Difference between revisions of "Ahvain"

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|Ability Scores=Strength 8 (-1), Dexterity 12 (+1), Constitution 16 (+3);<br> Intelligence 12 (+1), Wisdom 13 (+1), Charisma 17 (+3)
 
|Ability Scores=Strength 8 (-1), Dexterity 12 (+1), Constitution 16 (+3);<br> Intelligence 12 (+1), Wisdom 13 (+1), Charisma 17 (+3)
 
|Bonus=+2
 
|Bonus=+2
|Saving Throws: Con and Wis
+
|Saving Throws=Constitution & Wisdom
 
|Skills=Arcana, Insight, Perception, Persuasion, Religion
 
|Skills=Arcana, Insight, Perception, Persuasion, Religion
 
|Tools=TOOLS
 
|Tools=TOOLS

Revision as of 23:31, 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
TRAITS
Feats
Elemental Adept: Fire
Combat
Attacks:xxx: +x, xdx+x, TRAITS
Armor Class: 14, Initiative: +1, Speed: 35 ft
Hit Points: 9, Hit Dice: 1d6
Social
Personality Traits: Nothing can shake my optimistic attitude
Ideals: Charity - I always try to help those in need, no matter the cost
Bonds: Everything I do is for the common people
Flaws: 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