Krall Fartheed
eclecticjace
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- 1 year, 6 months ago
- Creator
- eclecticjace
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Profile
KRALL FARTHEED
Ability Scores
Skills
Attacks
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)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.
Spells
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.
- 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).
- 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).
- 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).
- 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.
- 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.
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
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.
Inventory
Currency
- CP: 00
- SP: 00
- EP: 00
- GP: 15
- PP: 00
Treasure
- N/A
Light crossbow and bolts
Dagger
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.
Arcane Focus
A tattoo recieved when Krall was 15.
Alchemist's Tools
Letter of Introduction
Backstory
Campaign
N/A
N/A
N/A