Difference between revisions of "Quendar Dhunnyl"

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{{DND5CharacterSheet
 
{{DND5CharacterSheet
|Image=[[Image:xxx.jpg|center|350 px]]
+
|Image=[[Image:Quendar-new.jpg|center|350 px]]
 
|CharacterName=Quendar Dhunnyl
 
|CharacterName=Quendar Dhunnyl
 
|Race=Dark Elf
 
|Race=Dark Elf
 
|Class=Wizard (Necromancer)
 
|Class=Wizard (Necromancer)
|Background=BACKGROUND
+
|Background=Sage
 
|Alignment=Neutral Good
 
|Alignment=Neutral Good
|Patron Deity=Ellistraee
+
|Patron Deity=Eilistraee
|Factions=FACTIONS
+
|Factions=None
|Ability Scores=Strength x (+x), Dexterity x (+x), Constitution x (+x);<br> Intelligence x (+x), Wisdom x (+x), Charisma x (+x)
+
|Ability Scores=Strength 10 (+0), Dexterity 17 (+3), Constitution 12 (+1);<br> Intelligence 18 (+4), Wisdom 9 (-1), Charisma 12 (+1)
 
|Bonus=x
 
|Bonus=x
|Saving Throws=XXX & XXX
+
|Saving Throws=Int & Wis
|Skills=SKILLS
+
|Skills=Arcana, History, Perception, Investigation, Medicine
|Tools=TOOLS
+
|Tools=None
|Languages=Common, OTHER LANG
+
|Languages=Common, Elvish, Dwarvish, Draconic
|Armor=ARMOR PROF
+
|Armor=None
|Weapons=WEAPON PROF
+
|Weapons=Rapiers, Shortswords, Hand crossbows, daggers, darts, slings, quarterstaffs, light crossbows
|Traits=TRAITS
+
|Traits=
|Attacks=• ''xxx:'' +x, xdx+x, TRAITS
+
'''Fey Ancestry''' - Advantage on saving throws against charm, immune to sleep<br>
|Armor Class=AC
+
'''Trance''' - Elves meditate for 4 hours<br>
|Initiative=+INIT
+
'''Superior darkvision''' - Darkvision to 120 feet<br>
|Speed=XX ft
+
'''Sunlight sensitivity''' - Disadvantage on attack rolls and perception checks<br>
|Feats=FEATS
+
'''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.<br>
|Hit Points=XXX
+
|Attacks=• ''Quarterstaff:'' +0, 1d6+0, Versatile (1d8)
|Hit Dice=xdx
+
|Armor Class=13
|Personality=PERSONALITY
+
|Initiative=+3
|Ideals=IDEALS
+
|Speed=30 ft
|Bonds=BONDS
+
|Feats=Drow High Magic
|Flaws=FLAWS
+
|Hit Points=48
 +
|Hit Dice=9d6
 +
|Personality=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.<br>I crave power above all else, and will do anything to obtain more of it.<br>[[Image:DnD5-Actions.jpg|center|350px]]
 
}}
 
}}
 
__NOTOC__
 
__NOTOC__
 
''words'' -Attribution
 
''words'' -Attribution
  
==Traits==
+
=='''Spells'''==
 +
===Cantrips===
 +
[http://www.dnd-spells.com/spell/dancing-lights Dancing Lights]<br>
 +
[http://www.dnd-spells.com/spell/chill-touch Chill Touch]<br>
 +
[http://www.dnd-spells.com/spell/prestidigitation Prestidigitation]<br>
 +
[http://www.dnd-spells.com/spell/fire-bolt Fire Bolt]<br>
 +
[http://www.dnd-spells.com/spell/toll-the-dead Toll the Dead]<br>
 +
 
 +
===First Level===
 +
Detect Magic<br>
 +
Ray of Sickness<br>
 +
False Life<br>
 +
Identify<br>
 +
Unseen servant<br>
 +
Sleep<br>
 +
Feather Fall<br>
 +
Witch Bolt<br>
 +
Mage Armor<br>
 +
Shield<br>
 +
 
