✦ Asar
SinsPunishment
Info
- Created
- 3 years, 10 months ago
- Creator
- SinsPunishment
- Favorites
- 0
Profile
AC
10
Initiative
+0
Speed
30
Max HP
~~
Proficiency Bonus
+ 2
Name | Atk Bonus | Damage / Type |
Gun | +0 | 1d0+0 |
Spirtiual Weapon | +0 | 1d0+0 |
x | +0 | 1d0+0 |
x | +5 | 1d0+0 |
x | +0 | 1d0+0 |
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- El'Kesh.
- Elvish .
Common .
Draconic .
Rapier .
Tools // 25 gp, 3 lb.
This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.
Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.
Deception. In certain cases, a disguise can improve your ability to weave convincing lies.
Intimidation. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.
Performance. A cunning disguise can enhance an audience's enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.
Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.
Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound.
At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.
Cover injuries or distinguishing marksDC10
Spot a disguise being used by someone elseDC15Copy a humanoid's appearanceDC20
Source: PHB, page 254
x .
Musical Instrument // 2 gp, 1 lb.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History. Your expertise aids you in recalling lore related to your instrument.
Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Identify a tuneDC10
Improvise a tuneDC20
Source: PHB, page 154
Light Armor .
Armor .
Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class. Padded. Padded armor consists of quilted layers of cloth and batting. Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.Source: PHB, page 144
Simple Weapons .
Shortbow .
Simple weapon, ranged weapon 25 gp, 2 lb.1d6 piercing - ammunition (80/320 ft.), two-handed.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.Source: PHB, page 149
x .
Martial weapon, ranged weapon 50 gp, 2 lb.1d8 piercing - ammunition (150/600 ft.), heavy, two-handed
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.Source: PHB, page 149
x .
Martial weapon, melee weapon 25 gp, 3 lb.1d6 slashing - finesse, light
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.Source: PHB, page 149
x .
Martial weapon, melee weapon 100 gp, 6 lb.2d4 slashing - special, two-handed.
Special. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Source: ERLW, page 21
The Lurker's Clutches Several features of the Lurker in the Deep create tentacles or a maw that reach into the world. The form of these appendages should reflect the nature of your specific patron. For example, a kraken's warlock might summon great squid-like tentacles, serrated crab claws, or a massive octopus beak, while the servant of a primordial water elemental might create tendrils or swells of living water.
Source: -, page ---
Expanded Spell List .
1st-level Lurker in the Deep feature
The Lurker in the Deep lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
1st -create or destroy water, thunderwave
2nd -gust of wind, silence3rd - lightning bolt, sleet storm4th - control water, Evard's black tentacles5th - commune with nature, cone of cold
Source: -, page ---
Grasp of the Deep .
1st-level Lurker in the Deep feature
At 1st level, you gain the ability to magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 cold or lightning damage (your choice when it takes the damage) and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage dealt by the tentacle increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Source: -, page ---
Scion of the Deep .
1st-level Lurker in the Deep feature
At 1st level, your patron accepts you into its inner court of servitors. You can telepathically communicate with any aberration, beast, elemental, or monstrosity that has an innate swimming speed, while it is within 120 feet of you. The creature can understand you and can respond telepathically.
Source: -, page ---
Fathomless Soul .
6th-level Lurker in the Deep feature
At 6th level, your patron grants you greater abilities. You gain the following benefits:You can breathe both air and water.
You gain a swimming speed equal to your walking speed.You gain resistance to cold damage.
Source: -, page ---
Guardian Grasp .
6th-level Lurker in the Deep feature
At 6th level, the tentacle you create with Grasp of the Deep can defend you and others. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to the chosen creature by half. After doing so, the tentacle vanishes.
Source: -, page ---
Devouring Maw .
10th-level Lurker in the Deep feature
Starting at 10th level, you can magically draw forth a manifestation of your patron's insatiable hunger. As an action, choose a point you can see within 60 feet of you. For 1 minute, a translucent maw manifests in a 10-foot radius centered on that point. Each creature in that area when the maw appears must succeed on a Strength saving throw against your spell save DC or be restrained. Any creature that starts its turn in the maw's area takes 3d6 cold or lightning damage (your choice when it takes the damage). As an action, a restrained creature can repeat the saving throw, ending the restraint on a success. At the start of your turn, if there is a creature in the maw's area, you gain temporary hit points equal to your warlock level.
Once you use this feature, you can't do so again until you finish a short or long rest.
Source: -, page ---
Unleash the Depths .
14th-level Lurker in the Deep feature
Starting at 14th level, you gain the ability to call upon your patron for aid. As an action, you choose a point within 30 feet of you where your patron tears through reality, manifesting a measure of its thalassic grandeur. Choose one of the following effects to issue from this manifestation point. Once you use either effect, you can't use this feature again until you finish a long rest.
