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Live Campaign
Saturday, September 22, 2012, 10:47 PM
Categories:
Dungeons & Dragons
Feel free to follow the campaign I wrote and am presently running for my friends. You can check it out on Obsidian Portal.
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Trenon
Wednesday, September 5, 2012, 11:18 PM
Categories:
Dungeons & Dragons
Trenon Danahur Show Name: Trenon Race: High Elf Class: Wizard Alignment: Chaotic Good Height: 5’6” Weight: 128 Sex: Male Eyes: Green Hair: Brown Size: Medium Age: 170
Level: 1 XP: 0 NL: 650
STR: 12(+1) DEX: 14(+2) CON: 15(+2) INT: 18(+4) WIS: 14(+2) CHA: 5(-3)
Speed: 30ft. Hit Dice: 1d4 HP: 6/6 Initiative: 2
Senses: Low-Light Vision Languages: Common, Elven
ATTACKS: Weapon: Magic Missile Attack: Damage: 1d4+1 Weapon: Ray of Frost Attack: +7 Damage: 1d6+1 Weapon: Quarter Staff Attack: +4 Damage: 1d8+2
Armor Class: 12 Armor: Robes (none)
Racial Benefits: Elf Weapon Training Show When you attack with a longsword, a shortbow, or a longbow with which you have proficiency, the damage die for that weapon increases by one step: from d6 to d8, or d8 to d10. Keen Senses Show You have advantage on checks made to listen to, search for, or notice something. Free Spirit Show You are immune to the charmed condition and to any effect that would put you to sleep. Trance Show Elves do not need to sleep. Instead, they meditate deeply for 4 hours a day. (The Common word for such meditation is “trance.&rdquo 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.
Class Benefits: Natural Lore +7 Lack Planar Lore
Background: Sage
Background Benefits: Magical Lore +7 Societal Lore +7 Forbidden Lore +7 Trait – Researcher
Specialty: Magic-User
Specialty Benefits: Arcane Dabbler Show Your study of magic rewards you with two minor spells. Prerequisite: Intelligence 11 or higher Benefit: Choose two minor spells (cantrips) from the wizard’s spell list. You know and can use those spells. You use Intelligence as your magic ability for these spells.
SPELL NOTES
Magical Attack: +7 Save DC: 15 Spells or Spell Slots per Day: 1: (3) 2: 3: 4: 5: 6: 7:
Spells Known Show Alarm Show 1st-level abjuration Warding an area with an alarm spell gives you a mental or audible warning when an intruder draws near. Requirement: You must cast the spell using a small silver bell as a focus, worth no less than 1 gp. Effect: You ward an area no larger than a 20- foot-radius sphere centered on yourself. The spell alerts you with an audible or mental alarm of your choice when a creature enters the area, but only if that creature is at least Tiny and is not ethereal. You can also choose a password that, when spoken aloud, lets a creature enter the area without triggering the spell. The area remains warded for 8 hours. If you chose a mental alarm, you experience a mental alert that immediately wakes you from nonmagical sleep. If you chose an audible alarm, the spell sounds a loud ringing that lasts for 1 round and automatically wakes any creatures sleeping nonmagically within 60 feet of the warded area’s center. Ritual: You can cast this spell as a ritual by spending at least 10 minutes preparing additional material components that include chalk, extra bells, and a silver cord, all worth no less than 25 gp. Comprehend Languages Show 1st-level divination The world is home to countless languages and dialects, tongues that are beyond counting and whose meaning is lost on even the most erudite scholars. Comprehend languages makes the incomprehensible comprehensible. Effect: For 1 hour, you understand the literal meaning of spoken language you hear and of written language as long as you are touching the surface on which the words are written. It takes about 1 minute to read one page of text (about 250 words). This spell does not decipher codes or reveal messages concealed in otherwise normal text. Certain magical wards might foil this spell by concealing text, trapping it, or making the text nonsensical. Ritual: You can cast this spell as a ritual by spending at least 10 minutes preparing additional material components worth no less than 25 gp. Burning Hands Show 1st-level evocation As you hold your hands with your thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Effect: Each creature in a 15-foot cone originating from you makes a Dexterity saving throw. A creature takes 4d4 fire damage on a failed save, and half as much damage on a successful one. The spell ignites unattended flammable objects in the area. Shield Show 1st-level conjuration You create an invisible, mobile disk of force that hovers near you to intercept attacks. Effect: For 10 minutes, you have half cover and take no damage from magic missile. Sleep Show 1st-level enchantment The fine sand you fling into the air sparkles when this spell’s magic takes hold. Creatures touched by the scintillating granules grow drowsy and might fall asleep. Effect: Choose a point that you can see within 100 feet of you and roll 3d8. The total is how many hit points’ worth of creatures this spell can affect within 20 feet of the point you chose. Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious for 1 minute or until it 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 no more than the remaining total for that creature to be affected. Minor Spells Show Detect Magic Show Minor divination Upon casting detect magic, you immediately perceive any objects, areas, or creatures affected or created by magic as having a flickering aura. Studying the auras can give you clues to the nature of the magic. Effect: You detect the presence of any magic in a 30-foot cone originating from you. You can ignore the presence of magic that you are already aware of. If the magic you sense belongs to a school of magic, you learn what that school is. This spell does not reveal invisible creatures or magic that conceals spells, objects, or creatures. Magic Missile Show Minor evocation A spell made famous by wizards for its reliability, magic missile unerringly strikes its target. Effect: Choose a creature within 100 feet of you. The target takes 1d4 + 1 force damage. Light Show Minor evocation You cause an object you touch to shine with light for a time. Effect: You touch an object. It sheds bright light in a 20-foot-radius sphere and shadows in a 40- foot-radius sphere. The light may be colored as you choose. The light lasts for 1 hour or until you cast this spell again. Ray of Frost Show Minor evocation You fire a pale beam of blue-white energy that chills your enemy to the bone. Effect: Make a magical attack against one creature within 100 feet of you. On a hit, the target takes 1d6 + 3 cold damage, and its speed drops by 10 feet until the end of your next turn. Mage Hand Show Minor conjuration The spectral hand you create with mage hand can manipulate objects, open doors, and carry small items for you. Many wizards use mage hand to retrieve components from their pouches while keeping their hands free. Effect: A spectral, floating hand appears at a point you choose within 50 feet of you. The hand remains for 1 minute or until you cast this spell again. The hand vanishes if it is ever more than 50 feet away from you. While the hand is present, you can control it as an action. You can use the hand to manipulate an object, open a door or a container, stow or retrieve an item from an open container, or pour the contents from a vial. You can move the hand up to 30 feet each time you use it. The hand cannot attack, use magic items, or carry more than 10 pounds. Ghost Sound Show Minor illusion You can create a sound as quiet as a ghostly whisper or as loud as someone screaming in terror. Effect: You create a sound within 100 feet of you. The sound lasts until your next turn. You can produce as much noise as about a dozen humans talking normally or one human screaming loudly. You determine whether the sound rises, falls, recedes, approaches, or remains in a fixed place while it lasts, and whether it changes character. You can use this spell to produce intelligible speech. Spells Prepared: Shield, Sleep, Burning Hands
Equipment/Treasure: Robes, quarterstaff, spellbook, light crossbow, 10 crossbow Bolts, 10 candles, healing kit, magnifying lens, oddity (enigmatic carving, small fossil, code ring, or the like), 3 tomes Related to lore specialties, spell components, ink, ink pen, 10 sheets of paper, and 68gp
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