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Trisae Arabrahel - Drow Entertainer Silver Draconic Sorceress


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Trisae Arabrahel

Drow Entertainer Silver Draconic Sorceress

Trisae

STR

8 (−1)

Save: −1

Athletics: −1

 

Carry: 120 lb.

Push/Drag/Lift: 240 lb.

DEX

13 + 1 = 14 (+2)

Save: +2

Acrobatics: +4 (from background)

Sleight of Hand: +2

Stealth: +2

 

Initiative: +2

CON

14 (+2)

Save: +4 (from class)

 

INT

12 (+1)

Save: +1

Arcana: +3 (from class)

History: +1

Investigation: +1

Nature: +1

Religion +1

WIS

10 (+0)

Save: +0

Animal Handling: +0

Insight: +0

Medicine: +0

Perception: +2 (from lineage)

Survival +0

CHA

15 + 2 = 17 (+3)

Save: +5 (class)

Deception: +3

Intimidation: +3

Performance: +5 (from background)

Persuasion: +5 (from class)

   Trisae’s grandfather was in fact a silver dragon that married a priestess of Eilistraee. Though her mother displayed no special powers, other than being a priestess of Eilistraee, herself, at an early age, Trisae’s draconic powers began manifesting.

Edited by Kamishiro_Rin (see edit history)
Name
Attributes
13,6,6,10,12,9
repeat(drop(4d6,lowest,1),6) 6,4,3,3,1,3,2,1,2,2,2,1,5,3,2,1,2,1,6,4,6,1,1,2
Attributes (try #2)
11,14,15,8,11,11
repeat(drop(4d6,lowest,1),6) 4,2,3,4,4,4,6,3,2,6,6,3,5,2,1,1,3,5,3,2,5,1,3,3
Attributes (try #3)
11,9,17,8,9,12
repeat(drop(4d6,lowest,1),6) 2,4,5,2,4,2,3,1,5,6,6,1,2,2,1,4,4,3,2,1,3,5,4,1
Attributes (try #4)
14,14,13,11,15,8
repeat(drop(4d6,lowest,1),6) 6,4,2,4,1,3,5,6,6,1,2,5,5,1,1,5,3,5,6,4,1,3,4,1
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Lineage: Elf (Drow)

Ability Scores: Choose one of: (a) Choose any +2 (Cha); choose any other +1 (Dex) (b) Choose three different +1
Size: Medium
Speed: 30 ft.


   Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

   Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

   Superior Darkvision. Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.

   If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

   Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

   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 direct sunlight.

   Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you can also cast the darkness spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.

   Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.


   You may roll for your character’s height and weight on the Random Height and Weight table. The roll in the Height Modifier column adds a number (in inches) to the character’s base height. To get a weight, multiply the number you rolled for height by the roll in the Weight Modifier column and add the result (in pounds) to the base weight.

Random Height and Weight

Base Height

Base Weight

Height Modifier

Weight Modifier

4′–5″
(53″)

75 lb.

+2d6

× (1d6) lb.

53″ + 10″ = 63″ = 5′–3″

75 lb. + (10 × 1 lb) = 85 lb.

rolled 10″

rolled × 1 lb.

63″ × 2.54 ≈ 160 cm

85 lb. × 0.453592 ≈ 38.6 kg

   

   Source: PHB, page 24

Edited by Kamishiro_Rin (see edit history)
Name
Height (2d6)
10
2d6 4,6
Weight (1d6)
1
1d6 1
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Background: Entertainer

  • Skill Proficiencies: Acrobatics, Performance
  • Tool Proficiencies: Disguise kit, one type of musical instrument (flute)
  • Equipment: A musical instrument (one of your choice: flute), the favor of an admirer (love letter, lock of hair, or trinket), costume clothes, and a belt pouch containing 15 gp

Feature: By Popular Demand

   You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Specialty

   A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer.

d10 Routines
2 Dancer
3 Fire-eater
10 Tumbler

Suggested Characteristics

   Successful entertainers have to be able to capture and hold an audience’s attention, so they tend to have flamboyant or forceful personalities. They’re inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.

d8 Personality Trait
2 Whenever I come to a new place, I collect local rumors and spread gossip.
7 I’ll settle for nothing less than perfection.

d6 Ideal
1 Beauty. When I perform, I make the world better than it was. (Good)
3 Creativity. The world is in need of new ideas and bold action. (Chaotic)

d6 Bond
4 I idolize a hero of the old tales and measure my deeds against that person’s.

d6 Flaw
5 I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.

