Quendar Dhunnyl
Quendar Dhunnyl
|
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 10 (+0); 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 |
Feats
|
FEATS |
Combat
|
Attacks: • Quarterstaff: +0, 1d6+0, Versatile (1d8) Armor Class: 13, Initiative: +3, Speed: 30 ft Hit Points: 22, Hit Dice: 5d6 |
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. |
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
Second Level
Dragons Breath
Mirror Image
Spider Climb
Web
Prepared
8 total
Mage Armor
Witch Bolt
Feather Fall
Sleep
Dragons Breath
Mirror Image
Spider Climb
Web
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 leevel, 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
x
Resources
- Coins: 201 cp • 119 sp • 5 ep • 167 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
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