Ahvain

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Ahvain
Race: Elf, Class: Sorceror (Divine Soul)
Background: Acolyte, Alignment: CG
Patron Deity: Sehanine
Factions: FACTIONS
Ability Scores
Strength 8 (-1), Dexterity 12 (+1), Constitution 16 (+3);
Intelligence 12 (+1), Wisdom 13 (+1), Charisma 17 (+3)
Proficiencies
Bonus: +2
Saving Throws: Constitution & Wisdom
Skills: Arcana, Insight, Perception, Persuasion, Religion
Tools: TOOLS
Languages: Common, Elven, Celestial, Dwarf
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, longsword, shortsword, shortbow, longbow
Traits
Darkvision, Keen Senses, Fey Ancestry, Fleet of Foot, Mask of the Wild, Favored by the gods
Feats
Elemental Adept: Fire
Combat
Attacks:Quarterstaff: +1, 1d6-1
Armor Class: 14, Initiative: +1, Speed: 35 ft
Hit Points: 9, Hit Dice: 1d6
Social
Personality Traits: Optimist - Nothing can shake my optimistic attitude
Ideals: Charity - I always try to help those in need, no matter the cost
Bonds: Socialist - Everything I do is for the common people
Flaws: Trusting - I trust everyone

words -Attribution

Spells

Cantrips

  • Guidance - Concentration - You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
  • Fire Bolt - You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes ldlO fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by ldlO when you reach 5th level (2d10), 1 1th level (3d10), and 17th level (4d10).
  • Prestidigitation - This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    • If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
  • Spare the Dying - You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

First Level

  • 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.
    • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
  • Mage Armor - You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
  • Burning Hands - As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
    • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by ld6 for each slot level above 1st.

Traits

Racial Traits

  • Ability Score Increase. Your Dexterity score increases by 2.
  • 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.
  • 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.
  • Ability Score Increase. Your Wisdom score increases by l.
  • Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
  • Fleet of Foot. Your base walking speed increases to 35 feet.
  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Class Traits

  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None
  • Saving Throws: Constitution, Charisma

Specialty Traits

  • Favored by the gods Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.

Background Traits

  • Skill Proficiencies: Insight, Religion

Feats

  • Elemental Adept: Fire Spells you cast ignore resistance to fire. In addition, when you roll damage for a spell you cast that deals that type, you can treat any 1 on a damage die as a 2.

Resources

  • Coins: 5 cp • 0 sp • 0 ep • 0 gp • 0 pp • Other coins: 0
  • Gems: 0

Magic Items

  • Arcane Focus staff

Equipment

Carried Equipment

  • In Hand: Quarterstaff arcane focus
  • Worn: x
  • Belt: Dagger
  • Backpack: Explorers pack

Stored Equipment

  • x

Lifestyle

  • xxx: (x gp/day). x

Origin

  • x

Important Individuals

  • x