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Astranora, Eladrin Warlock


Gilda

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The Oracle of Seasons

 

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"With Reason Without Explanation"

 

 

WARLOCK 1

Medium humanoid female (Elf), true neutral


Armor Class 13 
Hit Points 9 ( 1d8 )
Speed 30' ft.


Senses darkvision 60ft.

Languages Common, Elven, Sylvan

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 10 (+0)
Save +0 
Athletics +0


Dexterity 14 (+2) 
Save +2 
Acrobatics +2 | Sleight of Hand +2 | Stealth +2


Constitution 12 (+1)
Save +1 
No skills associated.


Intelligence 10 (+0)
Save +0 
Arcana +0 | History +0 | Investigation +0 | Nature +2 | Religion +0


Wisdom 14 (+2)
Save +4 
Animal Handling +2 | Insight +4 | Medicine +2 | Perception +4 | Survival +4


Charisma 16 (+3) 
Save +5 
Deception +5 | Intimidation +3 | Performance +3 | Persuasion +3

* Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Cartographer's Tools*, Herbalism Kit*
  • Instruments Lyre
  • Weapons Simple
  • Armors Light

WARLOCK CLASS ABILITIES
Otherworldly Patron (The Archfey)At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. | Pact MagicYour arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

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

Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so 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 warlock 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 (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
 | Fey PresenceStarting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.
 | 


ANCESTRY TRAITS
Eladrin SeasonAutumn: peace and goodwill, when summer’s harvest is shared with all

Winter: contemplation and dolor, when the vibrant energy of the world slumbers

Spring: cheerfulness and celebration, marked by merriment and hope as winter’s sorrow passes

Summer: boldness and aggression, a time of unfettered energy and calls to action
 | 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 colors in that darkness only as shades of gray. | Fey AncestryYou have advantage on saving throws you make to avoid or end the charmed condition on yourself. | TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
 | Keen SensesYou have proficiency in the Perception skill. | Fey StepAs a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):

Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.

Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.


FEATS
 

* Gained from Eladrin Trance Feature

 

WEAPONS

WEAPONS

  • Shortbow +4 to hit for (1d6+2) piercing | Ammution, Ranged (80/320), Two-Handed
  • Spear +2 to hit for (1d6) Piercing | Thrown (20/60), Versatile (1d8)
  • Dagger +4 to hit for (1d4) Piercing | Thrown (20/60), Finesse, Light

 

SPELLS

PACT SPELL SLOTS 2/2 (1st)

  • Warlock - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Known: 2

CANTRIPS (Warlock)

Eldritch Blast | Friends (C)


FIRST LEVEL (Warlock)

Sleep | Faerie Fire (C) 

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (53.22 lbs.)

  • Weight: 53.22 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (.22 lbs.)

Copper: 0 | Silver: 9 | Gold: 2 | Obsidian: 0 | Platinum: 0

(11 Coins x .02 lbs. = .22 lbs. Total Weight)


EQUIPEMENT READIED (23 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (14 lbs.) Traveler's Clothes (4 lbs.), Leather Armor (10 lbs.).
  • Weapons (8 lbs.) Arrows (2 lbs.), Dagger (1 lb.), Shortbow (2 lbs.), Spear (3 lbs.)  
  • Readied Items (1 lbs.) Arcane Focus Crystal (1 lb.) 

EQUIPMENT STORED (30 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (25 lbs.) Bedroll (7 lbs.), Book (5 lbs.), Dagger (1 lbs.), One ounce of ink, Ink pen, Little bag of sand, Lyre (2 lbs.), Parchment ten sheets, Hempen Rope 50 ft (10 lbs.), Small Knife
  • Strapped to Backpack (0 lbs.) 

EQUIPMENT NOT CARRIED (--)

  • At Home 

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (0/3)

 |  | 

 

APPEARANCE

Age 152 | Height 6' | Weight 135 lbs. | Hair Seasonal | Eyes Seasonal | Complexion Fair


A woman who favors the shaded cowl of a hood, Astranora is a woman who favors inconspicuous travel. Leading to much of her features obscured and the few that filter through rumor and observation are basic and inconsistent at best. At times they speak of a woman with flowing long hair as white as snow, but next they'd speak to the shimmer of a faint pink bleeding down from her roots across platinum blonde locks. And again, another sighting would claim that her whole of her head was a warming hue of reds and oranges like the leaves of Fall. It'd be hard to claim that Astranora was even one person were it not for the consistent of her angular elven facial features. All but the shape of her flesh and structure of her bones seemed to change and shift with every account. 

She walked as the embodiment of seasons. Like a spirit of nature, she shifted and changed, always in step with the seasons. Carried along the wind through towns and wilderness with only the most tenuous of connections made to the people she has met. It seemed as if even her mood and personality was pulled along by the time of year. Colder in winter and warmer in summer, but no matter the time of year she was never anything more than aloof. The distance she kept was well practiced, the unavailability of her emotional depth was never cracked. Even if her words spilled sweetly from her the lifebloom of Spring or contracted with pensive melancholy in winter. 

 

BACKGROUND

Outlander (Pilgrim)
Source Player's Handbook


  • Personality Traits: I am called to a fate I do not know, but march towards all the same.
  • Ideals: Never stop growing
  • Bonds: I must free myself from my terror
  • Flaws: I fear emotional connection

Background Feature (Wanderer): You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.


BACKSTORY

Mysteries abound from this woman, marked so keenly by the fey. Questions upon questions, with answers that never satisfy. Astranora is a woman of the land, wandering beneath boughs and through fields. Amongst the reeds and through streams. Always traveling, always marching. Towards what or from who? Both? Neither? The conversations always trend the same, unanswered questions and redirected topics. She vexes the minds of the inquisitive and unsettles the weary. What secrets must a woman hide to be so unknowable? How does she explain the touch of fey so clearly on her skin, or why she is so determined to perform these seemingly arbitrary tasks? Aloof is a word humanity smears upon the explanation of anything elven, but Astranora takes this point to frustration. 

She straddles the line of alien. Defying what one would call mortal and becoming like the unknowable denizens of the First World. 

 

 

 

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Astranora - Feybound Oraclespacer.png


AC: 13 | HP: 9/9 | Initiative: +2 | Passive Perception: 14


Post goes here.

"Speech."

thoughts in italics

 



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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Thanks for the application @Gilda

I am just getting back from a trip and will dive into all the completed applications later this week.

Good luck in final selection, al the nuts and bolts seem to be there.

Might want to change her picture in the posting template. lol.

I am marking her as completed.

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