paladinred Posted March 29 Clone Share Posted March 29 (edited) CHARACTER THREAD TEMPLATE Abbi Greystone "I can hear the dead talk, they tell me dangerous secrets" WIZARD 5 (Necrophagy) Race: Shadow Fey Armor Class: 13 Hit Points: 27 Speed: 30' Senses: Perception +3 Languages: Common, Umbral, Elvan, Draconic, Infernal, Celestial Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 8 (-1) Save -1 Athletics -1 Dexterity 16 (+3) Save +3 Acrobatics + | Sleight of Hand + | Stealth Constitution 12 (+1) Save +1 No skills associated. Intelligence 18 (+4) Save +7 Arcana +7 | History +5 | Investigation +7 | Nature +5 | Religion +5 Wisdom 10 (+0) Save +3 Animal Handling +0 | Insight +3 | Medicine +0 | Perception +3 | Survival +0 Charisma 14 (+2) Save +5 Deception +2 | Intimidation +2 | Performance +7 | Persuasion +2 Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Instruments Weapons: Rapier, Shortsword, Shortbow, and Longbow, Daggers, darts, slings, quarterstaffs, light crossbows Armors: None WIZARD CLASS ABILITIES Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. | Ritual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. | | Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright sunlight RACIAL TRAITS: Path of Shadows. You can cast the misty step spell when in darkness, dim light, or a shadow large enough to cover your body. You can use this ability a number of times per day equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell. Traveller in Darkness: You have advantage on any Intelligence (Arcana) check to learn about a particular shadow road and how it functions. DarkvisionAccustomed 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 SensesYou have proficiency in the Perception skill. | Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. | TranceElves 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 TrainingYou have proficiency with the longsword, shortsword, longbow, and shortbow | CantripYou have proficiency with the longsword, shortsword, longbow, and shortbow FEATS ASIWisdom +1 Dexterity +1 @ Level 4 WEAPONS WEAPONS 1/4 Staff (Arcane Focus) SPELLS SPELL SLOTS 4/4 (1st), 4/0 (2nd), 3/0 (3rd), 2/0 Wizard - Spell Save DC: 15 | Spell Attack Mod: +7 | Spells Prepared: 9 CANTRIPS (Wizard) Claws of Darkness (C)Claws of Darkness Evocation cantrip (shadow) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You shape shadows into claws that grow from your fingers and drip inky blackness. The claws have a reach of 10 feet. While the spell lasts, you can make a melee spell attack with them that deals 1d10 cold damage.* | Green-Flame BladeGreen-Flame Blade Evocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). | Silhouette (C)Silhouette Illusion cantrip (shadow) Casting Time:1 action Range:Touch Components:V, S Duration:Concentration, up to 1 minute You create a shadow play against a screen or wall. The surface can encompass up to 100 square feet. The number of creatures that can see the shadow play equals your Intelligence score. The shadowy figures make no sound but they can dance, run, move, kiss, fight, and so forth. Most of the figures are generic type-a rabbit, a dwarf– but a number of them equal to your Intelligence modifier can be recognizable as specific individuals.* | Mending | | | FIRST LEVEL (Wizard) Detect Magic (R) | Mage ArmorMage Armor 1st-level abjuration Casting Time:1 action Range:Touch Components:V, S, M (a piece of cured leather) Duration:8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | | Magic MissileMagic Missile 1st-level evocation Casting Time:1 action Range:120 feet Components:V, S Duration:Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. | SECOND LEVEL (Wizard) Misty Step | Shatter | See Invisibility THIRD LEVEL (Wizard) Haste | Fly, Leomunds Tiny Hut (R), Lightening Bolt * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes Ritual / (B) Denotes bonus action spell. WIZARD'S SPELLBOOK FIRST LEVEL Black Ribbons (C)Black Ribbons 1st-level conjuration (shadow) Casting Time: 1 action Range: 40 feet Components: V, S, M (a piece of ribbon) Duration: Concentration, up to 1 minute You pull pieces of the plane of shadow into your own reality, causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creatures. Any creature that ends its turn in the area becomes restrained by the ribbons until the end of its next turn, unless it makes a successful Dexterity saving throw. Once a creature succeeds on this saving throw, it can’t be restrained again by the ribbons, but it’s still affected by the difficult terrain.* | | | Find Familiar (R)Find Familiar 1st-level conjuration (ritual) Casting Time:1 hour Range:10 feet Components:V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration:Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. | Mage ArmorMage Armor 1st-level abjuration Casting Time:1 action Range:Touch Components:V, S, M (a piece of cured leather) Duration:8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | Insightful Maneuvers (B)Insightful Maneuver 1st-level divination Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Instantaneous With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice). Additionally, if the target has any other vulnerabilities, you learn them.