Eldariel Posted July 23 Clone Share Posted July 23 (edited) First, here's rolling the stats: Ability Scores 1 Ability Scores 2 Ability Scores 3 (EDIT: using these) Edited August 24 by Brian Skies (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Ability Scores 1 7,12,9,13,16,10 repeat(keep(4d6,highest,3),6) 4,2,1,1,6,4,2,2,3,3,3,3,6,6,1,1,6,5,5,1,4,4,2,1 Ability Scores 2 14,13,7,9,13,13 repeat(keep(4d6,highest,3),6) 5,5,4,3,6,4,3,1,3,2,2,2,5,3,1,1,6,5,2,1,6,4,3,2 Ability Scores 3 10,14,13,15,17,12 repeat(keep(4d6,highest,3),6) 6,3,1,1,5,5,4,1,5,5,3,2,6,5,4,2,6,6,5,4,6,4,2,1 Link to comment Share on other sites More sharing options...
Eldariel Posted July 23 Author Clone Share Posted July 23 (edited) Moricarn Cursewielder (sheet linked) "The tides of time shall wash my kind away lest we change. I shall not let that happen." [img]https://i.imgur.com/uJmejAY.jpg[/img] Class and Level: Wizard 1 Alignment: CN Deity: Nuitari Background: Mage of High Sorcery Proficiency Bonus: +2 INIT: +4 AC: 14 [17 with Mage Armor] HD: 1d6 HP: 8/8 STR: 10 (+0) [+0] DEX: 18 (+4) [+4] CON: 14 (+2) [+2] INT: 17 (+3) [+5] WIS: 13 (+1) [+3] CHA: 12 (+1) [+1] Speed: 35ft Passive Perception: 11 Skills +4 Acrobatics (Dex) +3 Animal Handling (Wis) +5 Arcana (Int) +0 Athletics (Str) +1 Deception (Cha) +5 History (Int) +1 Insight (Wis) +1 Intimidation (Cha) +5 Investigation (Int) +1 Medicine (Wis) +3 Nature (Int) +1 Perception (Wis) +1 Performance (Cha) +1 Persuasion (Cha) +3 Religion (Int) +4 Sleight of Hand (Dex) +6 Stealth (Dex) +1 Survival (Wis) Wood Elf Features: Keen SensesTraded for Animal Handling. | LanguagesCommon, Elven | Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. | Darkvision 60'Accustomed to twilit forests and the night sky, 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. | Elf Weapon TrainingYou have proficiency with the rapier, shortsword, longbow, and hand crossbow. [trades] | Fleet of FootYour base walking speed increases to 35 feet. | Mask of the WildsYou can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. | TranceElves 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. Mage of High Sorcery Features: SkillsArcana, History. | LanguagesPrimordial, Draconic | Initiate of High Sorcery (Nuitari)You gain the Initiate of High Sorcery (Nuitari) feat: picking Minor Illusion, Hex & False Life. In addition, the Mages of High Sorcery provide you with free, modest lodging and food indefinitely at any occupied Tower of High Sorcery and for one night at the home of an organization member. Wizard Features: Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. 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. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. | SpellcastingCantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these 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. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your wizard spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. Spellcasting Focus You can use an arcane focus as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see "Your Spellbook"). Armor: none Weapons: daggers, darts, slings, quarterstaffs, light crossbows, longbows, shortswords, rapiers, hand crossbows Tools: none Languages: Common, Elvish, Draconic, Primordial Attacks Unarmed 5 ft Bludgeoning +1 to-hit 1 Shortsword 5 ft Piercing Finesse, Light +6 to-hit 1d6+4 Hand Crossbow 30 ft // 120 ft Piercing Ammunition, Light, Range, Loading +6 to-hit 1d6+4 Longbow 150 ft // 600 ft Piercing Ammunition, Heavy, Range, Two-Handed +6 to-hit 1d8+4 Magical Conjure Bonfire 60 ft Fire Lights up flammables DC 13 Dex 1d8 Green-Flame Blade 5 ft Fire Damages adjacent enemy Melee weapon attack Weapon damage + 3 fire to adjacent Spell Save DC: 13 Spell Attack Bonus: +5 Spell Slots: 2/2 Spells Known Cantrips Conjure BonfireConjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there. At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). | Minor IllusionIllusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. | Mold EarthYou choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: - If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage. - You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. - If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. | Green-Flame BladeEvocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). Spellbook Level 1 Find Familiar1st-level conjuration (ritual) Casting Time: 1 hour Range: 10 feet Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Additional animal form choices may be available at the DM's discretion. