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23:13, 27th April 2024 (GMT+0)

Amalar Sylvaranth


Name: Amalar Sylvaranth (Amalar means "Beauty Shines")
 Childhood name: Lafor (which means "Moonflower")
Nicknames: Tiatril (meaning "Magic Dancer"), Amatae (meaning "Beautiful Beloved"), Nular (meaning "Hope Shines")

Class: Sorcerer (Level 3)
Alignment: Neutral Good
Age: 100 Height: 5'4" Weight: 120 lbs
Hair color: White Eyes: Violet
Deity: Freya (goddess of fertility and love)
 Symbol: Falcon
 Domain: Magic, Life

Initiative: +3   Speed: 30'   Vision: Darkvision 120
Passive Perception: 12, Passive Investigation: 10

AC: 13 (Natural Armor) + 3 (Dex) = 16
Save Proficiencies: Constitution (2+3): 5, Charisma (2+3): 5
Advantage on saves v charm.
Magic can't put Alamar to sleep.

HP: 23 (hit dice: 1d6)
(6(LVL1)+9(CON+1(Class)*LVL)+4+4)
IMMUNE: Sleep

STR: 08
CON: 14
DEX: 16 (14+2(race))
INT: 10
WIS: 10
CHA: 16 (15+1(race))

Proficiency Bonus: +2
Spell DC: 8+2(proficiency)+3(Cha) = 13
Spell Attack: 2(proficiency)+3(Cha) = 5

Melee Attack: 2(Prof)+3(Dex) = 5
 ???: 1d6+? blugeoning

Ranged Attack: 2(Prof)+3(Dex) = 5
 Crossbow (?/?): 1d? piercing

Spells: [Known: 4 cantrips, 6 (Cha+Lvl) Prepaired spells]
Lv 0 (4+1 known):
1) Prestidigitation
2) Shocking grasp. (1d8 lightning dmg, no reactions till start of its next turn)
   (Advntg v enemy wearing metal armor)
3) Mage Hand
4) Mold Earth
5 (Drow Magic)) Dancing Lights (4 lights, shed 10' dim light. Can have a light every 20' thus cover an 80' spread. Can look like torches, lanterns, orbs, or merge to look like a vaguely humanoid shape. Swift action to move 60')
6 (Spell sniper)) Fire bolt (1d10 fire dmg, 120 ft range, ignites flammable things)

(Lv 4: )
(Lv 10: )

Sorcery Points: 3
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Metamagic
Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Twinned Spell: When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's levei to target a second creature in range with the same spell (I sorcery point if the spell is a cantrip)
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4 Spells Known
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Lv 1 (4 slots): Burning Hands (15' cone: 3d6 fire dmg. Dex save for half), Chromatic Orb (90': 3d8 dmg of choice: acid, cold, fire, lightning, poison, thunder), Shield (Reactions: +5 AC till start of next turn)
 Racial (Lv 3): Faerie Fire, Fog Cloud
DO WANT: Feather Fall
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Lv 2 (2 slots): Dragon's Breathe (Touch, Concentrate 1 min, 15-foot cone. Dex save or 3d6 dmg of choice: acid, cold, fire, lightning, or poison)
 Racial (Lv 5): Darkness
DO WANT: Gust of Wind,  Maxamillian's Earthen Grasp (Concentrate 1 min, 30' range. STR save or restrained and 2d6 bludgeoning dmg. Action to move hand.), Scorching Ray (3 rays (3 Ranged attacks): 2d6 fire dmg each.)
------





Control flames (transmutation) <- FUN
Create bonfire (conjuration) (as titled. d8 fire dmg to a person standing in it)
Gust (transmutation)
Mold earth (transmutation)
Shape water (transmutation)
Thunderclap (evocation)



Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your sorcerer spells.

