Difference between revisions of "Quendar Dhunnyl"

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* '''Gems:''' 0
 
* '''Gems:''' 0
 
===Magic Items===
 
===Magic Items===
* ''Wand of Magic Missile'' - This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the
+
* ''Wand of Magic Missile'' - This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
 
  
 
==Equipment==
 
==Equipment==

Revision as of 23:04, 8 August 2018

Quendar Dhunnyl
Drow necro.jpg
Race: Dark Elf, Class: Wizard (Necromancer)
Background: Sage, Alignment: Neutral Good
Patron Deity: Eilistraee
Factions: None
Ability Scores
Strength 10 (+0), Dexterity 16 (+3), Constitution 10 (+0);
Intelligence 17 (+3), Wisdom 9 (-1), Charisma 12 (+1)
Proficiencies
Bonus: x
Saving Throws: Int & Wis
Skills: Arcana, History, Perception, Investigation, Medicine
Tools: None
Languages: Common, Elvish, Dwarvish, Draconic
Armor: None
Weapons: Rapiers, Shortswords, Hand crossbows, daggers, darts, slings, quarterstaffs, light crossbows
Traits
Fey Ancestry - Advantage on saving throws against charm, immune to sleep

Trance - Elves meditate for 4 hours Superior darkvision - Darkvision to 120 feet
Sunlight sensitivity - Disadvantage on attack rolls and perception checks
Researcher - Whenever you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.

Feats
FEATS
Combat
Attacks:Quarterstaff: +0, 1d6+0, Versatile (1d8)
Armor Class: 13, Initiative: +3, Speed: 30 ft
Hit Points: 14, Hit Dice: 3d6
Social
Personality Traits: There's nothing I like more than a good mystery
Ideals: Knowledge:The path to power and self-improvement is through knowledge. I will show the world that a drow necromancer can be good.
Bonds: Eilistraee:I will follow the will of Ellistraee, she brought me to the light, and I will show the world that light.
Flaws: I can't keep a secret to save my life, or anyone else's.

words -Attribution

Spells

Cantrips

Dancing Lights
Chill Touch
Prestidigitation
Fire Bolt

First Level

Detect Magic
Ray of Sickness
False Life
Identify
Unseen servant
Sleep
Feather Fall
Witch Bolt
Mage Armor

Second Level

Dragons Breath
Mirror Image

Prepared

Mage Armor
Witch Bolt
Feather Fall
Ray of Sickness
Sleep

Traits

Racial Traits

Ability Score Increase - Dexterity + 2, Charisma + 1 Keen Senses - Perception proficiency Fey Ancestry - Advantage on saving throws against charm, immune to sleep Trance - Elves meditate for 4 hours Superior darkvision - Darkvision to 120 feet
Sunlight sensitivity - Disadvantage on attack rolls and perception checks
Drow magic - Dancing lights cantrip
Drow weapon training - Proficiency with rapiers, shortswords, and hand crossbows

Class Traits

x

Specialty Traits

Researcher
Whenever you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.

Background Traits

x

Feats

x

Resources

  • Coins: 201 cp • 114 sp • 0 ep • 35 gp • 1 pp • Other coins: 0
  • Gems: 0

Magic Items

  • Wand of Magic Missile - This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Equipment

Bottle of ink, small knife, spellbook

Carried Equipment

  • In Hand: Arcane focus staff
  • Worn: Common clothes
  • Belt: Component pouch, waterskin
  • Backpack: Backpack, Healer's kit, 50ft Silk rope, block and tackle, bedroll, 10 sheets of parchment, potion of healing

Stored Equipment

  • x

Lifestyle

  • xxx: (x gp/day). x

Origin

  • x

Important Individuals

  • x