 +
===Second Level===
 +
Dragons Breath<br>
 +
Mirror Image<br>
 +
Spider Climb<br>
 +
Web<br>
 +
 
 +
===Third Level===
 +
Haste<br>
 +
Fireball<br>
 +
Animate Dead<br>
 +
Leomund's Tiny Hut<br>
 +
Counterspell<br>
 +
 
 +
===Fourth Level===
 +
Blight<br>
 +
Polymorph<br>
 +
Confusion <br>
 +
 
 +
===Fifth Level===
 +
Steel Wind Strike<br>
 +
Far Step<br>
 +
 
 +
===Prepared===
 +
13 total<br>
 +
[http://www.dnd-spells.com/spell/mage-armor Mage Armor]<br>
 +
[http://www.dnd-spells.com/spell/witch-bolt Witch Bolt]<br>
 +
[http://www.dnd-spells.com/spell/shield Shield]<br>
 +
[http://www.dnd-spells.com/spell/feather-fall Feather Fall]<br>
 +
[http://www.dnd-spells.com/spell/counterspell Counterspell]<br>
 +
[http://www.dnd-spells.com/spell/mirror-image Mirror Image]<br>
 +
[http://www.dnd-spells.com/spell/haste Haste]<br>
 +
[http://www.dnd-spells.com/spell/fireball Fireball]<br>
 +
[http://www.dnd-spells.com/spell/blight Blight]<br>
 +
[http://www.dnd-spells.com/spell/polymorph Polymorph]<br>
 +
[http://www.dnd-spells.com/spell/confusion Confusion] <br>
 +
[http://www.dnd-spells.com/spell/steel-wind-strike Steel Wind Strike]<br>
 +
[http://www.dnd-spells.com/spell/far-step Far Step]<br>
 +
 
 +
=='''Traits'''==
 
===Racial Traits===
 
===Racial Traits===
x
+
'''Ability Score Increase''' - Dexterity + 2, Charisma + 1<br>
 +
'''Keen Senses''' - Perception proficiency<br>
 +
'''Fey Ancestry''' - Advantage on saving throws against charm, immune to sleep<br>
 +
'''Trance''' - Elves meditate for 4 hours<br>
 +
'''Superior darkvision''' - Darkvision to 120 feet<br>
 +
'''Sunlight sensitivity''' - Disadvantage on attack rolls and perception checks<br>
 +
'''Drow magic''' - Dancing lights cantrip<br>
 +
'''Drow weapon training''' - Proficiency with rapiers, shortswords, and hand crossbows<br>
 +
 
 
===Class Traits===
 
===Class Traits===
x
+
'''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 level, 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===
 
===Specialty Traits===
x
+
'''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===
 
===Background Traits===
 
x
 
x
==Feats==
+
 
x
+
=='''Feats'''==
==Resources==
+
===Drow High Magic===
* '''Coins:''' x cp • x sp • x ep • x gp • x pp • Other coins: x
+
You learn the [http://www.dnd-spells.com/spell/detect-magic-ritual detect magic] spell and can cast it at will, without expending a spell slot. You also learn [http://www.dnd-spells.com/spell/levitate levitate] and [http://www.dnd-spells.com/spell/dispel-magic dispel magic], each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.
* '''Gems:''' x
+
 
 +
=='''Resources'''==
 +
* '''Coins:''' 206 cp • 121 sp • 27 ep • 192 gp • 1 pp • Other coins: 0
 +
* '''Gems:''' 100 gp pearl
 
