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Feyren "Jinx" Silverbreeze - Silvanesti Elf Initiate of High Sorcery Moon Thief Rogue


Shadeus

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Feyren "Jinx" Silverbreeze

Silvanesti Elf Initiate of High Sorcery Moon Thief Rogue

   Name: Feyren Silverbreeze, but her less reputable friends call her Jinx.image.png.08455648079bed47a740cb2dc657ec9a.png

  Character Concept: A versatile rogue with a blend of ranged and melee attacks, various infiltration skills, and magic to enhance her attacks and improve skill reliability.

  Class: Silvanesti ElfHigh Elf Initiate of High Sorcery Moon ThiefArcane Trickster. Moon Thief is a name that is better known in Taladas, but its roots are in Ansalon with the Silvanesti. The "moon" references the three gods of magic.

  Description: Feyren stands five and a half feet tall with long, dark brown hair that she wears down to the small of her back. She often binds it in a ponytail when expecting a fight to keep it out of her face. She has fair skin, just like most Silvanesti elves, unscarred despite her numerous battles and soft green eyes. Her slight but sturdy build shows little muscle despite her quick reflexes. Unless it is a formal occasion, Feyren feels most at home in a weathered suit of studded leather armor, with a dark, comfortable cloak hung around her neck. Her pointed ears are each adorned with multiple piercings, and she has a soft spot for earrings. Feyren is 114 years old.

A slim rapier hangs from a sheath at her waist, and a long dagger is snugly tucked into her leather boot. Slung across her back is an elven longbow carved from the deep ironwoods in the heart of the Silvanesti Forest. Tucked beneath her armor is a trio of holy symbols dedicated to each of the three moons.

   Feyren is quiet, preferring to watch and learn from her surroundings. She is very calculated in her conversations, looking to understand before speaking. Although she is open about sharing her opinions or knowledge, the moon thief is not a leader and prefers to be someone other than the one to make a decision. Initially, she appears to be rather stand-offish but warms as she learns those around her better. Her love of knowledge makes her adept at learning secrets and uncovering mysteries.

Despite being displaced from her homeland, she is very proud of her elvish heritage and will not tolerate others belittling her people. Feyren has studied many elven traditions and carries them with her, looking to impart that knowledge to any who would listen to her tales. Although she counts herself among the Mages of High Sorcery, her first loyalty will always be to the Speaker of the Stars and Silvanesti.

   Your Character’s Plothook. Jinx was chased out of Silvanesti in 349 AC when the Dark Queen's Dragon Armies marched through her homeland, destroying everything she loved. During the following chaos, she fled north, dogged by draconian soldiers and their minions, until she finally settled in Kalaman. It was a short respite from the horrors that claimed her family until the war found her as Vogler burned. With her connections, learning of an offensive at Wheelwatch Outpost was no problem. No longer content to sit and hide, it was time to fight back before more villages were put to the torch.

   Past is Prologue.

Feyren was born in Silvanost, the capital of the elven nation of Silvanesti. Her parents were bookbinders and helped explore and capture important literary works of their people. Her sister, Shenarah, was born a decade later. It was a peaceful life isolated from the dangers that would be coming. Even at a young age, Feyren was restless at the stability and comfort of her life. She frequently found herself in trouble challenging authority wherever she could. Despite not wanting anything, she taught herself to steal from street vendors primarily as an adrenaline rush to see if she could. In addition, she was quick-witted, and her studies became easy for her. Finishing her work quickly meant she had more idle time, which led to more trouble. She earned the nickname Jinx by having a reputation for bad luck that followed her.

Most elven children are tested for magical aptitude, a common trait among their lineage; Feyren found it came naturally to her. This unusual combination of mischief and magic caught the attention of royal guards, who had a hand in meeting out punishments for severe crimes. At first, she thought she was in trouble, but it turned out she was being recruited! It was a small sect of scouts within the guard called the Moon Thieves. Trained first as skilled rogues to adapt to varying environments and then exploring their magical talent, siphoning the smallest fraction of magical energy from the triple moons in the sky.

