Journey Mavari (D&D)

GoldenFlower

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Created
4 years, 3 months ago
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GoldenFlower
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Journey
Mavari


Sorcerer
Class
Entertainer
Background
1
Level

Tiefling
Race
Chaotic Neutral
Alignment
0
Exp. Points
Proficiency Bonus +2
Passive Wisdom 11
Strength
-1
8
athletics -1
Dexterity
+0
11
acrobatics+2
sleight of hand+0
stealth+0
Constitution
+1
12
Intelligence
+0
10
arcana+0
history+0
investigation+0
nature+0
religion+0
Wisdom
+1
13
animal handling +1
insight+3
medicine +1
perception +1
survival +1
Charisma
+2
15
deception +2
intimidation +2
performance +4
persuasion +4
Other Proficiencies
Languages
  • Common
  • Infernal
Weapons
  • Daggers
  • Darts
  • Slings
  • Quarterstaffs
  • Light crossbows
Armor
  • None
Other

Disguise kit
Songhorn

HP
6/7
Temp HP
0
Hit Dice
1d6
Armor Class
12
Speed
30
Initiative
+0
Attacks & Spellcasting

WeaponATK BonusDamage/Type
Dagger+21d4 piercing Finesse, Light, Thrown (range 20/60)
Light Crossbow(20 bolts)+21d8 piercing Ammunition,Loading, (Range80/320), Two-Handed

Spellcasting ability: Charisma
Spell save DC = 8 + your proficiency bonus +
Charisma modifier (12)
Spell attack modifier = your proficiency + Charisma modifier (+4)

Cantrips
Thaumaturgy

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • 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 an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
Control Flames

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Fire Bolt

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).

Mage Hand

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

Minor Illusion

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

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.

1st Level
Chromatic Orb

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold. fire, lightning, poison, or thunder for the type of orb you create. and then make a ranged spell attack against the target. lf the attack hits. the creature takes 3d8 damage of the type you chose. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. 

Disguise Self

You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Inventory
Weapons
  • 2 daggers
  • Light crossbow (and 20 bolts)
Armor & Clothing
  • Studded Leather Armor
  • Costume
Food & Aid
  • 10 days of rations
  • Waterskin
Misc
  • Backpack
    Belt pouch
    Arcane Focus
  • Crowbar
  • Hammer
  • Songhorn
  • 10 pitons
  • 10 torches
  • 50 ft. of rope
  • Glowing crystal
  • Worn leather journal
Treasures
Item

Item description

Currency
0
CP
0
SP
0
EP
12
GP
0
PP
Personality Traits
  • I'm lively and curious, and I'd never pass up a chance for fun and adventure.
  • I like living in the moment; unfortunately, this causes me to sometimes miss the bigger picture in light of the smaller details.
  • I'm extroverted and find it very easy to talk to people. Growing up surrounded by criminals, I don't get intimidated easily.
  • I'm very perceptive to small changes around me and don't hesitate to quickly communicate these changes.
  • I'm practical and original, always looking for unique and fun ways to solve problems.
Ideals
  • Creativity. The world is in need of new ideas and bold action. (Chaotic)
  • Fun. It doesn't matter how successful I am, if I'm not having fun then I may as well be locked in a cage in a hag's basement. (Chaotic)
Bonds
  • My journal is the reason I set out for adventure and it is my most treasured possession.
Flaws
  • I can get impatient at times and move at my own pace to keep things exciting. 
  • I get bored easily and don't do well at focusing on one thing for a long time.
  • I hate being boxed in and having my freedom restricted.
  • I am sometimes too blunt and direct for my own good and tend to say and do whatever I want without thinking ahead.
  • I can be insensitive when regarding people's emotions and often have trouble expressing my own.
Features & Traits
By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Wild Magic Surge
Starting when you choose this origin at 1st level, 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
Starting at 1st level, 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.
Darkvision
Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright 1ight. and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hellish Resistance
You have resistance to fire damage.
Infernal Legacy
You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day.
19
Age
Female
Gender
5'5"
Height
129 lb.
Weight

Average/little lean
Build
U h h h
Homeland
Adventurer?
Profession
Outgoing
Disposition
story

Journey grew up in the poor area of her city. Here, stealing and crime was common. Her parents were of the more nicer people in the area, though it's possible her father was involved in something shady. It wasn't always like this, but after giving birth to a tiefling daughter with unstable magical abilities, the family quickly lost the city's trust and were forced to live in the slums after losing business. One would think that, after this, the family would come to hate the daughter. This was not the case, however. At
least, not for Journey's mother. No matter what, she would consistently encourage Journey. It's likely one of the reasons why Journey's so confident today, even when faced with ridicule. Her father, though he loved her, always seemed to act "off" around Journey. It was like he was haunted by the sight of her. He didn't openly interact with her much and when he did, his expression was a strange one. He was a mysterious man. He was the one who had given Journey her original name, Mavari. When she decided to start adventuring, she replaced her first name with "Journey" and her last with her previous first name. She took up adventuring after her father's death. Although the people of the slum had taken a (slight) liking to her for her performances, most of the people there weren't the most caring individuals and she wasn't too strongly attached to anyone there, excluding her mother. She had many reasons for deciding to adventure. The first being the obvious; the area was horrid and she wanted to see what else is out there. The second was the lack of entertainment. Performing on the streets everyday with no gain was alright, sure, but nobody gave her the recognition she felt she deserved and she gets bored easily. Lastly, the most important reason of all: When her father died, he left Journey one item. This item being a worn leather journal written in some sort of code language. Upon finding this, she decided to make it her mission to discover what exactly is written in those pages. Her journey. She changed her name, bid her mother farewell, and left to set off for the unknown.

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