Eryn Siannodel of Clan Etherdyl, Male Drow Bladesinger / Archaelogist - Myth-Weavers


Eryn Siannodel of Clan Etherdyl, Male Drow Bladesinger / Archaelogist

Eryn Siannodel of Clan Etherdyl, Male Drow Bladesinger / Archaelogist

Eryn Siannodel
Neutral Good, Male Drow Wizard (Bladesinger)

AC: 15
Initiative: +3
PP: 13
Speed: 30 ft.
INT, DC 12, +4
L1: 0/4
L2: 0/2
Spell Slots Used

Attached Images
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An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains-their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms.

Skill Proficiencies: History, Survival
Tool Proficiencies: Cartographer's tools or Navigator's tools
Languages: One of your choice (Undercommon)
Equipment: A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25 gp

Dust Digger
Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you.

Signature Item: Whip
Archaeologist Info

When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.
Archaelogist Feature: Historical Knowledge


Elf Traits
Ability Score Increase: Your Dexterity score increases by 2.
Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Your base walking speed is 30 feet.
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.
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. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
You can speak, read, and write Common and Elvish.

Dark Elves (Drow)
Ability Score Increase: Your Charisma score increases by 1.
Your darkvision has a radius of 120 feet.
Superior Darkvision
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Sunlight Sensitivity
You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire spell once per day. When you reach 5th level, you can also cast the Darkness spell once per day. Charisma is your spellcasting ability for these spells.
Drow Magic
You have proficiency with rapiers, shortswords, and hand crossbows.
Drow Weapon Training


Hit Points
Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
(a) a quarterstaff or (b) a dagger
(a) a component pouch or (b) an arcane focus
(a) a scholar's pack or (b) an explorer's pack
A spellbook
Alternatively, you can ignore the equipment provided by your class and background, and start with 4d4 x 10 gp.
Basic Features

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.
Arcane Recovery

Bladesinging (Sword Coast Adventurer's Guide)

Restriction: Elves Only
Only elves and half-elves can choose the bladesinger arcane tradition.

Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of bladesingers in the Forgotten Realms, but it might not apply to your DM's setting or your DM's version of the Realms.

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don't already have it.
Training in War and Song

Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a single weapon. You can also dismiss the Bladesong at any time you choose. While your Bladesong is active, you gain the following benefits:

You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
Your walking speed increases by 10 feet.
You have advantage on Dexterity (Acrobatics) checks.
You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature twice. You regain these uses each time you complete a short or long rest.

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Extra Attack

Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.
Song of Defense

Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
Song of Victory

Level 3 Posting Header

Eryn Siannodel (Character Sheet) (AL Logsheet)
Lawful Neutral, Male Drow 3rd Level Bladesinger Wizard
HP: 17/17 | HD (d6): 3/3 | Death Saves: [][][] [][][] | AC: 15/17 | Initiative: +3 | PP: 13 | Speed: 30 ft.
INT, DC 12, +4
Spellcasting |
L1: 4/4, L2: 2/2
Spell Slots Available |
You 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.
Arcane Recovery Available:: 1/1

ArtistWalter HochstrasserArtist InfoAmerican, active c. 1935TitleNubian Slave FigureDatedc. 1937Mediumwatercolor, graphite, and heightening on paperboardClassificationIndex of American DesignDimensionsoverall: 65.7 x 49.1 cm (25 7/8 x 19 5/16 in.)CreditIndex of American DesignAccession No.1943.8.10151DigitizationRapid CaptureImage UseOpen Access

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