Although she was never seen in the royal courts, someone in those circles was clearly pulling the strings behind the scenes. Feyren showed a strong connection to the moons of magic, and her natural intelligence made her a great fit to infiltrate the Mages of High Sorcery. She trained by the order as an initiate by day and provided information to her shadowy contacts of her elven homeland at night. Despite it being an "assignment," she enjoyed her time as a wizard and found it rewarding. It also helped to curb his childish wild streak, although not her love for adventure.

Then...it happened. A dragon army invaded her homeland. She was at the academy when the fighting began and didn't even have a chance to see if her family survived before she was ushered quickly away from Silvanost. Alone and afraid, Feyren traveled most. Remembering her estranged Uncle Analyth, the moon thief traveled north to Kalaman to hide and recover from the horrors she saw when the dragon army invaded; he begrudgingly took her in. From there, she tried to keep tabs on what was happening in the world, but most dismissed what she said as children's tales. It wasn't until she saw the flames of Vogler burning that she realized the war had caught up with her at last.

   Truths, Rumors, and Lies.

  • [Truth]Jinx has ties to the royal court of Silvanesti.
  • [Lie]She is a convicted murderer and on the run from justice!
  • [Truth or Lie]Feyren stole her powers from the moons in an ancient elven ritual, claiming their magic as her own!

Include at least two of the following in your application:

   Loyalties: Jinx is a Mage of High Sorcery and has been formally trained in magic by a Black-Robed wizard named Dagamier. Despite her magical talents, Feyren has never fully committed to the arcane order and has yet to take the Test. In truth, she initially only joined to act as a spy, but she was quite skilled under the tutelage of her sharp-tongued master. Her first loyalty is to the Speaker of the Stars and the court of Silvanesti, joining the ranks of the moon thieves.

   Deity: Being a moon thief, Feyren reveres each of the three gods of magic to different degrees. If she had chosen one, she would have aligned more with Lunitari but could not deny a strong connection to Nuitari. Although she tends to focus her spellcasting on illusions, a darker side of her creeps out at times when it's necessary to have a deadly purpose instead of being the eyes and ears of the royal court.

   Connections.

  • Silverbreeze immediate family - She was separated from her sister Shenarah and her parents (Shelara and Aimar Silverbreeze) when the dragon army invaded Silvanesti in 349 AC and does not know if they are alive or dead. Her sister is ten years younger than her, and she is earning a living as a scribe. Her parents were book binders and owned a small bookstore before it was burned to ashes.
  • Analyth Silverbreeze - Jinx lives with her uncle Analyth in Kalaman. He had moved here years ago, away from his brother (her father), to distance himself from his elven heritage. Unlike Feyren, he is embarrassed of his culture and does his best to blend in with the humans, including wearing hats to hide his pointed ears.
  • Alhana Starbreeze - The Princess of Silvanesti (who later becomes one of the Heroes of the Lance) was among those who would give her orders on behalf of the royal court. Feyren knew her as a foppish, spoiled girl with the Speaker of the Star's ear...who was also her father. Although the two were never close and lost track of each other during the invasion, they knew each other by name.
Edited by Shadeus (see edit history)
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High Elf Lineage

Ability Scores: +2 to one score, +1 to another score (+2 Dexterity, +1 Intelligence)
Size: Medium
Speed: 30 ft.

  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 dreams 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.

   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

   Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. (Booming blade)

   Languages. You can speak, read, and write Common and Elvish.

   Extra Language. You can speak, read, and write one extra language of your choosing. (Draconic)

Source: PHB, page 23.

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Mage of High Sorcery Background

Prerequisite: Dragonlance Campaign
Skill Proficiencies: Arcana, History
Languages: Two of your choice
Equipment: A bottle of colored ink, an ink pen, a set of common clothes, and a pouch containing 10 gp

Feature: Initiate of High Sorcery

   You gain the Initiate of High Sorcery feat.

