Difference between revisions of "Ahvain"

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=='''Spells'''==
 
=='''Spells'''==
 
==='''Cantrips'''===
 
==='''Cantrips'''===
*''Guidance''<br>
+
*''Guidance'' - 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.<br>
 
*''Fire Bolt''<br>
 
*''Fire Bolt''<br>
 
*''Prestidigitation''<br>
 
*''Prestidigitation''<br>

Revision as of 22:57, 19 February 2020

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 - 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
  • Prestidigitation
  • Spare the Dying

First Level

  • Cure Wounds
  • Mage Armor
  • Burning Hands

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: x
  • Worn: x
  • Belt: x
  • Backpack: x

Stored Equipment

  • x

Lifestyle

  • xxx: (x gp/day). x

Origin

  • x

Important Individuals

  • x