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Athelia Karatch - Wizard


Neopopulas

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Athelia Karatch

Planetouched Wizard 1


Age: Height:
Weight: Size: Medium
Culture: Background: Forsaken

 

Hit Points: 8 Hit Dice: 1d6 AC: 12 (15) Speed: 35ft Maneuver DC:
Perception: 11 Immunities: - Insight: 13 Resistances: - Vulnerable: -

 

SKILLS & SAVES
STRENGTH
8 (-1)

DEXTERITY
14 (+2)

CONSTITUTION
14 (+2)

INTELLIGENCE
16 (+3)

WISDOM
12 (+1)

CHARISMA
10 (+0)

Save
-1
Save
+2
Save
+2
Save
+5
Save
+3
Save
+0
Athletics -1 Acrobatics +2   Arcana +5 Animal Handling +1 Deception +0
    Slight of Hand +2   Dragons +1d4 Culture +1 Intimidation +0
    Stealth +2   Forbidden Knowledge +1d4 Insight +3 Performance +0
        Engineering +3 Detecting Lies +1d4    
        History +5 Medicine +1    
        Legends +1d4 Perception +1    
      Investigation +5 Survival +1  
      Research +1d4      
      Nature +3      
      Religion +3      

* Denotes Proficiency | (denotes expertise)

 

Proficiencies & Armor None
Weapons Daggers, Darts, Slings, Quarterstaffs
Tools Alchemists Supplies, Cartographer's Tools
Senses Darkvision 60ft.

Languages Common, Auran, Elvish, Druidic, Slyvan, Draconic, Infernal, Minotaur, Gnoll, Papsyen, Fyæsǔian, Iitfúian

Heritage: Planetouched - Elementari

Speed. Your base Speed is 30 feet.

Darkvision. Thanks to your supernatural ancestors, your vision is not impeded by darkened 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 cannot discern color in darkness, only shades of gray.

Immortal Blessing. Your connection with the source of your bloodline allows you to cheat death. When you would ordinarily be reduced to zero hit points, you are instead reduced to one hit point. You cannot use this feature again until you have finished a long rest .

Airborn

Feather on the Wind. When you fall, you can use your reaction to slow your rate of descent and land from a height of up to 60 feet without taking falling damage; you take half damage if falling from heights higher than that.

Light on Your Feet. You can use a bonus action to make a leap of a distance up to 10 feet without provoking opportunity attacks . This distance increases by 5 feet each time your proficiency bonus increases. Once you have used this feature a number of times equal to your proficiency bonus, you can’t use it again until you have finished a long rest . Additionally, when you would be knocked prone , you can use your reaction to instead move 5 feet in a direction you choose. This movement does not provoke an opportunity attack.


Culture: Forsaken

Fleet of Foot. Your Speed increases by 5 feet.

Eat Like a Bird. You grew used to eating very little. You can go a number of days equal to half your Constitution modifier without suffering any fatigue from lack of Supply.

Improvised Tools. During a long rest, when you have access to raw materials you can jury-rig an improvised tool kit. If you roll a 1 while making a check using the improvised tools or the next time you take a long rest , they break.

Pack Rat. You can carry your whole house on your back. You count as one size larger when determining your carrying capacity.

Roll With the Punches. After you fail an ability check, you have advantage on your next ability check. You can’t use this trait again until after you finish a short or long rest .

Languages. You can speak, read, write, and sign Common, and two additional languages.


Background: Dungeon Robber

Ability Score Increases: +1 to Intelligence and one other ability score.

Skill Proficiencies: History, and either Investigation or Religion.

Tool Proficiencies: Cartographers’ tools. Languages: Any six (three of them no longer spoken).

Feature: Unreliable Intelligence. You know conspiracy theorists, armchair historians, disgraced academics, and other people with useful, if unreliable, knowledge. While in a city, once per day you can find an NPC who can make an Intelligence check with a +10 bonus to recall a fact. When you do so, the Narrator secretly rolls a d6. On a 1, your contact’s information is dangerously inaccurate.

Adventures and Advancement: As you build your reputation, shady people approach you with requests to “discover” items of uncertain ownership. After enough successes, a legitimate organization, such as a wizard’s college or esteemed museum, takes an interest in you. They offer you a position, which comes with funding granting a Wealthy lifestyle, access to free spellcasting services, and legal representation when you inevitably run afoul of the law.

