Profile
"What's the worst that could happen?"
CLASS & LEVEL
Wizard/Summoner 9RACE
Winter SidheBACKGROUND
Far TravelerALIGNMENT
True NeutralPLAYER NAME
SadieEXPERIENCE POINTS
48,000"I want to know everything. No, I absolutely need to."
I have grown weary of constant reincarnation, of keeping to the very strict role I was assigned to. I want to be more, to learn what it is to "feel". That is my purpose in life. I need to learn.
The first person who showed me kindness in this dimension was a very kindly man who was never able to give his name. I only knew him for a very short time when I was found by others native to this world and attacked, which led to the grave wounding of my new friend. I couldn't allow this person to die. I made his soul into an Eidolon which saved his life, at least in some capacity. My friend was alive, but we were not safe, and only because of Kierben I escaped unscathed as shots rang around me as he flew us to safety.
Although first impressions were apparently poor, I still want to know what these people know. Because of this being my first interactions with others here, Immortals scare me.
AGE
420HEIGHT
7'8"WEIGHT
20 lbsEYES
Faded purpleSKIN
Ghostly, muted blueHAIR
Darker muted blueSKILL PROFICIENCIES
EQUIPMENT PROFICIENCIES
SAVING THROWS
LANGUAGES
MISC. PROFICIENCIES
TEMP. HP
+0HIT DICE
9d6FEATURES & TRAITS
SPELLCASTING
Wizard FeatureYou can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 17, Spell Attack +9) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.
ARCANE RECOVERY
Wizard FeatureOnce per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 5, and none of the slots can be 6th level or higher.
DARKVISION
Ratial TraitDue to their fae nature and their affinity to their native plane of Tír na nÓg, the Sidhe have gained Darkvision.
You can see in dim light within 60 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.
ALIGNMENT
Ratial TraitSidhe come from a highly chaotic plane and because of their fae nature can tend to be tricksters, with Summer Sidhe leaning towards Chaotic good, and Winter Sidhe Leaning more towards Chaotic evil. Exceptions do exist however and depending on the emotion they inhibit can also go towards the more lawful sides.
AGE
Ratial TraitSidhe can live indefinitely but tend to "retire" at 1000.
SIZE
Ratial TraitSidhe range from 6 to 8 feet tall at their highest. their forms are fairly diverse and can range from burly to lithe figures.
ABILITY SCORE INCREASE
Ratial TraitWinter Sidhe gain a +1 to intelligence.
FAE ANCESTRY
Ratial TraitYou know the Minor Illusion cantrip. When you reach 3rd level, you can cast the Faerie Fire as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Misty Step spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
IRON AVERSION
Ratial TraitBeing from another plane, you have a weakness that comes from iron of the world you are not native to. Any weapon tipped with iron and/or steel, you take an extra 1d6 points of damage.
MAGICAL KNOWLEDGE
Ratial TraitComing from Tír na nÓg, you have an inherent understanding of magical lore.
POISON RESISTANCE
Ratial TraitBeing a ethereal creature, you can not be poisoned through natural means. However spells that can inflict the poisoned effect can affect your form akin to a normal being being poisoned, as it poisons your very essence.
KEEN MIND
Starting FeatYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
- Increase your Intelligence score by 1, to a maximum of 20.
- You always know which way is north.
- You always know the number of hours left before the next sunrise or sunset.
- You can accurately recall anything you have seen or heard within the past month.
ATTACKS
- Charm Person (1 charge)
- Misty Step (3 charges)
- Invisibility (3 charges)
- Lightning Bolt (5 charges)
SPELLCASTING
CANTRIPS
LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4
LEVEL 5
WEAPONS
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Proficiency with a shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
ARMOR & CLOTHING
This ring allows you to form a suit of crystal Mail around your form. While wearing this armour you are considered proficient with this armor even if you lack proficiency with medium armor. the crystal mail is also lighter than normal Scale Mail and doesn't cause as much noise. the weight is 1 quarter of scale mail, and you do not impose disadvantage on stealth checks while wearing it.
As an action you can cause the armor to form, the armor lasts for 8 hours and will recharge at dawn.
You gain a +1 bonus to AC and saving throws while you wear this cloak.
CONSUMABLES
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.
You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Ink is typically used with an ink pen to write.
A sheet of standard paper is made from cloth fibers.
A sheet of parchment is a piece of goat hide or sheepskin that has been prepared for writing on.
MISC
This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.
TREASURES
This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While you hold it, you gain a +1 bonus to spell attack rolls.
The staff has 7 charges for the following properties. It regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff is destroyed.
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: Charm Person (1 charge), Misty Step (3 charges), Invisibility (3 charges), and finally Lightning Bolt (5 charges)
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
While this stone is on your person, you can speak freely to any other holder of a linked Stone of Far Speech.
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Kierben
[ medium construct ]Lawful Good. A pink, salamander-like animal full of love and angst. He has three gills on either side of his head.