Difference between revisions of "Quendar Dhunnyl"

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===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 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.
 
* ''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'' - Focus, once per day can cast any single cantrip with DC 10 Arcana check
+
* ''Hat of Wizardry'' - Focus, once per day can cast any single cantrip https://dnd5e.fandom.com/wiki/Category:Cantrip with DC 10 Arcana check
  
 
=='''Equipment'''==
 
=='''Equipment'''==

Revision as of 23:08, 12 December 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 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
FEATS
Combat
Attacks:Quarterstaff: +0, 1d6+0, Versatile (1d8)
Armor Class: 13, Initiative: +3, Speed: 30 ft
Hit Points: 18, Hit Dice: 4d6
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.
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

Second Level

Dragons Breath
Mirror Image
Spider Climb
Web

Prepared

8 total
Mage Armor
Witch Bolt
Feather Fall
Sleep
Dragons Breath
Mirror Image
Spider Climb
Web

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 leevel, 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

x

Resources

  • Coins: 201 cp • 119 sp • 5 ep • 167 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 - Focus, once per day can cast any single cantrip https://dnd5e.fandom.com/wiki/Category:Cantrip with DC 10 Arcana check

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