Transport. You and up to five willing creatures of your choice that you can see within 30 feet of the manifestation point are grasped by spectral tentacles and yanked through your patron's realm. The tentacles teleport you and the chosen creatures to a point of your choice within 100 miles that you have visited within the past 24 hours. The tentacles then vanish.
Fury. You can direct a barrage of spectral tentacles to issue forth and strike up to five creatures you can see within 30 feet of the manifestation point. Each target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 6d10 cold or lightning damage (your choice) and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The tentacles then vanish.
Source: -, page ---
A n c e s t r y & C u l t u r e
Valenar (High) . (Dexterity +2; Intelligence +1)Vampire (MM) . (Strength 18, Dexterity 18, Constitution 18)
Superior Darkvision . Accustomed to twilit forests and the night sky, 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 light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Vampire gives you Darkvision to up to 120ft.
Keen Senses . You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance . Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
Shapechanger . If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Misty Escape . When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration . The vampire regains 5 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb . The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses . The vampire has the following flaws: Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants.
Stake to the Heart: If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Charm (DC: 16) . The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1 a day) . The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Languages . You can speak, read, and write Common and Elvish.’
F e a t s .
Practiced Expert . You have honed your proficiency with particular skills or tools, gaining the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20.You gain proficiency with one skill or tool of your choice.Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
Source: -, page ---
Revenant Blade .
You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits:
Increase your Strength or Dexterity by 1, to a maximum of 20.While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class. A double-bladed scimitar has the finesse property when you wield it.
Source: -, page ---
Magic Initiate (Druid)
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 using this feat. 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. Spells: Resistance, Guidance, Cure Wounds
Resistance.Guidance,.Cure Wounds.
Source: -, page ---
CP
SP
EP
GP
PP
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Noble 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.
Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble.
Full Name Ny Eleur
Age 32
Height 6'1
Weight N/A
Nickname Asar / Leech
Eyes Silver
Skin Pale Grey
Hair White
My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
Independence: I must prove that I can handle myself without the coddling of my family. (Chaotic)
I will bring terrible wrath down on the evildoers who harm my homeland.
I have an insatiable desire for carnal pleasures.
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- usually keeps their base appearance (which is tattooed) only changing their skin tone.
- ex-member of criminal organization where they used their medical and inventive skills.
Spell Class List | Cast Ability | Spell Save | Atk Bonus |
info | info | info | info |
info | info | info | info |
info | info | info | info |
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Orlym Eldest Brother
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Nyme Older Brother
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Aeris Eisa'ris Fiance
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Feyamir Interest
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Asariel Guild Leader
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Thae'ra Friendship
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Dagon Friend
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Azusa Friend
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Aaramoore Freindly
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The Musician Business
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Character Name Relationship
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Character Name Relationship
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Character Name Relationship
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Character Name Relationship
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Quisque congue condimentum vehicula. Nunc lobortis bibendum odio, a dapibus ante eleifend sit amet. Aliquam erat volutpat. Integer viverra, leo ac ullamcorper interdum, arcu lacus mollis odio, eget euismod lacus felis mollis enim. Duis nec odio tortor.
Character Name Relationship
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Quisque congue condimentum vehicula. Nunc lobortis bibendum odio, a dapibus ante eleifend sit amet. Aliquam erat volutpat. Integer viverra, leo ac ullamcorper interdum, arcu lacus mollis odio, eget euismod lacus felis mollis enim. Duis nec odio tortor.
Character Name Relationship
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Quisque congue condimentum vehicula. Nunc lobortis bibendum odio, a dapibus ante eleifend sit amet. Aliquam erat volutpat. Integer viverra, leo ac ullamcorper interdum, arcu lacus mollis odio, eget euismod lacus felis mollis enim. Duis nec odio tortor.
Character Name Relationship
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Character Name Relationship
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Character Name Relationship
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AC
99
Initiative
99
Speed
99
Max HP
99
Proficiency Bonus
+ 2
Name | Atk Bonus | Damage / Type |
Greataxe | +5 | 1d12 + 3 slashing |
info | info | info |
info | info | info |
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- Lorem ipsum dolor sit amet, consectetur adipiscing elit.
- Quisque congue condimentum vehicula.
- Nunc lobortis bibendum odio, a dapibus ante eleifend sit amet.
- Aliquam erat volutpat. Integer viverra, leo ac ullamcorper interdum, arcu lacus mollis odio, eget euismod lacus felis mollis enim.
- Fey Wanderer .
As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.
Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.- Illusory butterflies flutter around you while you take a short or long rest.
- Fresh, seasonal flowers sprout from your hair each dawn.
- You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
- Your shadow dances while no one is looking directly at it.
- Delicate horns or antlers sprout from your head.
- Your skin and hair change color to match the season at each dawn.
Source: -, page --- - Fey Wanderer Magic .
3rd-level Fey Wanderer feature
You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.- 3rd - charm person
- 5th - misty step
- 9th - dispel magic
- 13th - banishment
- 17th - mislead
Source: -, page --- - 3rd - charm person
- Cunning Will .