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. | Unseen Servant Unseen Servant PHB p284 1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of string and a bit of wood) Duration: 1 hour This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. | Sleep1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell. | Detect Magic1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | Mage Armor1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | Shield1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. | Hex1st-level enchantment Casting Time: 1 bonus action Range: 90 feet Components: V, S, M (the petrified eye of a newt) Duration: Concentration, up to 1 hour You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A Remove Curse cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. | False Life1st-level necromancy Casting Time: 1 action Range: Self Components: V, S, M (a small amount of alcohol or distilled spirits) Duration: 1 hour Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. Gear Currency: 2gp Worn Gear (2 lbs): Traveller's Clothes Carried Gear (21 lbs): Backpack Hand Crossbow Bolts (x20) Shortsword (x2) Longbow Arrows (x40) Component Pouch Inside Backpack (55lb): Bottle of coloured ink Ink Pen LensA lens through which you can see Krynn's invisible black moon, Nuitari. Oil (flask), 10 Caltrops (4x) Ball Bearings (5x) Torch (10x) Rations (10x) Small Knife Mess kit Tinderbox Bedroll Spellbook Waterskin Incense for Summon Familiar Edited August 13 by Eldariel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eldariel Posted August 13 Author Clone Share Posted August 13 (edited) Backstory Moricarn hails from the lush, untamed woodlands of Southern Ergoth. Moricarn's curiosity and daring spirit set her apart from her peers, with her kind mostly being extremely careful and calculating - that and her silver-white hair, which marked her an outcast the first time. From a young age, as all Kagonesti, she mastered hunting and working with the wild animals of the woods. On a hunting trip, she was approached by an owl with which she found herself communicating beyond the level normally possible. She mystically formed a bond with it, naming the beast Tek, "sign", and following it as it guided her to game. Decades later, she found herself wondering how the owl could live a life as long as an elf. She had been wondering, how weird their bond was in the first place: they could almost understand each others' thoughts, she felt, and communicate without words or thoughts. The true nature of the creature was still a mystery, but she was certain it was not a being of nature. Ultimately, the shamans of her clan could not help her: indeed, they feared this creature, which was not of nature, and this ultimately lead to her exile. Bitter and heartbroken, Moricarn was forced to leave her homeland behind. With determination and the echoes of an unknown power resonating within her, she followed her only remaining companion, Tek, which seemed to know something she did not. Moricarn wandered the world in search of her place. Her journey with Tek led her to encounter a traveling human named Ispin Greenshield, whose kindness and wisdom offered solace during her darkest days. Ispin became a true friend, and his influence on her life was profound. The two travelled together for a while, Ispin trying to restore her faith in the others and to focus her on growth while forgiving others' mistakes. On these travels, she had to learn to use the environment and any equipment she might have available to fight; oil would burn, bow would sing, caltrops would slow down her pursuers as she dug out the small crossbow hidden in her robes that Ispin had taught her to use. When she asked the experienced adventurer for an opinion on Tek, he could offer nothing but a statement of the creature clearly not being of this world. He suggested that she seek out the Mages of High Sorcery - they were the true keepers of secret knowledge and could perhaps provide further insight, and perhaps something more. The two separated and Moricarn, with guidance of Tek, found her way to the Tower of Wayreth, the last remaining Tower of High Sorcery. There she met a qualinesti elf. Immediately she thought it was a trap and that her brand as "dark elf" had caught up to her. The stranger though introduced himself as Astathan, who explained that Tek was a messenger from beyond, that she had bonded with through her vast latent gift for magic, which must be cultivated for a task that he saw laying ahead for her. After brief education, Moricarn was suddenly made to take the Test of High Sorcery, where she was faced with a conundrum: she was given the power to rain death upon the foolish shamans of her tribe. This lead her down deep deliberation, but thanks to the time spent with Ispin, she decided that past must remain past and a past wrong does not vindicate another, no matter how foolish her kin were. She realized she must grow in power and reform the rigid world of the elves, who keep on living by millenia-old laws that mark even the smallest breaches of conduct as punishable by exile. At this point, a voice she had known as Tek's spoke to her and told her she had finally "become": the creature was none other but the messenger of Nuitari, a fiendish messenger clad in the same night camouflage that hid Nuitari himself in the sky. He offered her power to make her vision reality. Moricarn accepted, and wore the black robes in the Tower. Darkness was growing in Krynn again, and Moricarn's path led her to the war-torn lands beyond her ancestral home, seeking lost arcana and skills to grow her own power to ultimately bring about elven renaissance. Her mastery of arms and wilderness plus her