Alfondir
From OakthorneWiki
Alfondir Steelsong
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Race: Eladrin Elf, Class: Wizard (Bladesinger) 3rd Background: Inheritor, Alignment: Neutral Good Patron Deity: xxx Factions: xxx |
Ability Scores
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Strength 10 (+0), Dexterity 18 (+4), Constitution 13 (+1); Intelligence 16 (+3), Wisdom 8 (-1), Charisma 10 (+0) |
Proficiencies
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Bonus: 2 Saving Throws: Intelligence & Wisdom Skills: Acrobatics (+4), Arcana, History, Investigation, Perception, Performance Tools: Alchemist's Tools Languages: Common, Elvish, Draconic Armor: Light Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, longswords, short swords, shortbows, long bows, elven fineblades |
Traits
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Keen Senses, Darkvision (60'), Fey Ancestry, Trance, Elf Weapon Training, Fey Step • xx • |
Feats
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Acrobat |
Combat
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Attacks: xxx Armor Class: x, Initiative: xxx, Speed: 30 ft Hit Points: 19, Hit Dice: 3d6 |
Social
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Personality Traits: x Ideals: xxx Bonds: xxx Flaws: xxx |
words -Attribution
Traits
Elf (Eladrin)
- +2 Dexterity, +1 Intelligence
- Darkvision: See up to 60' as though bright in dim light, or dim in darkness.
- Keen Senses: Proficient in Perception skill.
- Fey Ancestry: Advantage on saving throws against being charmed; immune to sleep
- Trance: Meditate for four hours instead of sleeping
- Languages: Common, Elvish
- Elf Weapon Training: Longsword, short sword, long bow, short bow
- Fey Step: Cast misty step once; regain with long or short rest
Inheritor (Background)
- Inheritance: Gain an item that will slowly awaken in magic over time.
Wizard (Bladesinger)
- Arcane Recovery: During a short rest, recover half level in spell slots. Must take a long rest before doing it again.
- Ritual Casting: May cast a wizard spell as a ritual if it has the ritual tag and is in my spellbook.
- Spellcasting Focus: May use arcane focus.
Bladesinger (Arcane Tradition)
- Trained in War and Song: Proficiency with light armor and one one-handed melee weapon of choice • Performance Proficiency
- Bladesong: When not wearing medium or heavy armor or using a shield, may use a bonus action to start the bladesong for 1 minute • Ends early if incapacitated, increase armor, or switch to two hands with a weapon • May dismiss at any time (no action required) • May use twice; regain expended uses of it when completing a long or short rest • While bladesong is active, gain the following:
- + Int bonus to AC
- +10 to Speed
- Advantage on Dexterity (Acrobatics) checks.
- + Int bonus to Constitution saves to maintain Concentration.
Spellcasting
- Spells per Day: 1st: 4 • 2nd: 2
- Spell Power: Saving Throw DC: 14 • Spell Attack Mod: +5
- Magic Ability: Intelligence
- Spellbook: Those spells marked with a cross (+) are rituals.
- Cantrips: fire bolt, prestidigitation, sword burst
- First Level: alarm+, comprehend languages+, detect magic+, feather fall, mage armor, magic missile, shield, sleep
- Second Level: blur, scorching ray
Prepared Spells
Spells Prepared (Lvl + Int): x/6
- Cantrips (3): fire bolt, prestidigitation, sword burst
- First Level:
- Second Level:
Feats
- Acrobat: Free. +1 Dexterity • Double proficiency bonus with Acrobatics • As a bonus action, may make a DC 15 Dexterity (Acrobatics) check to ignore the extra movement cost of difficult terrain until end of the current turn.
