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Asha of Lupu


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Asha of Lupu

 

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'If I had more courage..'

Wizard 1 (subclass plan: school of enchantment)

Medium humanoid female (human), lawful good


Armor Class 12

Hit Points 8
Speed 30' ft.


Senses normal

Languages common, hallit

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 9 (-1)
Save -1
Athletics -1


Dexterity 12 (+1) 
Save +1
Acrobatics +1 | Sleight of Hand +1 | Stealth +1


Constitution 14 (+2)
Save +2
No skills associated.


Intelligence 16 (+3)
Save +5
Arcana +3 | History +3 | Investigation +3 | Nature +5 | Religion +5


Wisdom 12 (+1)
Save +3
Animal Handling +1 | Insight +1 | Medicine +3 | Perception +1 | Survival +3


Charisma 12 (+1) 
Save +1
Deception +1 | Intimidation +1 | Performance +1 | Persuasion +1

Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Herbalism Kit
  • Instruments 
  • Weapons Daggers, darts, slings, quarterstaffs, light crossbows 
  • Armors None

WIZARD CLASS ABILITIES

Arcane Recovery | Ritual Casting

 


RACIAL TRAITS
 


FEATS
HealerYou are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

- When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
- As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

 

WEAPONS

WEAPONS

  • Fire Bolt +5 to hit for 1d10 fire damage | Range 120 ft (V, S)
  • Toll the dead Will Save DC 13 for 1d8 or 1d12 necrotic damage | Range 60 ft (V, S)
  • Dagger +3 to hit for (1d4+1) piercing damage. | Finesse, light, thrown (20/60)

 

SPELLS

SPELL SLOTS 2/2 (1st)

  • Wizard - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Prepared: 4

CANTRIPS (Wizard)

Toll the dead | Fire Bolt | Light


FIRST LEVEL (Wizard)

Cause Fear | Sleep | Shield | Detect Magic (R) | Comprehand Languages (R)

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

 

WIZARD'S SPELLBOOK

These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)

FIRST LEVEL

Cause Fear | Sleep | Shield | Detect Magic (R) | Comprehand Languages (R)Find Familiar (R)

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

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (53.02 lbs.)

  • Weight: 53.02 lbs. / 135 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (1.02 lbs.)

Copper: 0 | Silver: 50 | Gold: 1 | Obsidian: 0 | Platinum: 0

(51 Coins x .02 lbs. = 1.02 lbs. Total Weight)


EQUIPEMENT READIED (10 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (4 lbs.) Traveler's Clothes - 4 lbs
  • Weapons (5 lbs.) Dagger - 1 lbs. 
  • Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | Healer's Kit - 3 lbs.

EQUIPMENT STORED (42 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (37 lbs.) Backpack - 5 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | Bottle of Ink | Ink Pen | Little bag of sand | Small knife | 2 rations - 4 lbs | Hunting Trap - 25 lbs | Animal Trophy | 
  • Strapped to Backpack (5 lbs.) Waterskin - 5 lbs.

EQUIPMENT NOT CARRIED (--)

  • At Home 

 

Note: Outlander Background gives 10 gp, Sold Book of Lore for 12.5 gp, sold staff and quarterstaff for 2 sp, bought herbalism kit for 5 gp, bought healer's kit for 5 gp, cast Find Familiar for 10 gp, bought waterskin for 0.2 gp, bought 2 rations for 1 gp. Leftover 1.5 gp

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (0/3)

 

APPEARANCE & Personality

Age 24 | Height 5' 3" | Weight 116 lbs. | Hair Black | Eyes Light violet / hazel | Complexion Fair


Asha is a witch from northern lands, a young woman of middling height and a slender build. A fragrance of various herbs hang about her, and she walks with a cautious gait, as if afraid to startle anyone. Despite her pensive and almost wistful expression, she welcomes company with a respectful greeting. In conversation, she's a little shy and uncertain, striking an odd contrast with her witch's attire. 
 
Although she does not wear an eyepatch, she does her best to obscure her right eye from view by keeping her head down and letting her hat fall low enough. Although her left eye is an ordinary hazel, her right eye shimmers in ethereal violet, swirling ever so slightly. She offers an awkward smile when stared at, and explains her eyes as an influence of her magic.
 
Although Asha jokingly laments that she'd had to flee people being superstitious about her eyes far too many times, the truth is that the same worry keeps her awake at night. One of the main reasons for leaving home was to protect her parents from herself, should she grow evil like the witches of Whitethrone, or worse. She spends much of her free time asking about people who may need healing, then tending to them with her herbs, or reading esoteric tomes in the hopes that one may hold information on her condition.

 

BACKGROUND

Irriseni Transplant (Outlander)
Source PHB


  • Personality Traits: I have a talent for medicine and nothing makes me more happier than seeing happy smiles on the faces of people I've saved.
  • Ideals: Community. We have to take care of each other, because no one else is going to do it. (Lawful)
  • Bonds: I was born with a terrible power, and I'm scared of it. I wish to use it for good, to prove the whispers wrong.. 
  • Flaws: Confidence eludes me, and flattery unsettles me. 

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

Asha comes from Irrisen, the land of the witches far to the north where winter is long. Asha's village was a remote place named Lupu, too small for most maps, and where the rare tinkers and tax-collectors could be the only visitors for an entire winter.
 
Asha had always felt like an outsider. Perhaps because she was a baby left on the front porch of her parents one night, or maybe because of her odd eye that old stories warned against, the villagers and their children merely tolerated Asha, never considering her one of their own. Though her parents - hunters both - told her to ignore superstitions and raise her head high, they too had to admit something was going on when Asha started hearing voices.
 
Though the Irriseni people knew that the capitol city of Whitethrone always welcomed those who showed magical talent, they also knew that gifts came at a price. Everyone who went to the capitol to learn magic came back changed. And for Asha, that was her greatest fear. So one day, she traveled south, away from her home so that no matter what happened with the growing voices in her mind, she would not endanger home parents and her home village of Lupu.
 
Ever since, she's traveled with a Varisian caravan, stayed at a number of villages, and even tried submitting herself as an acolyte to a temple of Iomeade in the hopes that it will quell the voices, but something always happened to chase her away. And every time, she travelled further south.
 
Now she travels to the city of Restov, answering a call for those who would explore the Stolen Lands. Perhaps in such dangerous lands, her talents would be welcomed with less questions, and if the voices changed her, she'd be around less people whom she can hurt.

 

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