Draconic Bloodline
Ancestry: Choose a dragon ancestor!
Black  Acid
Blue   Lightning
Brass  Fire
Bronze Lightning
Copper Acid
Cold   Fire
Green  Poison
Red    Fire
Silver Cold
White  Cold
You can speak, read, and write Draconic. Additionally,
whenever you make a Charisma check when interacting
with dragons, your proficiency bonus is doubled if it
applies to the check.

Draconic Resilience
As magic flows through your body, it causes physical
traits of your dragon ancestors to emerge. At 1st level,
your hit point maximum increases by 1 and increases by
1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin
sheen of dragon-like scales. When you aren’t wearing
armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity
Starting at 6th level, when you cast a spell that deals
damage of the type associated with your draconic
ancestry, add your Charisma modifier to that damage.
At the same time, you can spend 1 sorcery point to gain
resistance to that damage type for 1 hour.

Dragon Wings
At 14th level, you gain the ability to sprout a pair of
dragon wings from your back, gaining a flying speed
equal to your current speed. You can create these wings
as a bonus action on your turn. They last until you
dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor
unless the armor is made to accommodate them, and
clothing not made to accommodate your wings might
be destroyed when you manifest them.

Draconic Presence
Beginning at 18th level, you can channel the dread
presence of your dragon ancestor, causing those around
you to become awestruck or frightened. As an action,
you can spend 5 sorcery points to draw on this power
and exude an aura of awe or fear (your choice) to a
distance of 60 feet. For 1 minute or until you lose your
concentration (as if you were casting a concentration
spell), each hostile creature that starts its turn in this
aura must succeed on a Wisdom saving throw or be
charmed (if you chose awe) or frightened (if you chose
fear) until the aura ends. A creature that succeeds on
this saving throw is immune to your aura for 24 hours.


Font of Magic (starts at level 2)
Sorcery Points: 2
Flexible Casting
You can use your sorcery points to gain additional spell
slots, or sacrifice spell slots to gain additional sorcery
points. You learn other ways to use your sorcery points
as you reach higher levels.

Creating Spell Slots. You can transform unexpended
sorcery points into one spell slot as a bonus action on
your turn. The Creating Spell Slots table shows the cost
of creating a spell slot of a given level. You can create
spell slots no higher in level than 5th.

1st: 2 pnts
2nd: 3 pnts
3rd: 5 pnts
4th: 6 pnts
5th: 7 pnts

Converting a Spell Slot to Sorcery Points. As a
bonus action on your turn, you can expend one spell
slot and gain a number of sorcery points equal to the
slot’s level.

Metamagic
At 3rd level, you gain the ability to twist your spells
to suit your needs. You gain two of the following
Metamagic options of your choice. You gain another one
at 10th and 17th level.
You can use only one Metamagic option on a spell
when you cast it, unless otherwise noted.



2 class skills
Skills: (B=Background,C=Class,R=Race)
B Acrobatics (Dex): 2(prof)+3(Dex)=5
  Animal Handling (Wis): 0
C Arcana (Int): 2(prof)+0(Int)=2
  Athletics (Str): -1
  Deception (Cha): 3
  History (Int): 0
  Insight (Wis): 0
  Intimidation (Cha): 3
  Investigation (Int): 0
  Medicine (Wis): 0
  Nature (Int): 0
R Perception (Wis): 2(prof)+0(Wis)=2
B Performance (Cha): 2(prof)+3(Cha)=5
C Persuasion (Cha): 2(prof)+3(Cha)=5
  Religion (Int): 0
  Sleight of Hand (Dex): 3
  Stealth (Dex): 3
  Survival (Wis): 0

Proficiencies:
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs,
light crossbows
Tools: None


Feats:
01) Spell Sniper
-Attack roll spells have range doubled
-Ranged spell attacks ignore half cover and 3/4ths cover.
-Gain arcane attack cantrip.

04) Ability Increase: +2 to ??
16) Ability Increase: +2 to ??

Future Feats:
08)
12)
20)

??) Skilled
You gain proficiency in any combination of three skills
or tools of your choice.