Origin
xxx
Appearance
xxx
Resources
- Moneys: 16gp
- Worn Equipment: Traveler's clothes, studded leather armor, belt, backpack, 10 darts (hidden), crystal (in leather bracer)
- Belt: dagger, elven fineblade (magical), 2 pouches
- Pouch 1: 3 potions of healing, 1 campstone
- Pouch 2: alchemist's fire
- Backpack: 2 daggers (extra), small bag with 4 campstones, 2 sets of traveler's clothing, healer's kit, mess kit, tinderbox, 10 days rations; (strapped on) bedroll, waterskin, 50' hemp rope
- Belt: dagger, elven fineblade (magical), 2 pouches
- Carried Equipment: alchemist's supplies (formulary, tools, 50gp of materia)
- Formulary: alchemical cosmetics kit, hair dye, scar and blemish remover; smoke bomb, smokestick; emetic elixir, pain relief elixir, sleep aid elixir; alchemical dye, alchemical glue, cleaning agents, drunkard's head remedy; alchemical ink (black) • alchemist's fire, sleep gas; campstone, cleansewater • froststone
- Stored Equipment: None
- Lifestyle: xxx
Magic Items
- Potions of Healing: x3. Heals 2d4+2 per vial.
- Throssglir: Elven fineblade (rapier, except inflicts slashing). Weapon of warning: Gain advantage on initiative rolls; cannot be surprised (includes allies within 30') except when incapacitated by something other than sleep; magically awakens self and companions within range if any are sleeping naturally when combat begins.
Alchemical Items
- Campstone: x
- Alchemist's fire: x
Other Important Individuals
- x
Advancement
Character Creation (1st)
- Abilities: 27 pts • Int 15 (9pt), Dex 15 (9pt), Con 13 (5pt), Cha 10 (2pt), Str 10 (2pt), Wis 8 (0 pt)
- Eladrin Elf: +2 Dex, +1 Int
- Strength 10 (+0), Dexterity 18 (+4), Constitution 13 (+1);
Intelligence 16 (+3), Wisdom 8 (-1), Charisma 10 (+0)
- Proficiency Bonus: +2
- Gold: 100gp (4d4 x10gp) + 200gp
- Magic: x plus 3 potions of healing
- Bonus Feat/Ability Score Improvement: Acrobat (+1 Dex, DC 15 to ignore difficult terrain)
- Inheritor (Background): Acrobatics, Arcana, Alchemist's Tools, Draconic • Inheritance feature
- Wizard (Class): Spellcasting, Ritual Casting, Spellcasting Focus, Arcane Recovery • Spells: 3 (Cantrips), 2 (1st level slots), Int bonus + Wizard level prepared • Spellbook: 3 Cantrips, 6 1st-level
- Hit Points (1st): 7 hp • Hit Dice: 1d6
- Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows • Intelligence & Wisdom • History, Investigation
- Equipment
- Studded Leather (45gp)
- 3 daggers (6gp)
- 10 darts (5sp)
- Explorer's Pack (10gp)
- Crystal arcane focus (10gp)
- Alchemist's Supplies (50gp), including formulary:
- Common: alchemical cosmetics kit, hair dye, scar and blemish remover; smoke bomb, smokestick; emetic elixir, pain relief elixir, sleep aid elixir; alchemical dye, alchemical glue, cleaning agents, drunkard's head remedy; alchemical ink (black);
- Uncommon: alchemist's fire, sleep gas; campstone, cleansewater
- Rare: froststone
- Healer's Kit (5gp)
- Clothes, Travelers x3 (6gp)
- Campstone x5 (5gp)
- Alchemist's Fire (50gp)
- Alchemy Materials (50gp)
Second Level
- Wizard (Class): Arcane Tradition (Bladesinging) • Spells: 3 (Cantrips), 3 (1st-level), Int bonus + Wizard level prepared • Spellbook: 3 Cantrips, 8 1st-level
- HP: +5hp (12 hp) • Hit Dice: 2d6
- Bladesinger Tradition: Proficiency with light armor, plus elven fineblade • Performance Proficiency • Bladesong ability
Third Level
- Wizard (Class): Arcane Tradition (Bladesinging) • Spells: 3 (Cantrips), 4 (1st-level)/2 (2nd-level), Int bonus + Wizard level prepared • Spellbook: 3 Cantrips, 8 1st-level, 2 2nd-level
- HP: +7hp (19 hp) • Hit Dice: 3d6