- Created
- 5 years, 9 months ago
- Creator
- Lonestarcelt
- Favorites
- 1
Profile
Archer Hang-Ni
- 0 Strength
- +2 Dexterity
- +1 Constitution
- +6 Intelligence
- +3 Wisdom
- +1 Charisma
- +2 Acrobatics
- 0 Animal Handling
- +3 Arcana
- 0 Athletics
- +1 Deception
- +3 History
- +3 Insight
- +1 Intimidation
- +6 Investigation
- 0 Medicine
- +3Nature
- +3 Perception
- +1 Performance
- +4 Persuasion
- +3 Religion
- +2Sleight of Hand
- +2 Stealth
- 0 Survival
SUCCESSES: ○○○
FAILURES:○○○
Attack Name | Prof Ability | Range | To Hit | Damage | Damage Type |
XX |
XX |
Melee (5ft) |
XX | XdX + X |
XX |
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Description | |||||
Attack Name | Prof Ability | Range | To Hit | Damage | Damage Type |
XX |
XX |
Melee (5ft) |
XX | XdX + X |
XX |
Lorem ipsum dolor sit amet, homero vivendum efficiendi nec te. Sed eu dicunt efficiendi philosophia, sint consetetur assueverit mei et. Ceteros recusabo theophrastus in pro, integre legimus appareat no eum. Ei quem verear reformidans est. | |||||
Description |
- Languages: Elvish, Common, Dwarvish,
- Arcane Recovery: When you finish a short rest, regain spell slots totalling no more than 3, and each must be 5th level or lower. (use once/day).
Fey Ancestry: Advantage on charmed saves and immune to sleep magic.
Magic Initiate: Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Minor Alchemy: Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.
Position of Privilege: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Trance: Trance 4 hrs. instead of sleep 8.
Transmutation Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.
- Personality Traits:
My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
If you do me an injury, I will crush you, ruin your name, and salt your fields. - Ideals:
Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) - Bonds:
The common folk must see me as a hero of the people. - Flaws:
I secretly believe that everyone is beneath me.
Weapon Proficiencies: Longsword, Dagger, Shortbow, Quarterstaff, Crossbow, light, Sling, Longbow, Shortsword, Dart
Dark-Vision: 60ft
- Archer is in exile following the attempt on his life ordered by his father and brother for trying to make alliances outside of the ones they already had. While he survived, he lost his keep, forced to watch as it was razed, his riches, with the only wealth he has to his name being what he had on him at the time of the attack, and most importantly his daughter, who was mortally wounded in the escape; shot in the back by Archer's brother.
- Archer's main missions in life are to bring his daughter back to life via whatever means possible and to kill his father and brother. However, he doesn't want to just kill them. He wants to undermine, destroy, and humiliate them utterly before doing the deed personally in vengeance. Archer keeps his missions a secret in part because he still has yet to fully accept his daughter's death.
- Archer's daughter is an immense sore spot for him. He will never bring her up unprompted and any insult or mocking of her will instantly be met by him slinging arcane fire in the offender's direction, friend or foe, be it a fire bolt or a fire ball (of escalating level) depending on just how angry he is.
Inventory
Locket | 1 | |
Staff | 1 | 5 gp, 4 lb. |
Knife, Small | 1 | |
Signet ring | 1 | 5 gp, — |
Book | 1 | 25 gp, 5 lb. |
Ink pen | 1 | 2 cp, — |
Bag of Sand | 1 | |
Parchment | 10 | 1 sp, — |
Backpack | 1 | 2 gp, 5 lb. |
Clothes, fine | 1 | 15 gp, 6 lb. |
Spellbook | 1 | 50 gp, 3 lb. |
Ink | 1 | 10 gp, — |
Spell List
xxx
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