Difference between revisions of "Ahvain"
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|Weapons=Daggers, darts, slings, quarterstaffs, light crossbows, longsword, shortsword, shortbow, longbow | |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 | |Traits=Darkvision, Keen Senses, Fey Ancestry, Fleet of Foot, Mask of the Wild, Favored by the gods | ||
− | |Attacks=• ''Quarterstaff:'' +1, 1d6-1 | + | |Attacks=• ''Quarterstaff:'' +1, 1d6-1 |
|Armor Class=14 | |Armor Class=14 | ||
|Initiative=+1 | |Initiative=+1 | ||
|Speed=35 ft | |Speed=35 ft | ||
− | |Feats=Elemental Adept: Fire | + | |Feats=Elemental Adept: '''Fire''' |
|Hit Points=9 | |Hit Points=9 | ||
|Hit Dice=1d6 | |Hit Dice=1d6 |
Revision as of 22:52, 19 February 2020
Ahvain
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Race: Elf, Class: Sorceror (Divine Soul) Background: Acolyte, Alignment: CG Patron Deity: Sehanine Factions: FACTIONS |
Ability Scores
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Strength 8 (-1), Dexterity 12 (+1), Constitution 16 (+3); Intelligence 12 (+1), Wisdom 13 (+1), Charisma 17 (+3) |
Proficiencies
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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
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Darkvision, Keen Senses, Fey Ancestry, Fleet of Foot, Mask of the Wild, Favored by the gods |
Feats
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Elemental Adept: Fire |
Combat
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Attacks: • Quarterstaff: +1, 1d6-1 Armor Class: 14, Initiative: +1, Speed: 35 ft Hit Points: 9, Hit Dice: 1d6 |
Social
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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
- 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