   In addition, the Mages of High Sorcery provide you with free, modest lodging and food indefinitely at any occupied Tower of High Sorcery and for one night at the home of an organization member.

Building a Mage of High Sorcery Character

   Mages of High Sorcery are typically sorcerers, warlocks, or wizards and might have any subclass. Spellcasters who gain their magic through devotion are less likely to be welcomed among the traditionalist mages. Nevertheless, the Mages of High Sorcery are shrewd, and they rarely let unique opportunities or individuals pass them by. Even members of martial classes who train in magic might find a rare place among the group’s three orders.

   Mage of High Sorcery Trinkets. When you make your character, roll once on the Mage of High Sorcery Trinkets table instead of on the Trinkets table in the Player’s Handbook for your starting trinket.

6    A lens through which you can see Krynn's invisible black moon, Nuitari

d8 Personality Trait

  • I let people underestimate me, revealing my full competency only to those close to me.
  • I love a good mystery.

d6 Ideal

  • Obligation. I owe it to my people, faith, family, or teacher to continue a vaunted legacy.

d6 Bond

  • I will do anything to protect my people and their way of life.

d6 Flaw

  • 5 I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.

Source: DSotDQ, page 30

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Rogue Class - Arcane Trickster

Level Proficiency Bonus Sneak Attack Features Cantrips Known Spells Known 1st 2nd 3rd 4th
1 +2 1d6 Expertise, Sneak Attack, Thieves' Cant
2 +2 1d6 Cunning Action
3 +2 2d6 Roguish Archetype, Spellcasting, Mage Hand Legerdemain 3 3 2
4 +2 2d6 Ability Score Improvement 3 4 3
5 +3 3d6 Uncanny Dodge 3 4 3

Hit Points

Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Rogue level after 1st

Proficiencies

Armor: Light
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' Tools

Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Starting Equipment

You start with the following items, plus anything provided by your background.

   (a) a rapier or (b) a short sword

   (a) a short bow and quiver of 20 arrows or (a) a short sword

   (a) a burglar's pack or (b) a dungeoneer's pack or (c) an explorer's pack

   Leather armor, two daggers, and thieves’ tools

Level 1
Expertise. At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Investigate, Stealth

Sneak Attack. Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant. During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Level 2
Cunning Action. Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Level 3
Roguish Archetype: Arcane Trickster. Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

Spellcasting. When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Mage Hand Legerdemain. Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves’ tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Level 4
Ability Score Increase: Feat (Elven Accuracy) Prerequisite: Elf or half-elf
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Level 5
Uncanny Dodge. Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Edited by Shadeus (see edit history)
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Feats

Level 1 Bonus Feat

Initiate of High Sorcery

Prerequisites: Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery

   You’ve received training from magic-users affiliated with the Mages of High Sorcery.

   Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.

Lunar Spells

Moon 1st-Level Spell
Nuitari Choose two from dissonant whispers, false life, hex, and ray of sickness
Lunitari Choose two from color spray, disguise self, feather fall, and longstrider
Solinari Choose two from comprehend languages, detect evil and good, protection from evil and good, and shield

   

 

 

 

You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.

   Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Source: DSotDQ, page 32

 

4th-Level Bonus Feat

Divinely Favored

Prerequisite: 4th level, Dragonlance Campaign

A god chose you to carry a spark of their power. (Lunitari)
You learn one cantrip of your choice from the cleric spell list (Guidance) and one 1st-level spell based on the alignment of your character, as specified in the Alignment Spells table below. You also learn the augury spell.

Alignment Spells

Alignment 1st-Level Spell
Evil Choose one 1st-level warlock spell
Good Choose one 1st-level cleric spell
Neutral Choose one 1st-level druid spell

You can cast the chosen 1st-level spell (Absorb Elements) and the augury spell without a spell slot, and you must finish a long rest before you can cast either of these spells in this way again. You can also cast these spells using spell slots you have of the appropriate level.

Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

In addition, you can use a holy symbol as a spellcasting focus for any spell you cast that uses the spellcasting ability you choose when you select this feat.

Level 4 Rogue Feat

Elven Accuracy

Prerequisite: Elf or half-elf

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

 

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Inventory

Worn

  1. a coin pouch
  2. a set of common clothes - Starting equipment (background)
  3. leather armor (AC +1) - Starting equipment (class) - sold pre-game (5 stl)
  4. studded leather armor (AC +2) - Purchased with starting gold (45 stl)
  5. holy symbol x3 - Purchased with starting gold (15 stl total)
  6. Headband of Intellect

Weapons

  1. rapier (1d8 piercing - finesse) - Starting equipment (class)
  2. 2 daggers (1d4 slashing - finesse, light, thrown (range 20/60)) - Starting equipment (class)
  3. shortbow (1d6 piercing - ammunition, (range 80/320)) - Starting equipment (class) - Sold pre-game (12.5 stl)
  4. longbow (1d8 piercing - ammunition, (range 150/600)) - Purchased with starting gold (50 stl)

Instruments & Tools

  1. thieves' tools - Starting equipment (class)

Other

  1. a burgler’s pack - Starting equipment (class)
    • a backpack
    • a bag of 1,000 ball bearings
    • 10 feet of string
    • a bell
    • a crowbar
    • hammer
    • 10 pitons
    • hooded lantern
    • 2 flasks of oil
    • a tinderbox
    • 5 candles
    • 5 days of rations
    • a waterskin
    • 50 feet of hempen rope
  2. 20 arrows - Starting equipment (class)
  3. bottle of ink - Starting equipment (background)
  4. ink pen - Starting equipment (background)
  5. bedroll - Purchased with starting gold (1 stl)
  6. 50 sheets of paper - Purchased with starting gold (10 stl)
  7. Component pouch - Purchased with starting gold (25 stl)
  8. Augury tools - Purchased with starting gold (25 stl)

Money

Money
Platinum (pp) Gold (gp) or Steel (stl) Bronze (bp) or Silver (sp) Copper (cp)
0 456 5 0

Trinket

6    A lens through which you can see Krynn's invisible black moon, Nuitari

Edited by Shadeus (see edit history)
Name
Starting Gold (Steel)
600
1d10*25+500 4
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Spells

Cantrips

  1. Booming Blade (high elf lineage) - (a melee weapon worth at least 1 sp)
  2. Minor Illusion (Initiate of High Sorcery feat) - (a bit of fleece)
  3. Prestidigitation
  4. Mage Hand
  5. Mind Sliver
  6. Guidance (Divinely Favored feat)

1st-Level

 

  1. Hex © (Initiate of High Sorcery feat) - (the petrified eye of a newt)
  2. False Life (Initiate of High Sorcery feat) - (a small amount of alcohol or distilled spirits)
  3. Absorb Elements (Divinely Favored feat)
  4. Disguise Self
  5. Silvery Barbs
  6. Feather Fall - (a small feather or a piece of down)

 

2nd-Level

  1. Augury ® (Divinely Favored Feat) - (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Edited by Shadeus (see edit history)
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eb66d11a2f326c76884d4c4791a5f5821.jpg.72a6c046281e528c3ac75acc60c0541e.jpg

Feyren "Jinx" Silverbreeze

Silvanesti Mage of High Sorcery Moon Thief Rogue


AC: 16 (Studded leather+Dex) | HP: 38/38 (5d8+10) | Speed: 30 ft.
Senses: passive Perception 14, Insight 11, Investigation 18
StrSaving Throw: -1

Athletics: -1
:
 8 (-1) | DexSaving Throw: +7

Acrobatics: +4
Stealth: +10
Sleight of Hand: +7
Thieves' Tools: +7
:
 18 (+4) | ConSaving Throw: +2: 14 (+2) | IntSaving Throw: +7