- Connections and Mementos
1. A collector who sends you after valuable curios.
2. A gold coin bearing the face of a king who never existed.


Destiny: Knowledge

SOURCE OF INSPIRATION

Learning. She gains inspiration whenever she makes an arcane, divine, scholastic, or scientific discovery.

FULLFILLMENT FEATURE

Converging Theories. Her understanding has bridged the gaps and she joins what once was disparate into a unified scientific and spiritual theory.  Her Intelligence, Wisdom, and Charisma scores each increase by 2 and their 
maximums each become 22.

INSPIRATION FEATURE

image.png.fcf31a364bc94b86835dcbc82eff559d.png Critical Evaluation. As a bonus action, SHe may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value.

 

Class: Wizard Archtype: -
Level 1;
Proficiency: +2 Studies Known: - Spell DC: 13 Spell Attack: +5
Spellcasting:

Arcane Recovery;

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.
 
 
   

 

Equipment Magical Items Wealth
Quarterstaff
Backpack
Bedroll
Clothes (traveler’s)
Component pouch
Flask of oil
Lantern (hooded)
Mess tin
Spellbook

Maximum Supply: ?
Maximum Bulk: ?
ATTUNED ITEMS (Maximum of 3)
1.
2.
3.

NON-ATTUNED ITEMS
1.
2.
3.

CONSUMABLES
1.
2.
3.
COIN POUCH
Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 14 | Platinum: 0

BANKED COIN
Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0

ITEMS OF VALUE (Gems, Art, Jewelry, etc.)
1.
2.
3.
     

 

COMBAT

image.png.62206a923a5c1eea3023189185b4fafd.png Action image.png.fcf31a364bc94b86835dcbc82eff559d.png Bonus Action image.png.764ea8e968045aafe287a5a866d19e7f.png Reaction

ATTACKS

image.png.62206a923a5c1eea3023189185b4fafd.png

 


 

image.png.fcf31a364bc94b86835dcbc82eff559d.png 

 


SPELLCASTING

Caster Level 1 | Spell Casting Ability Intelligence | Spell Save DC 13 | Spell Attack +5


CANTRIPS
Fire bolt

Casting Time: 1 Action

Range: 120ft

Target: One creature, Object

Components: V, S

Duration: Instantaneous

 

You cast a streak of flame at the target. Make a ranged spell attack. On a hit, you deal 1d10 fire damage. An unattended flammable object is ignited. 

This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Prestidigitation

Casting Time: 1 Action

Range: 120ft

Target: One creature, Object

Components: V, S

Duration: Instantaneous

 

You wield arcane energies to produce minor effects. Choose one of the following:

• Create a single burst of magic that manifests to one of the senses (for example a burst of sound, sparks, or an odd odor).
• Clean or soil an object of 1 cubic foot or less.
• Light or snuff a flame.
• Chill, warm, or flavor nonliving material of 1 cubic foot or less for 1 hour.
• Color or mark an object or surface for 1 hour.
• Create an ordinary trinket or illusionary image that fits in your hand and lasts for 1 round.

You may cast this spell multiple times, though only three effects may be active at a time. Dismissing each effect requires an action.

Void Maw

Casting Time: 1 Action

Range: 60ft

Target: One creature, Object

Components: V, S

Duration: Instantaneous

 

You reach out into the perilous void to create an orb of hungry shadows, making a ranged spell attack that deals 1d6 necrotic damage.

Inanimate corpses and Tiny or smaller nonmagical objects hit by this spell disintegrate into nothing. If this spell kills a creature, the corpse disintegrates into nothing.

A creature reduced to 0 hit points by this spell is not consumed until it fails its final death saving throw .

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


LEVEL 1 (2/2 spellslots)
Mage Armour

Casting Time: 1 Action

Range: Touch

Target: 1 willing target

Components: V, S

Duration: Instantaneous

 

Until the spell ends, the target is protected by a shimmering magical force. Its AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor, or if you use an action to dismiss it.

The target gains 5 temporary hit points for each slot level above 1st. The temporary hit points last for the spell’s duration.

Skeletal Hands

Casting Time: 1 Action

Range: 30ft

Target: One creature

Components: S, M

Duration: Concentration (1 min)

 

You cast a streak of flame at the target. Make a ranged spell attack. On a hit, you deal 1d10 fire damage. An unattended flammable object is ignited. 

This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Burning Hands

Casting Time: 1 Action

Range: Self

Target: Cone (15ft)

Components: V, S

Duration: Instantaneous

 

A thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save or half as much on a successful one.

