Alimar Silverwood

CinderDuck

Info


Created
2 years, 19 days ago
Creator
CinderDuck
Favorites
7

Profile


Alimar

lvl 5
title -
Setting The Savage Frontier
arc -
birthday April 2nd
designer Cinder
value Priceless
active? Yes

This whole adventuring thing is going to be a breeze!

... I mean, how hard can it be?

STR

10

0

DEX

16

+3

CON

10

0

•INT

16

+3

•WIS

6

-2

CHA

16

+3

class Wizard
background Noble
origin Eledrin Elf
orientation Demi Aro/Ace King
gender Male
pronouns He/Him
alignment Neutral/Chaotic Good
passive wis 10
inspiration 1
experience -
AC

13

speed

30

initiative

+3

acrobatics +3
insight -2
performance +3
animal handling -2
intimidation +3
•persuasion +6
•arcana +6
investigation +3
religion +3
athletics 0
medicine -2
sleight of hand +3
deception +3
•nature +6
stealth +3
•history +6
•perception +1
survival -2
current hp

22

maximum hp

22

temporary hp

0

saves

-/-

cp

-

sp

-

gp

1642

pp

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appearance

Walking Plant
Alimar is an Eledrin Elf, his appearence changes with the seasons. It is currently summer in the picture above. He's often seen wearing fancier clothes with intericate patterns and engravings. The "antlers" growing from his head are actually tree branches. The branches react to the season changing and shed or grow leaves accordingly.

backstory

Alimar’s never known discomfort in his life as he’s grown up with all his needs attended to. Even with a life of luxury, he’s always been drawn to adventure. Spending his time reading stories of heroes and monsters, and practicing how to fight instead of paying attention to his studies. He would often get in trouble with his grandmother for this behavior. She didn’t take too kindly to him “muddying the family name with this insolence”. His mother and father were indifferent to these fantasies of his, they urged him to “listen to your grandmother, she knows what’s best”.

None of that bothered him too much however, he was allowed to do whatever he pleased as long as he kept up with his work. So he did until his mother broke the news that he was to be married to someone he’s never met. Someone from another noble family around his age. He was told his grandmother and the other family already had everything already worked out, and that it was going to be a wonderful opportunity to expand their business. Alimar was not happy.

Not wanting to be married off to a random stranger, hell, married in general, he opted to leave in secret. Finally going on one of those adventures he’d always read about. Although he was a bit naive to think he could run away from his wedding so easily. It’s not hard to notice the wanted posters asking for his safe return with a hefty reward, plastered all over the place.

Present -

features & traits

Arcane Recovery

Once per day when you finish a short rest, you can choose expended spell slots to recover-up to a combined level of 1, and none of the slots can be 6th level or higher.

Darkvision

You can see in darkness up to 60 ft

Fey Ancestry

You have advantage on saves against being charmed, and magic can't put you to sleep

Fey Step

Once per short rest, you can cast misty step spell.

Enchantment Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Enchantment spell into your spellbook is halved.

Hypnotic Gaze

Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

Feats

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treasure

Will o the Wisp Lantern

This item emits 30 feet of bright light, and 30 feet of dim light when pulled out of inventory as a bonus action. This lantern can consume the dying light of fallen enemies outside of combat for 3d6 healing. Target must be at 0 HP and unconscious for at least a minute. Once the dying light is consumed from a creature they are now considered dead. This item can be used once per Long rest.

The Queen of White Lies The Orion Experience
Ghost Confetti
Don't Rain on My Parade Louie Zong
Tardigrade Song Cosmo Sheldrake
Hopeless Wanderer Mumford & Sons
Lay Me Down The Oh Hello's
age 112
height 6"3
weight 128 lbs
eyes #f8f99a
skin #d6987a
hair #71893f
Modifier

+3

Spell Save

14

Atk Bonus

+6

level

0

Mage Hand 30ft
Dancing Light 120ft
Mending Touch
Prestidigitation 10ft
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level

1

4

Charm Person 30ft
Detect Magic Self
Mage Armor Touch
Magic Missle 1d4+1
Sleep 90ft
Comp. Lang. Self
Silvery Barbs 60ft
Heal Elixir 2d4 + 2

Level

2

3

Alter Self Self
Acid Arrow 4d4+2d4
Suggestion 30ft
Snllc’s Snwbll Swrm 3d6 cold
Moonbeam 2d10
Misty Step 30ft

Level

3

2

Counterspell 60ft
Erupting Earth 120ft
Tiny Hut Unusable
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level

4

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level

5

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level

6

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level

7

-

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level

8

-

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level

9

-

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Bag

Dagger + 0 Atk Bonus - 1d4 P
Cloths Fine
Signet Ring Family Crest
Spellbook -
Will 'O the Wisp Lantern 3 uses per long rest
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