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Ambyr Kell

Hunter of Secrets, Explorer of the Arcane

 

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"Much that once was is lost, for none now live who remember it"

 

Bard 2 / Sorcerer 1

Medium Humanoid Male (Half-Elf), Neutral Good


Armor Class 15 ( Draconic Resilience, +2 Dex)

Hit Points 20 (2d8+1d6+4)
Speed 30 ft.


Senses Darkvision 60', Passive Perception 12

Languages Common, Elvish, Dwarvish, Draconic

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

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


Dexterity 14 (+2) 
Save +4 
Acrobatics +2 | Sleight of Hand +2 | Stealth +4


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


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


Wisdom 15 (+2)
Save +2 
Animal Handling +2 | Insight +2 | Medicine +2 | Perception +2 | Survival +2


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

Bold denotes proficiency / (E) denotes expertise or similar effect

PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Alchemist Supplies (Traded for one musical instrument proficiency), Thieves Tools
  • Gaming Sets Three-Dragon Ante
  • Instruments Pan Flute, Glaur
  • Weapons Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
  • Armors Light

BARD CLASS ABILITIES
Bardic Inspiration (d6)You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
 | Jack of All Trades (+1)Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. | Song of Rest (d6)Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.


SORCERER CLASS ABILITIES
Dragon Ancestor (Blue)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 ResilienceAs 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


RACIAL TRAITS
DarkvisionThanks to your elf blood, 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 | Skill VersatilityYou gain proficiency in two skills of your choice | Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.


FEATS

 

WEAPONS

WEAPONS

  •  

 

SPELLS

SPELL SLOTS 3/3 (1st)

  • Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Known: 5 (Bard) + 2 (Sorcerer)

CANTRIPS

  • Bard -
  • Sorcerer -

FIRST LEVEL

  • Bard -
  • Sorcerer -

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

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (0 lbs.)

  • Weight: 0 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (0 lbs.)

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

(0 Coins x .02 lbs. = 0 lbs. Total Weight)


EQUIPEMENT READIED (0 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (4 lbs.) Traveler's Clothes - 4 lbs.
  • Weapons (5 lbs.) +1 Elven Sexy Blade - 2 lbs. | Dagger - 1 lb. | Longbow - 2 lbs.  
  • Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | +1 Elven Spell Cube*- 3 lbs. | Quiver of arrows 1 lb. | Healer's Kit - 3 lbs. | Find Familiar Spell Components (50gp) | Pearl (100gp) | Slither Spell Component (50gp) | Black Opal with crest (125gp) | Stone of Good Luck* | Rhytym Maker's Drum* - 3 lbs.

EQUIPMENT STORED (0 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (11 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | (2) Scroll Cases - 2 lbs. | Bottle of Ink | Ink Pen | Vial of Perfume
  • Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Lute - 2 lbs.

EQUIPMENT NOT CARRIED (--)

  • At Home Viol - 1 lbs. | Bagpipes - 6 lbs. | Find Familiar Spell Components (50gp) | Chest - 25 lbs. | A Set of Fine Clothes - 6 lbs. | Lamp - 1 lbs. | (2) Flask of Oil - 2 lbs. | (5) Sheets of Paper | Sealing Wax | Soap

* Denotes magic item (see below)

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (0/3)

 

 

APPEARANCE

Age 33 years | Height 1,80 m (~5' 11'') | Weight 68 kgs (~150 lbs) | Hair Dark | Eyes Clear Blue | Complexion Pale


With both elven and human heritage, Ambyr has a slightly more robust frame than a pure-blooded elf of his proportions would probably have, and overall his human blood is most significant when it comes to his appearance. However, he still retains several traits hinting at his elven origins - The pointed ends of his ears, and his complete inability to grow even the slightest hint of a beard. He typically dresses in simple and practical clothes, usually a sturdy vest or jacket, combined with pants of similar make.