===Magic Items===
 
===Magic Items===
* x
+
* ''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 [http://www.dnd-spells.com/spell/magic-missile 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.
==Equipment==
+
* ''Hat of Wizardry'' - Arcane focus, once per day can cast any single [http://dnd5e.fandom.com/wiki/Category:Cantrip Cantrip] with DC 10 Arcana check
 +
* ''Potion of Healing'' - 2d4+2
 +
* ''Charm of Misty Step'' - Can use [http://www.dnd-spells.com/spell/misty-step Misty Step] 2 times.
 +
* ''Staff of Frost'' - The staff has 10 charges, can do following things: [http://www.dnd-spells.com/spell/cone-of-cold Cone of Cold] (5 charges), [http://www.dnd-spells.com/spell/ice-storm ice storm] (4 charges), [http://www.dnd-spells.com/spell/wall-of-ice wall of ice] (4 charges), [http://www.dnd-spells.com/spell/fog-cloud fog cloud] (1 charge). The staff regains 1d6+4 charges daily at dawn. If you use all of the charges, roll a d20. On a 1, the staff turns into water and is destroyed.
 +
* ''Charm of Heroism'' - action for +10 HP (temporary) and Blessing (+1d4 to attack rolls and ability checks) for 1 hour.
 +
 
 +
=='''Equipment'''==
 +
Bottle of ink, small knife, spellbook
 
===Carried Equipment===
 
===Carried Equipment===
* '''In Hand:''' x
+
* '''In Hand:''' Arcane focus staff
* '''Worn:''' x
+
* '''Worn:''' Common clothes
* '''Belt:''' x
+
* '''Belt:''' Component pouch, waterskin
* '''Backpack:''' x
+
* '''Backpack:''' Backpack, Healer's kit, 50ft Silk rope, block and tackle, bedroll, 10 sheets of parchment, potion of healing
 +
 
 
===Stored Equipment===
 
===Stored Equipment===
 
* x
 
* x
 
===Lifestyle===
 
===Lifestyle===
 
* '''xxx:''' ''(x gp/day)''. x
 
* '''xxx:''' ''(x gp/day)''. x
==Origin==
+
 
 +
=='''Origin'''==
 
* x
 
* x
==Important Individuals==
+
 
 +
=='''Important Individuals'''==
 
* x
 
* x
 +
 +
==Mechanics==
 +
[[Image:Wizard_Table-1.jpeg|left|1050 px]]

Latest revision as of 19:40, 1 January 2020

Quendar Dhunnyl
Quendar-new.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 12 (+1);
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
Drow High Magic
Combat
Attacks:Quarterstaff: +0, 1d6+0, Versatile (1d8)
Armor Class: 13, Initiative: +3, Speed: 30 ft
Hit Points: 48, Hit Dice: 9d6
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.
I crave power above all else, and will do anything to obtain more of it.
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
Shield

Second Level

Dragons Breath
Mirror Image
Spider Climb
Web

Third Level

Haste
Fireball
Animate Dead
Leomund's Tiny Hut
Counterspell

Fourth Level

Blight
Polymorph
Confusion

Fifth Level

Steel Wind Strike
Far Step

Prepared

13 total
Mage Armor
Witch Bolt
Shield
Feather Fall
Counterspell
Mirror Image
Haste
Fireball
Blight
Polymorph
Confusion
Steel Wind Strike
Far Step

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 level, 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

Drow High Magic

You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

Resources

  • Coins: 206 cp • 121 sp • 27 ep • 192 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 - Arcane focus, once per day can cast any single Cantrip with DC 10 Arcana check
  • Potion of Healing - 2d4+2
  • Charm of Misty Step - Can use Misty Step 2 times.
  • Staff of Frost - The staff has 10 charges, can do following things: Cone of Cold (5 charges), ice storm (4 charges), wall of ice (4 charges), fog cloud (1 charge). The staff regains 1d6+4 charges daily at dawn. If you use all of the charges, roll a d20. On a 1, the staff turns into water and is destroyed.
  • Charm of Heroism - action for +10 HP (temporary) and Blessing (+1d4 to attack rolls and ability checks) for 1 hour.

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