3rd-level Fey Wanderer feature
Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.Source: -, page --- - Dreadful Strikes .
3rd-level Fey Wanderer feature
You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.
When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.Source: -, page --- - Blessings of the Courts .
7th-level Fey Wanderer feature
You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.
In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.Source: -, page --- - Beguiling Twist .
11th-level Fey Wanderer feature
You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:- The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
- The creature takes 3d10 psychic damage.
Source: -, page --- - Misty Presence .
15th-level Fey Wanderer feature
You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.
Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.Source: -, page ---
A n c e s t r y & C u l t u r e
- Eladrin . (Dexterity +2; Charisma +1)
- Darkvision . Accustomed to twilit forests and the night sky, 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 light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Keen Senses . You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. - Trance . Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. - Languages . You can speak, read, and write Common and Elvish.’
- Eladrin . (Dexterity +2; Charisma +1)
-
F e a t s .
- Slasher .
You've learned where to cut to have the greatest results, granting you the following benefits: - Increase your Strength or Dexterity by 1, to a maximum of 20.
- Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
- When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Source: -, page --- - Alert . [NEXT]
Always on the lookout for danger, you gain the following benefits: - You gain a +5 bonus to initiative.
- You can't be surprised while you are conscious.
- Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
Source: -, page --- - Revenant Blade . [THIRD]
You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits: - Increase your Strength or Dexterity by 1, to a maximum of 20.
- While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class.
- A double-bladed scimitar has the finesse property when you wield it.
Source: -, page ---
CP
SP
EP
GP
PP
- Masquerade Tattoo
- Longbow
- Quiver (20 Arrows)
- Double-Bladed Scimitar (100g)
- Black Sap
- Hebalism Kit
- Journal
- Tent, two-person (2g)
- Cartographer's Tools (25g)
- Adamantine Half Plate Armor
- Moon-Touched Whip (25g)
- Spyglass of Clairvoyance (25g)
- Explorer's Pack
- Saddle of the Cavalier (300g)
- Battle Lizard Tack (5g)
- Battle Lizard (150g) Tlenas [ Tae - Lay - Nahs ]
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Folk Hero Rustic Hospitality
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Full Name info
Age info
Height info
Weight info
Nickname info
Eyes info
Skin info
Hair info
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Lorem ipsum dolor sit amet, consectetur adipiscing elit. Quisque congue condimentum vehicula. Nunc lobortis bibendum odio, a dapibus ante eleifend sit amet. Aliquam erat volutpat. Integer viverra, leo ac ullamcorper interdum, arcu lacus mollis odio, eget euismod lacus felis mollis enim. Duis nec odio tortor. Praesent sagittis vitae turpis at maximus.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Quisque congue condimentum vehicula. Nunc lobortis bibendum odio, a dapibus ante eleifend sit amet. Aliquam erat volutpat. Integer viverra, leo ac ullamcorper interdum, arcu lacus mollis odio, eget euismod lacus felis mollis enim. Duis nec odio tortor. Praesent sagittis vitae turpis at maximus. Proin sodales convallis fringilla.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Quisque congue condimentum vehicula. Nunc lobortis bibendum odio, a dapibus ante eleifend sit amet. Aliquam erat volutpat. Integer viverra, leo ac ullamcorper interdum, arcu lacus mollis odio, eget euismod lacus felis mollis enim. Duis nec odio tortor. Praesent sagittis vitae turpis at maximus.
- Lorem ipsum
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- Nunc lobortis bibendum odio
- Aliquam erat volutpat.
- Duis nec odio tortor.
- Lorem ipsum
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- Nunc lobortis bibendum odio
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- Duis nec odio tortor.
- Lorem ipsum
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- Nunc lobortis bibendum odio
- Aliquam erat volutpat.
- Duis nec odio tortor.
- Lorem ipsum dolor sit amet, consectetur adipiscing elit.
- Quisque congue condimentum vehicula.
- Nunc lobortis bibendum odio, a dapibus ante eleifend sit amet.
- Aliquam erat volutpat. Integer viverra, leo ac ullamcorper interdum, arcu lacus mollis odio, eget euismod lacus felis mollis enim.
- Duis nec odio tortor. Praesent sagittis vitae turpis at maximus. Proin sodales convallis fringilla.
Spell Class List | Cast Ability | Spell Save | Atk Bonus |
info | info | info | info |
info | info | info | info |
info | info | info | info |
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Character Name Relationship
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Character Name Relationship
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Character Name Relationship
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Character Name Relationship
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Character Name Relationship
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Nyx Anar rarely starts a morning without coffee (Prefers Butterscotch) and reviewing either his notes or the paper when he's in town.Viewing thumbnail.Characters
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A "retired" member of organized crime having been forced out when his family changed leadership, he now focuses on his "medical" background and bodyguard jobs to support his various researches.
Trivia : Loves lemon flavoured things, especially sweets.Viewing thumbnail.Characters