Djal's page

388 posts. Alias of Dreaming Warforged.


About Djal

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Dejaladia "Djal" Nadath
Female, Half-Elf, Urchin, Bard 4 (College of Swords)

Combat Stats
Passive Perception: 13; Darkvision: 60 ft
Init: +3
AC: 15 (Leather, Dex)
HP: 27/27
Saves: Str -1 Dex* +6 Con +3 Int -1 Wis +1 Ch* +6; Fey Ancestry: Advantage on charmed saves and immune to sleep magic.
Speed: 30 ft

Offense
Rapier* +6, 1d6+4 piercing, finesse,
Dagger* +6, 1d4+4 piercing, finesse, light, thrown (range 20/60)
Light Crossbow* +6, 1d8+2 piercing, ammunition (range 80/320), loading, two-handed

Skills
jack of All Trades: Add half proficiency (+1) to nonproficient skill checks.
Expertise: Double Prof. for two skills (Deception, Persuasion)
Acrobatics* +6, Animal Handling +1+1, Arcana -1+1, Athletics -1+1, Deception* +8, History -1+1, Insight +1+1, Intimidation +4+1, Investigation -1+1, Medicine +1+1, Nature -1+1, Perception* +3, Performance +4+1, Persuasion* +8, Religion* +1, Sleight of Hand* +6,
Stealth* +6, Survival +1+1.

Bonus ActionsBardic Inspiration: Inspire another creature (not me) within 60 feet with a 1d6 that it can, within the next 10 min., add to a d20 roll (use Chr times/long rest).

Spellcasting
Casting Stat: Charisma
Spell DC: 14
Spell Attack Bonus: +6
Cantrips Known (3): Mage Hand, Prestidigitation, Vicious Mockery.
Spells Known (7): Comprehend Languages, Cure Wounds, Detect Magic, Faerie Fire, Tasha’s Hideous Laughter, Calm Emotions (2nd), Suggestion (2nd).
Spell Slots: (4) 1st Level; (3x) 2nd Level

Abilities
Proficiency Bonus*: +2
Str: 8, Dex: 18, Con: 16, Int: 9, Wis: 12, Cha: 18 (4d6; Half-Elf: +2 Cha, +1 Dex, +1 Wis, +2 Dex at lvl 4).

Proficiencies
Tool Proficiencies: Bagpipes; Disguise Kit; Flute; Thieves' Tools; Viol
Weapon Proficiencies: Crossbow, hand; Longsword; Rapier; Shortsword; Scimitar; Simple
Armor Proficiencies: Light, Medium
Language Proficiencies: Common; Elvish; Titanspeech
Skill Proficiencies: Acrobatics, Deception, Perception, Persuasion, Religion, Sleight of Hand, Stealth.

Talents
City Streets: You can travel twice your normal speed between city locations.
Fey Ancestry: Advantage on charmed saves and immune to sleep magic.
Song of Rest: Add 1d6 to hp after short rest for me and allies.
Two-Weapon Fighting: Add modifier to damage of off-hand weapon.
Blade Flourish: Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn,and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flour ish options of your choice. You can use only one Blade Flourish option per turn.
-Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit.The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
-Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
-Mobile Flourish. You can expend one use ofyour Bardic Inspiration to cause the weapon to deal extra damage to the target you bit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

Equipment
Pouch (1); Clothes, common (1); Leather (1); Soap (1); Knife, Small (1); Oil (2); Case, map or scroll (1); Paper (5); Viol (1); Perfume (1); Pet mouse (1); Ink pen (1); Chest (1); Lamp (1); Map of city you grew up in (1); Clothes, fine (1); Sealing wax (1); Token to remember your parents (1); Ink (1)

Wealth
9 GP, 6 SP, 4 CP.

Description
Age: 17
Height: 5’8”
Weight: 155 lbs

Djal is lean, with a pale complexion. A luscious crown of long silver hair frame a set jaw and blue eyes, and a sly grin. Djal has a gift with people. His eyes, his voice, they put people at ease. And his tales, his stories, they entrance them. He loves the feeling.

Djal is quick to provoke. The one thing he cannot abide is when the powerful prey on the weak. It stirs the predator in him and he does his best to turn the tide, either subtly or openly.

He dresses exquisitely well, which costs him too much. He favours dark supple leathers of the finest qualities, worn over white silk shirts laced low at the chest.