growing gifts of dark magic, and her eternal companion, "Tek", allowed her to thrive wherever conflict lay. A potent combination of a warrior's instincts and magical prowess began to earn her reputation as a formidable force. It was during this time that a message arrived, bearing the seal of a fellow traveler of her past. Becklin Uth Viharin's words struck a chord within Moricarn's heart, announcing the passing of Ispin Greenshield. The memories of her dear friend flooded her mind. The news of Ispin's peaceful departure brought both sorrow and an urgent desire to honor his legacy. Determined to pay her respects and carry forward Ispin's teachings, Moricarn made her way to Vogler. The Kingfisher Festival would not only be a commemoration of her friend's life but also a crossroads where her past and present converged. Among the guests who gathered to celebrate Ispin's memory, Moricarn would find new allies, kindred spirits, and perhaps the beginning of a new chapter in her journey. Personality Moricarn's curiosity knows no bounds. She possesses an insatiable thirst for knowledge, an attribute that's driven her to embrace the arcane arts and explore the mysteries of the world. This curiosity can sometimes manifest as impulsive decisions, driven by an eagerness to unravel the secrets that pique her interest. Her years of exile and encounters with different cultures have made Moricarn slow to trust others. She approaches new acquaintances with a cautious demeanor, often observing and assessing before revealing her true self. Those who earn her trust find a loyal and steadfast companion who is willing to go to great lengths to protect and support them. A blend of warrior instincts and arcane mastery makes her a pragmatic problem solver, both on and off the battlefield. Her history as an outcast fuels her empathy for marginalized individuals, inspiring her to challenge injustice and offer aid where needed. She, however, prioritises the growth of her own power whenever possible, for to reshape the world she must grow stronger herself and reach her potential: indeed, her alignment with Nuitari embodies her commitment to a renaissance for elven society, a journey she embraces with fierce determination. Her complexity emerges from a blend of curiosity, a thirst for knowledge, and an unyielding dedication for forging a brighter future. Description Moricarn stands at a modest height of 4'11", her lithe figure exuding an air of both grace and determination. Her pale skin holds an ethereal quality, the canvas upon which the shadows of her tumultuous past are subtly etched. Her eyes, a mesmerizing shade of green, seem to hold an ever-curious glint, a reflection of the inquisitive spirit that drives her. Within those eyes, some swear they can glimpse echoes of her life. Silver-white hair cascades in untamed waves around her shoulders, its otherworldly hue a stark contrast to her surroundings. Each strand carries a hint of both defiance and resilience, a physical embodiment of her journey from exile to empowerment. Her features bear the grace of her Kagonesti heritage, accentuated by the soft curve of her elven ears that peek through her silver locks. Draped in black robes that reflect her affiliation with Nuitari's power, Moricarn carries an aura of both mystery and purpose. A subtle blend of a warrior's bearing and a scholar's focus is evident in her posture, a testament to her duality as a black-robed wizard with a history rooted in the wilds. At her side, her companion Tek, the owl that defies the natural order, perches with an air of quiet understanding, a living symbol of their extraordinary bond. Traits Personality Trait I am incredibly slow to trust. Those who seem the fairest often have the most to hide. Ideals Freedom. We must cast away the shackles of rigid, inflexible tradition for each of us to reach our potential and stand the test of time. (Chaotic) Bonds Though they exiled me, I love my kin, and wish to show them another way. Tek has been a faithful companion that has shown me the way. We two share an unimaginably close bond. Flaws Shorter-lived races are unfamiliar to me; to me they typically feel brash, arrogant, and impatient. I easily come off as haughty and arrogant in turn. I do not like to rely on others. I prefer to accomplish my goals under my own power if I can, as I often find it hard to trust others' help. Edited August 25 by Eldariel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eldariel Posted August 26 Author Clone Share Posted August 26 (edited) Moricarn Cursewielder (CN Wood Elf Wizard of Nuitari) AC: 14 | HP: 8/8 | HD: 1d6 | Init: +4 | PP: 11 | CantripsCreate Bonfire Mold Earth Minor Illusion Green-Flame Blade | Slots1st: OO 2nd: 3rd: 4th: 5th: 6th: 7th: 8th: 9th: | Prepared (6)1 (level) + 3 (Int) + 2 (Initiate of High Sorcery) = 6 Mage Armor Detect Magic Shield Sleep Hex (Initiate) False Life (Initiate) | ResourcesArcane Recovery: O Hex (free): O False Life (free): O | AbilitiesRitual Casting: Find Familiar, Unseen Servant | Conc: none | Notes Edited August 26 by Eldariel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Recommended Posts