fuga: (Default)
LAURALAE. ([personal profile] fuga) wrote2011-06-11 03:28 pm

character sheet

LAURALAE
Warlock 5, Mystic 1
Noble
CLASS AND LEVEL
BACKGROUND
PLAYER
Drow
Chaotic Neutral
14,000
RACE
ALIGNMENT
EXPERIENCE POINTS
STATS
STRENGTH
8 ( -1 )
DEXTERITY
15 ( +2 )
CONSTITUTION
14 ( +2 )
INTELLIGENCE
14 ( +2 )
WISDOM
13 ( +1 )
CHARISMA
18 ( +4 )
bonuses/saving throws
PROFICIENCY
+3
STRENGTH
-1 ☐
DEXTERITY
+2 ☐
CONSTITUTION
+2 ☐
INTELLIGENCE
+2 ☐
WISDOM
+4 ☑
CHARISMA
+7 ☑
15
+2
ARMOR CLASS
INITIATIVE
38
6d8
MAX HIT POINTS
HIT DICE
skills
acrobatics
+2 ☐
animal handling
+1 ☐
arcana
+5 ☑
athletics
-1 ☐
deception
+7 ☑
history
+5 ☑
insight
+1 ☐
intimidation
+7 ☑
investigation
+5 ☑
medicine
+1 ☐
nature
+2 ☐
perception
+4 ☑
performance
+4 ☐
persuasion
+7 ☑
religion
+2 ☐
sleight of hand
+2 ☐
stealth
+2 ☐
survival
+1 ☐
passive wisdom
14 ☐
other proficiencies & languages
— Common, Elvish, Abyssal
— Dice set, Light Armour, Simple Weapons
AWAKENED TALENT At 1st level, you gain proficiency with Deception and Investigation.
DAGGER OF VENOM You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
weapon
atk bonus
damage/type
Dagger of Venom
+6
1d4+3
features & traits

KEEN SENSES You have proficiency in the Perception skill.

FEY ANCESTRY You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

TRANCE 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.

SUPERIOR DARKVISION Your darkvision has a radius of 120 feet.

SUNLIGHT SENSITIVITY 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.

DROW MAGIC You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

AWAKENED MIND Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

DROW HIGH MAGIC You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

SpellS
CHARISMA
15
+7
spell casting ability
spell save dc
spell attack bonus
level one
Arms of Hadar
Witch Bolt
Hex
Faerie Fire (DM)
Detect Magic (DHM)
Find Familiar (EI)
Identify (EI)
Disguise Self (EI)

level two
Shadow Blade
Mind Spike
Dispel Magic (DHM)
Darkness (DM)
Levitate (DHM)