Krall Fartheed

eclecticjace

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1 year, 6 months ago
Creator
eclecticjace
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KRALL FARTHEED


Alias N/A
Age 24
Pronouns She/Her
Race Drow
Class & Level Sorcerer 1
Subclass Wild Magic
Background Guild Artisan
Alignment Lawful Evil

Proficiency Bonus +2
Initiative 0
Speed 30 ft
Armor Class 10
Max HP 7
Hit Dice 1x

Ability Scores

Skills

8 (-1) Strength
-1 Saving Throw
11 (0) Dexterity
0 Saving Throw
12 (+1) Constitution
+3 Saving Throw
10 (0) Intelligence
0 Saving Throw
10 (0) Wisdom
0 Saving Throw
17 (+3) Charisma
+5 Saving Throw
0 Acrobatics (Dex)
0 Animal Handling (Wis)
+2 Arcana (Int)
-1 Athletics (Str)
+3 Deception (Cha)
0 History (Int)
+2 Insight (Wis)
+5 Intimidation (Cha)
0 Investigation (Int)
0 Medicine (Wis)
0 Nature (Int)
+2 Perception (Wis)
+3 Performance (Cha)
+5 Persuasion (Cha)
0 Religion (Int)
0 Sleight of Hand (Dex)
0 Stealth (Dex)
0 Survival (Wis)

Attacks

Name
Atk Bonus / Save DC
Damage

Light crossbow
+2
1d8 piercing

Dagger
+1
1d4-1 piercing

Proficiencies

Languages: Common, Elvish, Dwarvish

Weapons: rapier, shortsword, hand crossbow, dagger, dart, sling, quarterstaff, light crossbow

Armor: none

Tools & kits: Alchemist's Supplies

Features & Traits

Guild Membership. (Guild Artisan)
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
Wild Magic Surge. (Wild Magic)
Your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
Tides of Chaos. (Wild Magic)
You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Superior Darkvision. (Drow)
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry. (Drow)
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance. (Drow)
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Sunlight Sensitivity. (Drow)
You have 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.

Spells

Casting Stat: Charisma

Atk Bonus: +5

Save DC: 13

Spell Slots

Cantrips 1st Level

Cantrips

Dancing Lights (Evocation)
  • Range: 120 ft.
  • Casting time: 1 action
  • Save: N/A
  • Duration: Concentration, up to 1 minute
  • Components: S, M (a bit of phosphorus or wychwood, or a glowworm)

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Fire Bolt (Evocation)
  • Range: 120 ft.
  • Casting time: 1 action
  • Save: N/A
  • Duration: Instantaneous
  • Components: V, S

You hurl a mote of fire at a creature or 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 ignites if it isn’t being worn or carried.

This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Mind Sliver (Enchantment)
  • Range: 60 ft.
  • Casting time: 1 action
  • Save: Intelligence
  • Duration: 1 round
  • Components: V

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Shocking Grasp (Evocation)
  • Range: Touch
  • Casting time: 1 action
  • Save: N/A
  • Duration: Instantaneous
  • Components: V, S

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

True Strike (Divination)
  • Range: 30 ft.
  • Casting time: 1 action
  • Save: N/A
  • Duration: Concentration, up to 1 round
  • Components: S

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.

Level 1 Spells

Earth Tremor (Evocation)
  • Range: Self
  • Casting time: 1 action
  • Save: Dexterity
  • Duration: Instantaneous
  • Components: V, S

You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Magic Missile (Evocation)
  • Range: 120 ft;
  • Casting time: 1 action
  • Save: N/A
  • Duration: Instantaneous
  • Components: V, S

You create three glowing darts of magical force. Each dart hits 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.

When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Level 2 Spells

N/A

Personality Traits
  • I always want to know how things work and what makes people tick.
  • I’m rude to people who lack my commitment to hard work and fair play.

Ideals
  • Freedom. Everyone should be free to pursue his or her own livelihood.
  • Aspiration. I work hard to be the best there is at my craft.

Bonds
  • I created a great work for someone, and then found them unworthy to receive it. I’m still looking for someone worthy.
  • One day I will return to my guild and prove that I am the greatest artisan of them all.

Flaws
  • I’m never satisfied with what I have— I always want more.
  • I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.

Positive Traits

  • hardworking
  • ambitious
  • dedicated

Negative Traits

  • stubborn
  • jealous
  • vengeful

Krall is mischievious and a little grating. She's arrogant, but has the skills to back it up, even if her arrogance is undeserved. She always thinks the best solution to a problem is hers.
In battle, Krall uses flashy magic with minimal regard to her teammates health, as long as her actions won't directly kill them.

Likes

  • like
    • new discoveries
  • like
    • fame
  • like
    • solving puzzles

Dislikes

  • dislike
    • summer
  • dislike
    • other alchemists
  • dislike
    • ale

Skills & Abilities


Trivia

  • Krall never knew her parents, she was taken in by her guild as a baby.
Height 5' 3" / 160 cm
Build Skinny
Skin tone Purple
Eye color Black sclera, red iris
Hair color White
Hair style Short side part with a small braid

Krall is short and slight, with some muscle. She does not appear inherently dangerous, as most of her power lies within her magical ability.
Krall dresses primarily in blues and blacks, with the occasional pop of magenta. She does not usually wear shirts with sleeves, but is never seen in skirts or shorts.

Inventory

Currency
  • CP: 00
  • SP: 00
  • EP: 00
  • GP: 15
  • PP: 00

Treasure
  • N/A

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Light crossbow and bolts

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Dagger

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Dungeoneer's Pack

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

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Arcane Focus

A tattoo recieved when Krall was 15.

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Alchemist's Tools

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Letter of Introduction

Code by Aurorean

Backstory

To be written
To be written

Campaign

TO BE PLAYED

N/A

TO BE PLAYED

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TO BE PLAYED

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