Irafis, Eladrin Sorcerer - Myth-Weavers


Irafis, Eladrin Sorcerer

   
Irafis, Eladrin Sorcerer

Irafis
AL Logsheet

Class & Level: Sorcerer 1 (Draconic Bloodline - Silver)
Race: Elf, Eladrin (Winter)
Gender: Male
Age: 124
Alignment: CG
Deity: None
Faction: None
Background: Entertainer

Proficiency Bonus: +2

INIT: +3
AC: 16
HD: 1d6
HP: 9

27 Point Buy
STR: 8 (0 points)
DEX: 14 (7 points)
CON: 14 (7 points)
INT: 10 (2 points)
WIS: 10 (2 points)
CHA: 15 (9 points)

Race: +1 Cha, +2 Dex

Speed: 30 ft
Passive Perception: 12


Skill Proficiencies
+5 Acrobatics (Dex)
+0 Animal Handling (Wis)
+0 Arcana (Int)
-1 Athletics (Str)
+5 Deception (Cha)
+0 History (Int)
+0 Insight (Wis)
+3 Intimidation (Cha)
+0 Investigation (Int)
+0 Medicine (Wis)
+0 Nature (Int)
+2 Perception (Wis)
+5 Performance (Cha)
+5 Persuasion (Cha)
+0 Religion (Int)
+3 Sleight of Hand (Dex)
+3 Stealth (Dex)
+0 Survival (Wis)

Racial Features:
Common, Elvish
Languages,
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.
Darkvision,
You have proficiency in the Perception skill.
Keen Senses,
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Fey Ancestry,
Elves 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.
Trance,
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or 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 Charisma modifier:

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 it.

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 Charisma modifier (minimum of 1 damage).
Fey Step

Background Features:

Tools: Flute, Disguise Kit
Skills: Performance, Acrobatics
Proficiencies,
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
By Popular Demand

Class Features:
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Deception, Persuasion
Proficiencies, Spellcasting,
Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. (Draconic)
Sorcerous Origin

Subclass Features:
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. (Silver)

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 Bloodline,
As 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.
Draconic Resilience



Irafis
AL Logsheet
Chaotic Good, Male Eladrin (Winter), Sorcerer 1 (Draconic Bloodline - Silver)
HP: 9/9 | HD: 1/1 (d6) | Death Saves: [][][] [][][] | AC: 16 | Initiative: +3 | PP: 12 | Speed: 30 ft.
CHA, DC 13, +5
Spellcasting |
L1: 2/2
Spell Slots Available





OOCSources: PHB + MToF
Sold Light Crossbow and 20 bolts: (25+1)/2 = 13gp

For some reason, you seem to have 9 of 8 hitpoints.

You need some form of AL Logsheet. Whether that is here in the thread or on the logging site, we need to be able to find it. I can't proceed with tracking your items and purchases until I see it. @lemonstyx

@LumenPlacidum - the link to the AL logsheet is in the second post. It's in the second line under Irafis' name. Sorry - I really should include it in that first post.

Also, 9 is the correct number of hp. Draconic Resilience increases the hp maximum by 1.

Ok, then just bump up the Max HP field to 9 instead of 8.

@lemonstyx Approved, then. I'm moving this to the new table I just set up.








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