 

BACKGROUND

Archaeologist
Source Custom (Combination of the Sage and Urban Bounty Hunter backgrounds. The Sage part represents mostly stuff from before the Academy, and UBH skills he acquired there)


  • Personality Traits: There is nothing I like more than a good mystery
  • Ideals: The path to power and self-improvement is through knowledge
  • Bonds: The dangerous secrets of this world must not be allowed to fall into the wrong hands
  • Flaws: The desire to obtain knowledge sometimes overwhelms me, leading me to ignore its risks

Proficiencies: Persuasion, Stealth, Thieves Tools, Three-Dragon Ante Set

Background Feature: Researcher

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign


BACKSTORY

Born in a small half-elven enclave in Silverymoon, Ambyr Kell grew up with no lack of access to options for what he wanted to do in life. While his parents weren´t exactly nobility they were doing quite well for themselves, his father as an alchemist and sage, and his mother as a woodcarver. He would follow mostly in his fathers footsteps, spending hours and hours among the many places of knowledge found in the city, and once he was considered old enough, his father actually let him join on a short expedition to a nearby ruin of an old watchtower. The intent was to take samples from its foundation to determine its makeup and the possible nature of any defensive enchantments weaved into it. While pretty routine for the more experienced people, it was the most exciting thing Ambyr had done so far in his life.

As he grew older, two things happened to him that would come to shape him going forward. First, he would began to pursue studies of simple magic arts only to discover a natural talent in the area, which would then open up a whole new world of knowledge for him. Second, wanderlust and the desire to see and discover new things beyond the reach of his home began to set in, and as he turned 25, he decided to leave his home and journey to see other places. He turned his sights westward, aiming to reach Neverwinter and from there make his way to the City of Splendors, Waterdeep.

While initially travelling by himself, he hitched a ride with a merchant caravan he met along the way, travelling with them until they came near the soutwestern parts of Lurkwood. There they were approached by a lone stranger, who asked for assistance in a simple task by someone trained in arcane magic. While he still considered himself a novice in the field, Ambyr decided to hear the man out. A middle-aged human, dressed in the rough and ragged clothing of a seasoned outdoorsman, the stranger introduced himself as Helm (an amulet showing the symbol of the Watcher suggested the name might have been one chosen in reverence) and explained that he was searching for the nearby lair of a Hag. While the Hag herself was said to have been dealt with, there had been whispers of dark magic still resonating from her lair, slowly corrupting the lands around it.

Deciding to help the man they journeyed closer to the edge of the wood, and surely enough even the relatively untrained Ambyr could sense something amiss. After a short period of searching they came across the lair, only to find it to now be inhabited by a wight. Preparing to dispatch of the beast, Helm was taken aback by the creatures power and thrown to the ground, and Ambyr immediately recognized the dire turn the situation had taken. Using what little magic he knew, he sent forth a bolt of chaotic energy towards the undead, unexpectedly causing it to cry out in pain. Distracted, it turned its attention on the half-elf, and as such missed the veteran paladin rising to his feet and presenting the symbol of the Vigilant One, and with a single prayer destroying it.

Upon further investigation, it seemed the wight had been using the magic drawn to the place by the Hag to empower itself, most likely to expand its own power and the influence of whatever powers it had served, and Ambyr could sense several objects resonating with necromantic energies. Preparing a ritual to cleanse the lair properly, Helm expressed his gratitude for the assistance, and remarked on how even the most experienced would do well to seek aid. As they talked further and the half-elf revealed more of his desire to see the world and seek lost knowledge, he suggested that Ambyr seek out the nearby Academy of Adventure - a place he himself had attended many years ago before devoting his service to his clergy.

Travelling together for a little while longer, the paladin and the would-be adventurer split ways near Mirabar, with the latter holding a letter of recommendation...

 

Edited by DarthAnthrax (see edit history)
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Ambyr Kell (Winter Eladrin Bard / Sorcerer)spacer.png


AC: 12 (15 mage armor) | HP: 32/32 | Initiative: +2 | Passive Perception: 14 | Spell Slots: 1st 4/4, 2nd 3/3, 3rd 2/2 | Portents: 20, 13 | DM Inspiration: 1/1


Post goes here.

"Speech"

thoughts in italics

 


Mechanics

Main Hand: Empty
Off Hand: Empty

Status Effects: None


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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