Noé Kallion (Dungeons & Dragons)

shonocondo

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Noé Kallion
  • Eladrin
  • Ranger
  • Dawn & Dusk Brigade
  • Dwen'thar
Stats

Strength 11
Dexterity 18

Constitution 13
Intelligence 11

Wisdom 16
Charisma 10
Personal Story

work in progress oh god its nearing 4am i have work tomorrow

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Cure Wounds

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

For when people are in a pinch, but he doesn't want to be relied on for this.


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Hunter's Mark

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Enjoys. :)


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Speak with Animals

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.

Can only use once a day, so he tries to use it sparingly.


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Aid

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

Worried for the "weaker" members of his party, "hopefully this can save them".


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Beast Sense

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

Hasn't found a need to use this yet.


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Pass without Trace

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

We sneak a lot!


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Misty Step

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Also for emergencies.


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Conjure Barrage

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Has yet to utilize this in a battle. (Likes Hunter's Mark too much)


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Plant Growth

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell's area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

A very situational spell, but Noé wants nature to flourish ^_^

Wardrobe

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Description of outfit.

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Ma'qila's Blanket

A hand woven blanket hand-crafted by Ma’qila Kallion. Depicted on the blanket is Noé Kallion, Ma’qila Kallion, Ieva Kallion as well as the rest of the Dawn & Dusk Brigade. The silk used to weave this blanket carries magical properties.

When a creature finishes a long rest using this item, they gain 1d8 temporary hit points.

Noé meditates with this blanket most nights.


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Ring of the Rodent

Can speak with rats while attuned to this ring.

A gift from Larceny. Puts him at peace that he doesn't have to cast a whole spell that can only be used once a day to talk to a rat.


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Clockwork Amulet

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.

The time on this clock matches with the time of the Burgeoning Woods. A gift from Klein.


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Periapt of Wound Closure

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

Given from Aselia upon dying (the first time). After seeing other members die, he's considered giving this amulet... but perhaps he's feeling a little selfish.


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Bagel

Noé's riding horse. He named it Bagel for their tanned mane, similar color to a bagel.

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