)

Daydream Thimble

Painted Wooden Key

Staff

Bolt Case (20 Crossbow Bolts)

Component Pouch (Water Drop, Ice Piece)

Explorer's Pack (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Rations, Waterskin, 50ft Hempen Rope)

PERSONALITY TRAITS

I have never lost my childlike sense of wonder.

I mistakenly assume that surface folk know about and are impressed by my people's history.

IDEALS

Wanderlust. I prefer to take the less traveled path.

BONDS

I do what I can to protect the natural world.

People around me believe that my powers are a curse levied on my family for a past transgression.

FLAWS

I never give away anything for free and always expect something in return.

FEATURES AND TRAITS

Swim Speed, Amphibious, Control Air & Water (Cha), Darkvision, Emissary of the Sea, Guardians of the Depths, Feywild Connection, Feywild Visitor

Fey Mark - Your eyes swirl with iridescent colors.

Signs of Sorcery - If you are standing when you cast a spell, you rise six inches into the air and gently float back down.

Spellcasting: An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Sorcerous Origin: (Draconic Bloodline) Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Dragon Ancestor - (Silver)(Cold) The damage type associated with that dragon is used by features you gain later. You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience - As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Spell Versatility: Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the sorcerer spell list. The new spell must be the same level as the spell you replace.

Font of Magic: You tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. You regain all spent sorcery points when you finish a long rest.

Flexible Casting - You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.

Metamagic: You gain the ability to twist your spells to suit your needs.

Careful Spell - When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Twinned Spell - When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.

STORY

WIP