Opalescence

notbecca

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Created
3 years, 5 months ago
Creator
notbecca
Favorites
7

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9123725?1607311175
Opalescence Victoria Cadenza Fortunato
Bard
Class
Charlatan
Background
1
Level

Triton
Race
True Neutral
Alignment
Glamor
College
Proficiency Bonus +2
Passive Wisdom 12
Strength

-1
9

athletics -1
Dexterity

+1
12

acrobatics +1
sleight of hand +3
stealth +1
Constitution

+0
11

Intelligence

+1
13

arcana +1
history +1
investigation +1
nature +1
religion +1
Wisdom

+2
14

animal handling +2
insight +2
medicine +2
perception +2
survival +2
Charisma

+3
16

deception +5
intimidation +5
performance +5
persuasion +5
Other Proficiencies

Languages
  • Common
  • Primordial
Weapons
  • Longsword
  • Dagger
Armor
  • Light Armor
Other
X Feature

Coming soon

HP

8
Temp HP

0
Hit Dice

1
Armor Class

11
Speed

30
Initiative

+1
Attacks & Spellcasting

Longsword +3 1d8 slashing
Dagger +3 1d4 piercing

Lyre
Various spells
Inventory

Weapons
  • Longsword
  • Dagger
Armor & Clothing
  • Leather armor
  • Fine clothing
Food & Aid
  • Rations
  • Waterskin
Misc
  • Disguise kit
  • Signet ring
Treasures
X

Coming soon

X

Coming soon

Currency

0
CP
0
SP
0
EP
15
GP
0
PP
Personality Traits

Flattery is my preferred trick for getting what I want.

Ideals

I will make those pay who prey on the weak and defenseless.

Bonds

I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.

Flaws

I'm convinced that no one could ever fool me the way I fool others.

Features & Traits

Control Air and Water
A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Emissary of the Sea
Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand your words, though you have no special ability to understand them in return.
Guardian of the Depths
Adapted to the frigid ocean depths, you have resistance to cold damage.
False Identity
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
Pink
Skin
Purple
Eyes
175cm
Height
133 lbs
Weight

Lithe
Build
X
Homeland
Traveling Performer
Profession
Excitable
Disposition
Cantrips

Message
Range: 120ft | V, S, M You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Minor Illusion
Range: 30ft | S, M 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.
Vicious Mockery
Range: 60ft | V You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
X
Coming soon
Level One

Disguise Self
V, S 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.
Charm Person
Range: 30ft | V, S You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Hideous Laughter
Range: 30ft | V, S, M A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
Thunderwave
V, S A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. 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.
Level Two

X
Coming soon
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