   Source: PHB, page 130

Edited by Kamishiro_Rin (see edit history)
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Posted (edited)

Class: Sorcerer

  Spell Slots per Spell Level
Level Proficiency
Bonus
Features Sorcery
Points
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sorcerous Origin 4 2

2

Hit Points

  • Hit Dice: 1d6
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Sorcerer level after 1st

Proficiencies

  • Armor: none
  • Weapons: daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: none
  • Saving Throws: Constitution, Charisma
  • Skills: Choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.

Starting Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Two daggers

   Alternatively, you may start with 3d4 × 10 gp to buy your own equipment.

Level 1: Spellcasting PHB p99

   An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips

   At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

Spell Slots

   The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer 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 burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

   You know two 1st-level spells of your choice from the sorcerer spell list.

   You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

   Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

   Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

   You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Level 1: Sorcerous Origin PHB p99

   Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins.

   Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Draconic Bloodline PHB p102

   Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Dragon Ancestor PHB p102

   At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Draconic Ancestry
Dragon Damage Type
Silver Cold

   You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience PHB p102

   As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

   Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Edited by Kamishiro_Rin (see edit history)
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Posted (edited)

Money

PP

0

GP

2

SP

2

EP

0

CP

2

10 gp Gems

0

50 gp Gems

0

100 gp Gems

0

500 gp Gems

0

1,000 gp Gems

0

5,000 gp Gems

0

25 gp Art Objects

0

250 gp Art Objects

0

750 gp Art Objects

0

2,500 gp Art Objects

0

7,500 gp Art Objects

0

  • Starting Gold: 15 from background.
  • Bought: a pound of Flour (2 cp), a Whetstone (1 cp), a Two-Person Tent (2 gp), Traveler’s Clothes (2 gp), a Bell (1 gp), a Blanket (5 sp), a Grappling Hook (2 gp), a Mess Kit (2 sp), a Signal Whistle (5 cp), and a Steel Mirror (5 gp), for a total of 12.78 gp.