Arcana: +7
History: +7
Investigation: +10
Nature: +4
Religion: +4
:
 19 (+4) | WisSaving Throw: +1

Animal Handling: +1
Insight: +1
Medicine: +1
Perception: +4
Survival: +1
:
 12 (+1) | ChaSaving Throw: +0

Deception: +3
Intimidate: +0
Performance: +0
Persuasion: +0
:
 10 (+0)

Languages: You can speak, read, and write Common, Elvish, Dwarvish, Draconic, and Solamnic


“My words,” Feyren said. | ‘My thoughts,’  Feyren thought. | My actions . . .


Feyren did some things. He said some things. He did some more things.

OOC

I don’t always put OOC content in my posts, but when I do, I put it in here.

Edited by Shadeus (see edit history)
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Statblock
Medium humanoid (elf), Neutral
Age: 114 years old | Height: 5′–6″ | Weight: 130 lbs.
Armor Class: 16 (12 studded leather + Dex) | Max HP: 38 (5d8 + 10)
Speed: 30 ft.
Proficiency Bonus: +3
STR
8 (-1)

Save: -1
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
18 (+4)

Save: +7
Acrobatics: +4
Sleight-of-Hand: +7
Stealth: +10

 

CON
14 (+2)

Save: +2





 

INT
19 (+4)
Save: +7
Arcana: +7
History: +7
Investigation: +10
Nature: +2
Religion: +2
WIS
12 (+1)
Save: +1
Animal Handling: +1
Insight: +1
Medicine: +1
Perception: +4
Survival: +1
CHA
10 (+0)
Save: +0
Deception: +3
Intimidation: +0
Performance: +0
Persuasion: +0

 

Damage Resistances:
Damage Immunities:
Senses: passive Perception 14, passive Insight 11, passive Investigation 18
Languages: You can speak, read, and write Common, Elvish, Dwarvish, Draconic, and Solamnic
Proficiencies: light armor, Simple weapons, hand crossbows, longswords, rapiers, shortswords, thieves' tools

Actions

Rapier(finesse). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Longbow (two-handed). Ranged Weapon Attack: +7 to hit, ranged 150/600 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Longbow (light, finesse). Ranged Weapon Attack: +7 to hit, ranged 20/60 ft., one target.
Hit: 6 (1d4 + 4) piercing damage.
Bonus Actions
Cunning Action. Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Reactions
Uncanny Dodge. Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Edited by Shadeus (see edit history)
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Although I expect to continue to edit the character, it is mainly completed now. I still need to tinker with purchasing consumable magic items, though. There are a couple of questions and clarifications I wanted to put here that did not fit into any other section of the application.

Magic Item Request

For Jinx' magic item, I would like her to use a Headband of IntellectYour Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.. Mechanically, it's not nearly as useful as a +1 longbow, but it would make a cool roleplay element. It helps with her investigation (one of her main skills) and makes Mind Sliver a viable way to debuff someone, making it harder to save against a future spell (certainly another character, as none of her spells have saving throws). It will be cool to take it off at times and deal with "coming down" from knowing and understanding everything (Int 19) to being mentally slower and harder to put her thoughts together.

Is the headband of intellect alright?

Behind the Veil

Mechanically, this is an unusual character for me:

  • Skills:  She has seven trained skills (two of which have expertise), with Investigation/Stealth being her strongest, and one tool. She likes to be "in the know" and plans to use it during her downtime to gather information on what's happening. If you wish, it's a great way to slip information to players. With access to the guidance cantrip, she is also able to boost her skill checks regularly.
  • In Combat:  Feyren will default to using her longbow first to get advantage from either hiding or using steady aim. She also can use a bonus action to cast hex to increase the damage. In melee, she will be more of a skirmisher, moving in and out of combat with her mediocre AC and low hit point. But with booming blade, she should be able to do some good damage. With either attack and using hex, she will do 1d8+4+4d6 damage, making her an effective single-target striker. Her elven accuracy feat increases the chance that the attack will crit doubling the damage dice.
  • Spells:  Her feats and lineage give her access to several extra cantrips and new spells. She can cast the following spells once per day without expending a spell slot: false life, hex, absorb elements, and augury.  False life will be a standard "start of the day" spell to help mitigate her low hit point. Hex boosts damage. Absorb elements is an interesting defensive spell to help with her low hit points. Augury fits the character's thirst for knowledge well, even if it's a low-level divination.
Elephant in the Room