* | Magic MissileMagic Missile 1st-level evocation Casting Time:1 action Range:120 feet Components:V, S Duration:Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. | Shadow Armor (R)Shadow Armor 1st-level abjuration (shadow) Casting Time: 1 reaction, which you take when you are targeted by an attack but before the roll is made Range: Self Components: V, S Duration: Instantaneous You can siphon energy from the plane of shadow to protect yourself from an immediate threat. As a reaction, you pull shadows around yourself to distort reality. The attack against you is made with disadvantage, and you have resistance to radiant damage until the start of your next turn.* | Detect Magic (R) Identify (R) Second Level Blur, Misty Step, Shatter, See Invisibility Third Level Haste, Fly, Leomunds Tiny Hut (R), Lightening Bolt * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes ritual / (B) Denotes bonus action spell. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (54.08 lbs.) Weight: Status: Unencumbered Penalty: None MONEY POUCH (6.08 lbs.) Copper: 0 | Silver: 1 | Gold: 410 | Obsidian: 0 | Platinum: 0 EQUIPEMENT READIED (21 lbs.) 1/4staff Weapons Readied Items EQUIPMENT STORED (27 lbs.) Stored items can be retrieved with an action. In Backpack (11 lbs.) Herbalism Kit Strapped to Backpack (16 lbs.) EQUIPMENT NOT CARRIED (--) At Home * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (0/0) | | APPEARANCE Age 222 | Height 5' 2" | Weight 122 lbs. | Hair Raven Black| Eyes right Copper/Left looks dead | Complexion pale BACKGROUND Mystic of Baba Yaga Source Midgard Heroes Handbook pg116 Personality Traits: My wrath is unwavering and cruel; my enemies will fear me. Ideals: Harbinger: Doom. The end comes soon, and Grandmother works to hasten it. Nothing matters but impressing her. (Evil) Bonds: I will meet Baba Yaga one day, and she will grant me a boon as payment for my affection and hard work. Flaws: I am mad. Background Feature: Grandmother's Touch: Grandmother's Touch Your obsession with Grandmother Yaga has, for better or worse, drawn her attention to you. You may spend a day locating and interpreting the signs of the great witch (counts as downtime). After doing so, you gain Baleful Eye: One of your eyes becomes pale and milky for a day. The eye allows you to see into the souls of nearby creatures and detect any lies they tell. Good- hearted folk who see the clouded eye treat you with suspicion or outright hostility. BACKSTORY Born on the outskirts of Savoyne, Abbi was a loner. Her mother was a whore and her father was a drunk. When her father was taken ill she spent a week with her grandmother, she was awesome, then her father died and she had to go back home. Her mother had to continue as a whore as she owed money, but she did take on a waitress job so she could clear off the debt. Abbi was twelve when her mother brought a man home, he was a letch, and he was always watching Abbi. He would walk in on her when she was bathing, Abbi wanted to go live with her grandmother but Jezabelle (the mother) would not allow it. Then there was a fire at the Inn where Jezabelle worked and she was injured, she was unconscious for three days, and that was when Midge made a move on Abbi. Alone and frightened Abbi preyed to her grandmother and got a reply. Abbi heard a voice that told her to wake up her dragon, if she concentrated hard enough she would wake up the white dragon in her lineage. For a whole day, Abbi tried to wake up the dragon within her, then as Midge came into her room it burst forth and Abbi killed him. Her grandmother continued to tell her secrets, some evil ones. Abbi buried Mitch in their garden, and when her mother was better she found a new job. Life was suddenly better, Abbi began to read books on magic and was given a job as a caravan guard. With her grandmother talking in her ear, Abbi was able to fight the goblins that attacked the carts and helped prepare the food. When they reached Friula she was paid 50 gold pieces, she immediately got another back again and earned another 50 gold pieces. Edited April 2 by paladinred (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted April 2 Clone Share Posted April 2 Thanks for the application. I have marked her as completed. Good luck in final selection. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
paladinred Posted April 2 Author Clone Share Posted April 2 (edited) Abbi Greystone Shadow Wizard (Necrophagy) 5 8.16.12.18.10.14 | init +3 | AC 13 | HP 27/27 | HD 5 Arcana +7, Investigation +7, Insight +3, Perception +3 Slots: 4/3/2 || Fey Step 0/2 || Narrative text OOC: Edited April 2 by paladinred (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
paladinred Posted April 17 Author Clone Share Posted April 17 Just to let you know I am still here, I have run out of fingernails and have reached my elbows lol. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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