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Elyra - Hex cursed Gnomish Marine


8w_gremlin

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Theo-small.png.2d3385a2c688f9335142f40e163d71f6.pngElyra Wizard 3/Druid 2

Hp: 34/34 | Ac: 18 | Init: +2 | Perception: 16 | Insight: 16 | Investigation: 16
STRSave: 0
Athletics: +3
11, DEXSave: +2
Acrobatics +5
Slight of Hand +2
Stealth +2
14, CONSave: +2 14, INTSave: +6
Arcane +3
History +3
Investigation +6
Nature +3
Religion +3
16, WISSave: +6
Animal Handling +3
Insight +6
Perception +6
Medicine +3
Survival +6
16, CHASave: +1
Deception +1
Intimidation +1
Performance +1
Persuasion +1
12


Description: Elyra exudes confidence and resilience. She stands with a bold posture, suggesting her readiness for whatever challenges she might face. Elyra is adorned in a classic pirate's attire, complete with a tricorne hat emblazoned with a skull, signalling her seafaring background. Her coat is long, practical, and embellished with what seem to be sea-inspired decorations, hinting at her connection with the ocean.

Her gear is both functional and imposing; a large belt buckled around her waist holds what appears to be a spellbook, a symbol of her magical expertise. Elyra carries an assortment of pouches and tools that suggest she is well-prepared for a life of adventure. Her boots are sturdy and high, likely to withstand the harsh conditions of both ship and shore.

Her expression is one of determination, with a hint of the mischievousness common among gnomes. Elyra's eyes are keen and alert, reflecting the intelligence and wit required to survive the ordeal she endured. Her hair is styled in a way that is both practical for her lifestyle and fashionable, whilst also hiding her living crown and fork-split ears. It frames her face in a manner that is both striking and memorable. The overall impression is of a young gnome who has been through trials that have tempered her into a formidable figure, ready to face the world with a blend of arcane knowledge and a sailor's grit.

Gear wishlist

Robe of the Archmagi (Gray)
+3 Breastplate (wearable by a druid)

Edited by 8w_gremlin (see edit history)
Name
Heroic Stats
12,12,9,13,11,16
repeat(drop(reroll(4d6,1,below),lowest),6) 2,3,4,5,1,2,3,4,5,5,2,2,2,5,5,2,4,4,5,6,2,2,3,6,1,3,5,5,6
Heroic Stats 2
12,13,11,15,15,13
repeat(drop(reroll(4d6,1,below),lowest),6) 2,3,4,5,3,1,2,3,4,6,2,2,3,6,4,4,5,6,2,4,5,6,5,2,4,4,5
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Build: dndbeyond character sheet

bonus feat: Tavern Brawler

Race

Custom Linage: Hexborn (ex-gnome)

DarkvisionYou 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 discern colours in that darkness as shades of grey. | Eerie TokenAs a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions:

Telepathic Message. As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words.

Remote Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token’s location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed.

Once you create a token using this feature, you can’t do so again until you finish a long rest, at which point your missing part regrows.
| Hex MagicYou can cast the disguise self and hex spells with this trait. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this lineage).

Stats

STR  11, DEX 14, CON 14, INT 16, WIS 16, CHA 12
 

Background - Marine (Saltmarsh)
You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second home, the rain your shelter, and the crashing waves your battle cry.

Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Vehicles (water, land)
Equipment: A dagger that belonged to a fallen comrade, a folded flag emblazoned with the symbol of your ship or company, a set of traveller’s clothes, and a belt pouch containing 10 gp
 
Feature: Steady

You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see “Travel Pace” in chapter 8 of the Player’s Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.

Wizard|Druid

Armour: Light Armor, Medium Armor, Shields
Weapons: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling
Tools: Vehicles (Land), Vehicles (Water)
Saving Throws: Int, Wis
Skills: Acrobatics, Athletics, Insight, Investigation, Perception, Survival

Languages: Common, Druidic

Equipment: xxx

Level benefits

  1. Wizard 1 - Spellcasting, Arcane Recovery
  2. Druid 1 - Druidic, Spellcasting -
  3. Druid 2 (Circle of Wildfire) - Wild Shape, Druid Circle - Circle Spells - Summon Wildfire
  4. Wizard 2 (School of Abjuration) - Arcane Tradition - Abjuration Savant - Arcane Ward
  5. Wizard 3
    ---------------------------------
  6. Wizard 4 - Ability Score Improvement
  7. Wizard 5