Languages: Common, Draconic(class), Elven, Sylvan(BG)
(wants to learn: Goblin)
Learning: Goblin (10 of 50 days committed)

Background: Entertainer


Feature: By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.


Traits:
-Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
Ideals:
-Beauty. When I perform, I make the world better than it was. (Good)
-People. I like seeing the smiles on people’s faces when I perform. That’s all that matters. (Neutral)
-Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)
Bonds:
-I love the elves and am constantly hoping I make them proud. Especially my dad.
Flaws:



//EQUIPMENT

•Longbow (50gp) 2 lbs.
 Quiver (1gp) 1 lb.
  20 Arrows (1gp) 1 lbs. x2
•Arcane Focus - Crystal (10gp) 1 lbs (Fashioned into a glove. Hand must be free when casting)
•an explorer’s pack (10gp) 59 lbs.
 backpack (2gp) 5 lbs.
 bedroll (1gp) 7 lbs.
 mess kit (2 sp) 1 lbs.
 tinderbox (5 sp) 1 lbs.
 10 torches (1 sp) 10 lbs.
 10 days of rations (5gp) 20 lbs.
 Waterskin (2 sp) 5 lbs. x 2
 50 feet of hempen rope (1gp) 10 lbs.
Two daggers (2gp each) 1 lbs each
Shortsword (10gp) 2 lbs


Clothes, Fine (15gp) 6 lbs
Grappling hook (2gp) 4 lbs
Grooming kit (5sp) 1 lbs
Healer's Kit (5gp) 3 lbs
Mirror, Steel (5gp) 0.5 lbs

Weaver's Tools (1gp) 5 lbs

TOTAL GP: 111.7/200
TOTAL LB: 93.5/120

-------------------------
Carrying Capacity:
Normal: 120 lbs
Push/Drag/Lift: 240 lbs

MAGIC ITEMS: ( * = attuned )

Hand:
Hand:
Neck:

Cloak:
Body:
Belt:
Hip:
Back:
 Contents: Bedroll, Mess Kit, Tinderbox, Rope, Changes of clothes (Traveler's, Common, Fine), Lyre, Dragonchess Set, Three-Dragon Ante Set, Weaver's Tools, Perfume, Mother's Book, Sticks of Incense (5), Candles (5), Cask of Dwarven Brandy (1)
Ring:
Feet:

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RACE: Elf
Ability Score Increase. Your Dexterity score increases by 2.
Age. Although elves reach physical maturity at about
the same age as humans, the elven understanding of
adulthood goes beyond physical growth to encompass
worldly experience. An elf typically claim s adulthood
and an adult name around the age of 100 and can live
to be 750 years old.
Alignment. Although elves reach physical maturity at about
the same age as humans, the elven understanding of
adulthood goes beyond physical growth to encompass
worldly experience. An elf typically claim s adulthood
and an adult name around the age of 100 and can live
to be 750 years old
Size. Elves range from under 5 to over 6 feet tall and
have slender builds. Your size is Medium
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night
sky, you have superior vision in dark and dim conditions.
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
Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dream s are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poem s are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Subrace. Ancient divides among the elven people resulted in three main subraces: high elves, wood elves, and dark elves, who are commonly only called drow. Choose one of these subraces. In some worlds, these subraces are divided still further (such as the sun elves and moon elves of the Forgotten Realms), so if you wish, you can choose a narrower subrace.
SUBRACE: Dark Elf (Drow)
Ability Score Increase. Your Charisma score increases by 2.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
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Spells


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 __________
/ ELEMENTS \



Microelementals that can be summoned with the Staff of the Four Elements
This special familiar gains a bonus to its AC equal to half Amalar's Proficiency Bonus (currently +1).
They attack with Amalar's Spell attack roll (Currently +6) and uses Amalar's proficiency bonus instead of its own for any skill or ability checks it makes. If an ability uses a spell DC it uses Amalar's Spell DC (Currently 14). It also gains a bonus to damage equal to Amalar's Proficiency Bonus - 2 (Currently +0)
Below are the stats with these bonuses applied.

