Atram Ilynar
azurenight
Basic Info
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Worth:
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110€
Profile
Ilynar
- Common
- Infernal
- Simple Weapons
- Hand Crossbow
Short Sword
Long Sword
Rapiers
Scimitar
- Light Armour
Medium Armour
Calligraphy Supplies
Irish Bouzouki
Irish Flute
Handanger Fidle
Thaumaturgy
-Your voice booms up to three times as loud as normal for 1 minute
-You cause flames to flicker, brighten, dim or change color for 1 minute
- You cause harmless tremors in the ground for 1 minute
- You create a sound that originates from a point of your choice within range
- You cause an unlocked door or window to fly open or slam shut
- You alter the appearance of your eyes for 1 minute
If you cast this spell multiple times, you can hve up to three of it's 1-minute effects active at a time and you can dismiss such an effect as an action.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
LVL 1 SPELL
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
Starting with the creature that has the lowest current HP, each creature affected by this spell falls unconcious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's HP from the total before moving on to the creature with the next lowest HP. A creature's HP must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spells area.
- Bear's Endurance: The target has advantage on constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
- Owl's Wisdom: The target has advantage on wisdom checks.
The fire ignites any flammable objects in the area that aren’t being worn or carried.
- 20 crossbow bolts
- arcane focus staff
- common clothes
fine clothes
leather armour
- 10 rations
- waterskin (FULL)
- 1 potion of healing
- stolen musical notes
chest - 2 scrolls/mapcases
bottle of ink
inkpen
lamp
2x oil flasks
5x paper sheets
perfume
sealing wax
soap
An instrument, he would never leave the ship without it. [SOUND REFERENCE HERE]
The only thing he owns that bight have belonged to him before all this happened.
He is more of a quiet one that keeps to himself. Mostly sitting a bit away from others, playing his Bouzouki he is lost in thought. Usually Atram is rather cold to newcomers, always a bit insecure about the way he is. He doesn't want to scare them away so he rather keeps quiet. Otherwise he is a sweetheart to those that know him. He'll fight till the end to protect those he loves.
"I owe my life to the Captain. I will do whatever it takes to protect him. He gave all uf us a second chance at life - take it, or leave it, but without your head. I'd sacrifice my very soul for this man."
"That scaley little rascal - An absolute sweetheart but don't tell him that. Tough on the outside but sweet and caring in his innerts. Gomla is one of the strongest men this ship has. He has saved several of them, each and everyone is thankful even tho they are too proud to admit it."
"I ment a young elf lady a while back. She seemed to be something special. I am sure she will have quite the surprises up her sleeve the next time we meet her. I know Gomla will be excited."
His emotions can be read by the color of his horns and markings. This way he is like an open book to those that are used to him being around. He can get rather furious if you give him a reason. In those situations, better not stand in his way, he will bite of your head if he has to.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
- Medicine
Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
To be added.
Rating: 9 out of 10
Quote: "I liked your story much more Atram! The ending was better than hers!"
Rating: 6 out of 10
Quote: "You are an odd one. I don't understand that lyrical piece of yours."
Rating: 10 out of 10
Quote: "You are right Atram. More often than I'd like to admit. I will talk to her. Thank you - I mean it."
Rating: 8 out of 10
Quote: "Uhhhh Atram did you hear that? Gomla has a girlfriend!!"
Rating: 7 out of 10
Quote: "I'm not gonna lose against you lizardboy! I trained hard!!"
Rating: 5 out of 10
Quote: ???
Rating: 7 out of 10
Quote: "Once, my brother set the circus tent on fire, because a child made fun of him, he got so upset, that fireworks bursr from his ears, completely turning the tent to ashes!"