Djal has managed to shed the streets from him. Yet, subtle signs remain. His eyes often dart left and right, and he often moves to a position where he can see everyone and everything. He always gives something to the urchins running the streets, and they usually leave him and his purse alone in thanks.

Background
Alignment: Chaotic Good
Trait: I sleep with my back to a wall or tree, with everything I
own wrapped in a bundle in my arms.
Ideal: The low are lifted up, and the high and mighty
are brought down. Change is the nature of things.
Flaw: It’s not stealing if I need it more than someone else.

Dejaladia Nathat, known simply as Djal on the streets of Fangsfall, was accompanying her father when they were attacked by thugs. He ran away while he kept them off, and never saw him again. He was but eight years old at the time. He lived first by joining a band of young kids working for Lady Dulcine. She was hard with most, but not so much with Djal. Some years ago, he broke in the house of a known scholar of the Divine War. He found the man dead of old age. He brought back everything of value to Lady Dulcine, except the books, which he stashed away. The stash and its book became his haven. He learned all she could from the scrolls, then sought out the people who still remembered the old tales. Learning about the glorious and the ugly past became his passion.

He quickly grew tired of scholars and minstrels. He had found many errors, contradictions, in their tales, their accounts. The time had come, he felt, to loosen the ties that bind him to the city and explore the surrounding country. If he wished to do more than record the tales woven by others, he must seek out pure sources of knowledge.

His first venture put of the city he did on his own, with the secret hope of finding his mother. It started impossibly well. The world beyond was so pure, so vivid, so full of energy, of possibility. But then things turned sour when he entered the Darkwood Grove, where he thought his mother’s people had settled. He found nothing but brigands, led by a strange titan spawn named Valan, who tortured him for days, pulling out of the young man all the tales he knew about the Divine War and the Titan War. Yet, the titan spawn did not kill Djal. Instead, so impressed by the talent Djal showed, he decided to push him to the edge of death. Djal, Valan said, would learn or die. On the brink of death, Djal showed the rare gift of Voice, and Valan released him. Leaving Djal swore to the titan spawn that he would one day kill him.

Returning to Fangsfall, he decided to give adventuring another shot, but this time, he sought out old friends to see if they would be interested. Turns out one of them had a contract accompanying a family out in the Bronze Hills. He decided to join the group. He’d get out and get paid. A prefect plan.

Loose Ends
The fate of his Human father, Kalojz Nadath, he does not know. He believes he was killed. He never shared with him what errand he was running that day, but Djal knows he often visited important people.

His Ganjan Elven mother, Denadamia, probably still resides in the Darkwood Grove. Djal is not sure whether he wishes to see her again. It has been so many years, and he remembers his mother as being distant and sorrowful, most days.

He hopes Lady Dulcine will forgive him for disappearing so suddenly. She is not the forgiving type however… He knows he owes his life.

PROFILE
Primary Motivator: Discovery
Secondary Motivator: Power
Emotional Disposition: Curious
Moodiness: Even-tempered
Outlook: Optimistic
Integrity: Unscrupulous
Impulsiveness: Spontaneous
Boldness: Intrepid
Agreeableness: Agreeable
Interactivity: Engaging
Conformity: Conventional
Sense of Humour: Prankster
Favorite Topics of Conversation: The Divine War, Romance
Quirks, habits, and Oddities: Fiddle on his violin, tuning his violin, checking if he is being watched or followed, absent-mindedness when thinking about tales, stories, or songs
Hobbies and Enjoyments: Courting, Theatre, Wine
Favourite Quotes: "Tell me more!" "Let's see what we can find?" "Am I right?" "It's no Divine War, but it's something!"

SPELLS
Cantrips Known
Mage Hand
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever m ore than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.

Prestidigitation
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musi cal notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliv ing material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Vicious Mockery
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

1st Level Spells Known
Comprehend Languages
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Cure Wounds
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by
1d8 for each slot level above 1st.

Detect Magic
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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Faerie Fire
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Tasha’s Hideous Laughter
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (tiny tarts and a feather that is
waved in the air)
Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a W isdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

2nd Level Spells Known
Calm Emotions
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to suppress strong emotions in a group
of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Suggestion
Casting Time: 1 action
Range: 30 feet
Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
If you or any of your companions damage the target, the spell ends.