Air Microelemental
Tiny elemental, neutral
Armor Class 15
Hit Points 7 (3d4)
Speed 0 ft., fly 40 ft.
Str    Dex     Con     Int    Wis     Cha
6 (-2) 17 (+3) 10 (+0) 6 (-2) 10 (+0) 6 (-2)
Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Auran
Challenge 1/4 (50 XP)
Air Form. The microelemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Perfect Camouflage. The microelemental is barely perceptible when still. As long as it doesn’t move on its turn, it is treated as being Invisible.
Actions (Requires your bonus action to use)
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Gust (Recharge 4-6). A Medium or smaller creature in the microelemental’s space must make a DC 14 Strength saving throw. On a failure, the target takes 5 (3d4-2) bludgeoning damage and is pushed 5 feet away from the microelemental and is knocked prone. If the saving throw is successful,
the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

Earth Microelemental
Tiny elemental, neutral
Armor Class 17
Hit Points 19 (3d4 + 12)
Speed 20 ft., climb 20 ft.
Str     Dex    Con     Int    Wis     Cha
10 (+0) 4 (-3) 17 (+3) 5 (-3) 10 (+0) 5 (-3)
Damage Vulnerabilities thunder
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, unconscious
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages Terran
Challenge 1/4 (50 XP)
Earth Glide. The microelemental can burrow through nonmagical, unworked earth and stone. While doing so, the microelemental doesn’t disturb the material it moves through.
Perfect Camouflage. The microelemental is barely perceptible when still. As long as it doesn’t move on its turn, it can take on the form of an inobtrusive rock and is treated as being Invisible.
Siege Monster. The microelemental deals double damage to objects and structures.
Actions (Requires your bonus action to use)
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Fire Microelemental
Tiny elemental, neutral
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 30 ft.
Str    Dex     Con     Int    Wis     Cha
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 6 (-2)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
Challenge 1/4 (50 XP)
Fire Form. The microelemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the microelemental or hits it with a melee attack while within 5 feet of it takes 2 (1d4) fire damage. In addition, the microelemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 2 (1d4) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 2 (1d4) fire damage at the start of each of its turns.
Illumination. The microelemental sheds bright light in a 5-foot raidus and dim light in an additional 5 feet.
Perfect Camouflage. The microelemental is barely perceptible when still and in a natural environment. As long as it doesn’t move on its turn, and as long as it is in a fire, a lantern, on a candle, etc. it is treated as being Invisible.
Siege Monster. The microelemental deals double damage to objects and structures.
Water Susceptibility. For every 5 feet the microelemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Actions (Requires your bonus action to use)
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 +2) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 2 (1d4) fire damage at the start of each of its turns.

Water Microelemental
Tiny elemental, neutral
Armor Class 14
Hit Points 13 (3d4 + 6)
Speed 20 ft., swim 40 ft.
Str     Dex     Con     Int    Wis     Cha
10 (+0) 11 (+0) 15 (+2) 5 (-3) 10 (+0) 8 (-1)
Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Aquan
Challenge 1/4 (50 XP)
Water Form. The microelemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Freeze. If the microelemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
Perfect Camouflage. The microelemental is barely perceptible when still and in a natural environment. As long as it doesn’t move on its turn, and as long as it is in water, acting as a puddle, etc. it is treated as being Invisible.
Actions (Requires your bonus action to use)
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Whelm (Recharge 4-6). A Medium or smaller creature in the microelemental’s space must make a DC 14 Strength saving throw. On a failure, the target takes 7 (3d4) bludgeoning damage. If it is Tiny, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the microelemental’s space.
At the start of each of the microelemental’s turns, each target grappled by it takes 5 (3d4 - 2) bludgeoning damage. A creature within 5 feet of the microelemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.