Difference between revisions of "Quendar Dhunnyl"

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|Ideals=''Knowledge:''The path to power and self-improvement is through knowledge. I will show the world that a drow necromancer can be good.
 
|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.
 
|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.<br>[[Image:DnD5-Actions.jpg|center|350px]]
+
|Flaws=I can't keep a secret to save my life, or anyone else's.<br>I crave power above all else, and will do anything to obtain more of it.<br>[[Image:DnD5-Actions.jpg|center|350px]]
 
}}
 
}}
 
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Revision as of 05:21, 26 September 2019

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 17 (+3), Constitution 10 (+0);
Intelligence 18 (+4), 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
Drow High Magic
Combat
Attacks:Quarterstaff: +0, 1d6+0, Versatile (1d8)
Armor Class: 13, Initiative: +3, Speed: 30 ft
Hit Points: 34, Hit Dice: 8d6
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.
I crave power above all else, and will do anything to obtain more of it.
DnD5-Actions.jpg

words -Attribution

Spells

Cantrips

Dancing Lights
Chill Touch
Prestidigitation
Fire Bolt
Toll the Dead

First Level

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

Second Level

Dragons Breath
Mirror Image
Spider Climb
Web

Third Level

Haste
Fireball
Animate Dead
Leomund's Tiny Hut
Counterspell

Fourth Level

Blight
Polymorph
Confusion

Prepared

12 total
Mage Armor
Witch Bolt
Shield
Feather Fall
Counterspell
Mirror Image
Web
Haste
Fireball
Blight
Polymorph
Confusion

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

Grim Harvest - Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

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

Drow High Magic

You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

Resources

  • Coins: 206 cp • 121 sp • 27 ep • 192 gp • 1 pp • Other coins: 0
  • Gems: 100 gp pearl

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.
  • Hat of Wizardry - Arcane focus, once per day can cast any single Cantrip with DC 10 Arcana check
  • Potion of Healing - 2d4+2
  • Charm of Misty Step - Can use Misty Step 2 times.
  • Manual of Bodily Health - Gain 2 Con after a week. Currently reading.

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

Mechanics

Wizard Table-1.jpeg