I know this isn't the first Arcane Trickster build that was posted. Codexgigas posted his brilliant kender application before mine. Although there are significant differences in the backgrounds, feats, and spell selection, there are also some similarities. Codexgigas is the DM of a Dragonlance game I'm in on Myth-Weavers. He does an excellent job keeping up with posts and keeps a good pace to the game. I also appreciate his thorough knowledge of Dragonlance and willingness to work with the party to keep things engaging and fun! If you are considering Arlo for the game, he would make a great choice.

Despite the base class being the same, I see our characters as unique. Jinx leans into her elven heritage and high intelligence. She has several spell options that give her various options to debuff an enemy or offer a versatile attack both in melee or at range. Outside of combat, she offers a lot of utility with skills and information gathering to prepare the party better for the challenges ahead.

 

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5 hours ago, Shadeus said:
Magic Item Request

For Jinx' magic item, I would like her to use a Headband of IntellectYour Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.. Mechanically, it's not nearly as useful as a +1 longbow, but it would make a cool roleplay element. It helps with her investigation (one of her main skills) and makes Mind Sliver a viable way to debuff someone, making it harder to save against a future spell (certainly another character, as none of her spells have saving throws). It will be cool to take it off at times and deal with "coming down" from knowing and understanding everything (Int 19) to being mentally slower and harder to put her thoughts together.

Is the headband of intellect alright?

No problem here.

5 hours ago, Shadeus said:
Behind the Veil

Mechanically, this is an unusual character for me:

  • Skills:  She has seven trained skills (two of which have expertise), with Investigation/Stealth being her strongest, and one tool. She likes to be "in the know" and plans to use it during her downtime to gather information on what's happening. If you wish, it's a great way to slip information to players. With access to the guidance cantrip, she is also able to boost her skill checks regularly.
  • In Combat:  Feyren will default to using her longbow first to get advantage from either hiding or using steady aim. She also can use a bonus action to cast hex to increase the damage. In melee, she will be more of a skirmisher, moving in and out of combat with her mediocre AC and low hit point. But with booming blade, she should be able to do some good damage. With either attack and using hex, she will do 1d8+4+4d6 damage, making her an effective single-target striker. Her elven accuracy feat increases the chance that the attack will crit doubling the damage dice.
  • Spells:  Her feats and lineage give her access to several extra cantrips and new spells. She can cast the following spells once per day without expending a spell slot: false life, hex, absorb elements, and augury.  False life will be a standard "start of the day" spell to help mitigate her low hit point. Hex boosts damage. Absorb elements is an interesting defensive spell to help with her low hit points. Augury fits the character's thirst for knowledge well, even if it's a low-level divination.

Looks good. Pretty much just what I'm looking for, but I'm also leaving it up to the party to vote, on y'all, too.

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Posted (edited)
Consumable magic Items
  • Dust of Disappearance - 300 stl
  • Potion of Healing (x2) - 100 stl

Some bad luck there! She can't afford the Pixie Dust.

 

Edited by Shadeus (see edit history)
Name
Dust of Disappearance cost
300
1d6*50 6
Pixie Dust cost
250
1d6*50 5
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I'm going to withdraw from this game.

I enjoy the character I created and would really like to join such a stellar cast of players, but I only have room for one more game. I decided to stick with the Storm King's Thunder application instead, which lets me forge the story from the very beginning of the campaign.

Thank you for the opportunity to apply and best of luck to the remaining applicants!

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