Inventory

  • 1 :: belt pouch containing 15 gp; Adventuring gear; 5 sp, 1 lb.; A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 20/20 :: bolts; Ammunition; 5 cp, 1.2 oz. (each); Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: component pouch; Adventuring gear; 25 gp, 2 lb.; A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell’s description).; Source: PHB, page 151. Available in the SRD and the Basic Rules.
  • 1 :: costume clothes; Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 2/2 :: daggers; Weapon; Simple weapon, melee weapon; 2 gp, 1 lb.; 1d4 piercing - finesse, light, thrown (20/60 ft.); Source: PHB, page 149. Available in the SRD and the Basic Rules.
    • Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.;
    • Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
    • Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
  • 1 :: dungeoneer’s pack; Adventuring gear; 12 gp, 61½ lb.; Source: PHB, page 151. Available in the SRD and the Basic Rules.; Includes:
    • 1 :: backpack; Adventuring gear; 2 gp, 5 lb.; A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
    • 1 :: crowbar; Adventuring gear; 2 gp, 5 lb.; Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.; Source: PHB, page 151. Available in the SRD and the Basic Rules.
    • 1 :: hammer; Adventuring gear; 1 gp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
    • 10/10 :: pitons; Adventuring gear; 5 cp, ¼ lb. (each); Source: PHB, page 150. Available in the SRD and the Basic Rules.
    • 10/10 :: torches; Adventuring gear; 1 cp, 1 lb.; A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
    • 1 :: tinderbox; Adventuring gear; 5 sp, 1 lb.; This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
    • 10/10 :: days of rations; Adventuring gear; 5 sp, 2 lb. (each); Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
    • 1 :: waterskin; Adventuring gear; 2 sp, 5 lb. (full); A waterskin can hold up to 4 pints of liquid.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
    • 1 :: 50 feet of hempen rope; Adventuring gear; 1 gp, 10 lb.; Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 :: light crossbow; Weapon; Simple weapon, ranged weapon; 25 gp, 5 lb.; 1d8 piercing - ammunition (80/320 ft.), loading, two-handed; Source: PHB, page 149. Available in the SRD and the Basic Rules.;
    • Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
    • Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
         If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
    • Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
    • Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
  • 1 :: musical instrument (one of your choice: flute); Instrument; 2 gp, 1 lb.; If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.; Source: PHB, page 154. Additional information from XGE, page 83. Available in the SRD and the Basic Rules.;
       Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.;
    • History. Your expertise aids you in recalling lore related to your instrument.
    • Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
    • Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
    • Musical Instrument Activity (DC)
      • Identify a tune (DC 10)
      • Improvise a tune (DC 20)
  • 1 :: the favor of an admirer (Rolled 2: a piece of crystal that faintly glows in the moonlight)
  • 1 :: Trinket: (rolled 44) a mechanical canary inside a gnomish lamp
  • 1 :: Flour; Trade good; 2 cp, 1 lb.; Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).; Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.; Source: PHB, page 157. Available in the SRD and the Basic Rules.
  • 1 :: Whetstone; Adventuring gear; 1 cp, 1 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Two-Person Tent; Adventuring gear; 2 gp, 20 lb.; A simple and portable canvas shelter, a tent sleeps two.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 :: Traveler’s Clothes; Adventuring gear; 2 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Bell; Adventuring gear; 1 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Blanket; Adventuring gear; 5 sp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Grappling Hook; Adventuring gear; 2 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Mess Kit; Adventuring gear; 2 sp, 1 lb.; This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.; Source: PHB, page 152. Available in the SRD and the Basic Rules.
  • 1 :: Signal Whistle; Adventuring gear; 5 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Steel Mirror; Adventuring gear; 5 gp, ½ lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
Edited by Kamishiro_Rin (see edit history)
Name
Trinket
44
1d100 44
The Favor of an Admirer (trinket)
2
1d100 2
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Posted (edited)

Trisae Arabrahel
Trisae Arabrahel

Level 1 Drow Entertainer Sorcerer

AC: 15 (Dex 2 + Draconic Resilience 13); HP: 8/8 (1d6 + 2); Speed: 30 ft.

Proficiency Bonus: +2

STR: 8 (−1); DEX: 14 (+2); CON: 14 (+2); INT: 12 (+1); WIS: 10 (+0); CHA: 17 (+3)

Sorcery Points:

Spell Save DC: 13; Spell Attack: Cantrips Known (4 + 1); Spells Known (2)

Spell Slots: 1st

Senses: darkvision 120 ft., passive Perception 12, passive Insight 10, passive Investigation 11; Tools: disguise kit, flute; Armor: none; Weapons: daggers, darts, slings, quarterstaffs, light crossbows, rapiers, shortswords, and hand crossbows; Languages: Common, Elven; Size: Medium; Age: 21; Height: 5′–3″ (160 cm); Weight: 85 lb. (38.6 kg); Hair: Silver; Eyes: Magenta; Skin: Anthracite-Coal Black

IC (My thoughts . . .; “My words . . .”; My actions . . .)

   Trisae looks at her summons. This is the tree, all right. The ancient oak towered over her. It was minutes to midnight. It wouldn’t due to be late.

   She enters the Hall of Echoed Wisdom. The place just thrummed with magic of a nature beyond herself.

   The confidence of the dragon blood beating through her veins mixed with the kindness and compassion of Eilistraee created a strange mixture. “I am Trisae,” she greets the persons already present. “I have come to answer a summons to this auspicious hall. I greet you all with Eilistraee’s blessings and well-wishes of a silver dragon.”

   With greetings out of the way, she speaks the draconic words, Temep vreolic,” and makes a complex little practiced gesture with her left hand. The mud caked upon her shoes and the dust on her clothing from journey both just disappear, leaving her spotlessly clean.

OOC

Movement: enter the Hall of Echoed Wisdom

Action: cast the prestidigitation spell upon herself to clean herself off

Bonus Action: —

Reaction: —

Interact-with-Object:

(To Whom It May Concern . . .)

Edited by Kamishiro_Rin (see edit history)
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