Increase damage by 1d6 for each slot above 1st

 
Shield

Casting Time: 1 Reaction

Range: -

Target: Self

Components: V, S

Duration: Instantaneous

 

You create a shimmering arcane barrier between yourself and an oncoming attack. Until the spell ends, you gain a +5 bonus to your AC (including against the triggering attack) and any magic missile targeting you is harmlessly deflected.

Inflict Wounds

Casting Time: 1 Action

Range: Touch

Target: -

Components: V, S

Duration: Instantaneous

 

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Magic Missile

Casting Time: 1 Action

Range: 120ft

Target: Up to 3 Creatures

Components: V, S

Duration: Instantaneous

 

A trio of glowing darts of magical force unerringly and simultaneously strike the targets, each dealing 1d4+1 force damage.

Cast at Higher Levels

Evoke one additional dart and target up to one additional creature for each slot level above 1st.

 
APPEARANCE

A slender woman is indeterminate age, Athelia is defined most prominently by her colouring, with snow-white hand and ashen skin she stands out in a crowd, even before people notice the blue of her eyes in such a pale face. She is used to the stares of others.

She will tend to dress in a utilitarian manner, expecting to need to be able to move and travel easily and seems especially uncomfortable and unsure in anything anyone would consider more expensive or elegant attire.

She travels light - mostly because she knows she has to carry it all - and also because she always tries to find somewhere indoors to sleep, she is not above some of the finer things in life.

 

BACKSTORY

Athelia was born to the east of Endora, in a small farming village at the juncture of the Moor-Run river. The small village was home to only a handfull of extended families and made their living along the river and in the farms that stretched beyond. When Athelia was born it was immediately obvious that she did not belong.

Next of the rich, earthy tones of her parents she stood out like a sore thumb, her frost-white hair and ash coloured skin were nothing like her family. The deep, startling blue eyes like a summer sky were too strange for most to accept.

Her earliest memories were of her fathers anger towards her mother, and her mother's resentment of her. As a young girl she spent more time along than with her family, her sisters resented her for the friction she caused and her father resented her for what he assumed she was proof of and her mother resented the implication. In the village, she was more pariah than anything else.

By the time she reached her early teens she had learned that time alone was more comfort than she would get elsewhere, and she found herself delving old ruined buildings up and down the river, disappearing for the day before she was driven to return at dusk. She was barely to her middle-later teens when she left her family with a terse note and not much else. She suspected them simply glad she was gone and put them all from her mind.

From that day she spent years traveling back and forth from city to town, making her way as best she could, and growing her skills as she did. She was driven to learning the past through the ruins that she found across the continent, and as her skills grew she found herself digging deeper into the past and into the mysteries that she could find there.

She learned magic from wandering wizards and survival skills from thieves and bandits, she learned to capitalize on her advantages and reduce her disadvantages from everyone she could, but more than anything she looked in every town, village and city for the next mystery that she could solve.

 
Personality

Athelia has little patience for stranger, and feigns a great deal of disinterest in the lives of others, though deep down she seeks connection every time she meets a new person, she expects to be disappointed before long.

She is driven by curiosity and finding new mysteries to solve, she is slow to anger but will hold a grudge like no one's business. To those that show her loyalty and friendship she is especially defensive, though she has trouble returning the affection.

 

 
ALLIES & ORGANIZATIONS

 

 

FOLLOWERS & STRONGHOLDS

 

 

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Athelia Karatch - Planetouched Wizardimage.png.0cc256e81de521737adcb99bdf962a3a.png

HP: 8/8 | AC: 12 (Mage Armour: 15) | Passive Perception/Insight: 11/13 | DM Inspiration: 1/1
Spell DC: 13 | Spell Attack: +5 | Cantrips: Fire Bolt, Prestidigitation, Void Maw
Level 1 [▣ ▣]
Mage Armour, Skeletal Hands, Burning Hands
 


 


 

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

 

 

 

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  • 3 weeks later...
11 hours ago, Neopopulas said:

And i think we're done. Always dread level 1 characters lol

At least you have a few more choices in A5e than o5e. lol

Thanks for the application.

Good luck in final selection. Oh and her name isn't in the application, still says NAME.

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Fixed!

Level 1 is both one of my favourite and least favourite levels. I like low levels because they feel a little more grounded and real, but also there are fewer options both for things like background and for mechanics, but its still a lot of fun.

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