Items of Note:

  1. Spelljammer helm (Rare, controversial, may have offered to the captain) - happy to discuss alternatives
  2. Staff of the woodland (Rare)
  3. Broom of Flying (uncommon)
  4. Robe of Useful Items (uncommon)
  5. A purple handkerchief embroidered with the name of a powerful archmage "Elminster" (trinket)
Edited by 8w_gremlin (see edit history)
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Theo.png.08c78a826a9b50b1f89228b178a7455e.pngBackground:

In the heart of a tempestuous ocean, a young gnome named Elyra, with aspirations of mastering the arcane, found her life abruptly veering off course. As a sailor and an apprentice wizard, she was no stranger to the capriciousness of the sea, yet nothing could have prepared her for the night when the heavens unleashed their fury. Her ship, battered by relentless waves and howling winds, was doomed. It was by sheer luck—or perhaps fate—that she washed ashore on a remote, uncharted island, accompanied by a few other survivors from her crew.

The island, though a sanctuary from the storm, harboured a darker menace. A coven of sea hags, twisted and malevolent, had made this place their lair. Elyra and her shipwrecked companions, driven by desperation, confronted these fearsome creatures. The battle was harrowing; the sea hags were formidable foes, and one by one, Elyra's comrades fell. In a moment of sheer bravery and magical ingenuity, they managed to slay one of the hags. However, victory came at a great cost. Elyra was the sole survivor, her body and spirit battered, her heart heavy with the loss of her friends.

The remaining sea hags, enraged by the death of their sister, captured Elyra. They subjected her to unspeakable tortures, both physical and magical. In their wickedness, they began a dark ritual to transform her into one of their own. Elyra's body and mind began to warp under their malevolent magic. But fate intervened once more. A wildfire, as sudden as it was fierce, erupted across the island. The flames, wild and uncontrolled, consumed everything in their path, creating chaos that allowed Elyra to break free from her captors.

As she fled through the inferno, a strange phenomenon occurred. The flames seemed to gather, coalescing into a small, winged creature of fire. This fiery familiar, born from the chaos of the wildfire, guided Elyra to safety, away from the cursed island. Its presence seemed to awaken a dormant connection within her to the primal forces of nature, kindling a newfound understanding of wildfire and druidic magic.

Elyra returned to civilization, forever changed by her ordeal. She delved deeply into the study of druidic arts, seeking to master the wild, untamable magic that had saved her. Her connection to the elemental force of fire grew stronger, and she learned to harness its power in harmony with her burgeoning magical abilities. Eventually, she returned to the sea, her spirit undaunted by the horrors she had faced. Elyra's journey had transformed her from a mere apprentice into a guardian of the balance between the arcane and the natural world, a protector of those who travelled the treacherous paths of the sea and a fierce adversary to the dark creatures lurking in its depths.

Edited by 8w_gremlin (see edit history)
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Robe of Useful Item

special patches; 10

Edited by 8w_gremlin (see edit history)
Name
Special patches
10
4d4 3,4,2,1
Patch
73,36,40,12,57,61,19,49,90,65
repeat(1d100,10) 73,36,40,12,57,61,19,49,90,65
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On 1/21/2024 at 9:01 AM, 8w_gremlin said:

Gear wishlist

Robe of the Archmagi (Gray)
+3 Breastplate (wearable by a druid)

Nice try... but no

On 1/21/2024 at 9:06 AM, 8w_gremlin said:

Items of Note:

  1. Spelljammer helm (Rare, controversial, may have offered to the captain) - happy to discuss alternatives
  2. Staff of the woodland (Rare)
  3. Broom of Flying (uncommon)
  4. Robe of Useful Items (uncommon)
  5. A purple handkerchief embroidered with the name of a powerful archmage "Elminster" (trinket)

No to Spelljammer helm, Broom of flying

Yes to Staff and Robe

DM bonus items

  • Wayfarers Boots

    Source: Bigby Presents - Glory of the Giants

    Wondrous Item, Rare (Requires Attunement)

    This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have advantage on Wisdom (Survival) checks.

    Invoking the Runes. As a bonus action, you can invoke the boots’ runes to cast the Expeditious Retreat spell with them. Once the runes have been invoked, they can’t be invoked again until the next dawn.

  • Gloves of Swimming and Climbing

    Source: Dungeon Master's Guide

    Wondrous item, uncommon (requires attunement)

    While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.

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