Elf

Kalisuel's page

859 posts. Alias of AdamWarnock.


Full Name

Kalisuel

Race

HP: 40/41 HD: 0/6 | AC: 17 |Saves: STR: +2, DEX: +6, CON: ±0, INT: ±0, WIS: -1, CHA: +6 ( Advantage v. Charm, Immune v. Sleep) | Perc: +2, Init: +3 |

Classes/Levels

Spells: 1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 1/1 | Bardic Inspiration: 3/3 | Arrows: 13 | Wands: -NONE- | DM Insp.: Yes

Gender

Female Elf-marked Bard (College of Valor) 7

Size

4 feet, 11 and 3/4 inches, 115 pounds

Age

19

Alignment

Chaotic Good

Languages

Common, Elven, Sylvan, Umbral

Strength 14
Dexterity 16
Constitution 11
Intelligence 10
Wisdom 9
Charisma 16

About Kalisuel

Bookkeeping:

Start: 260 GP
- Leatherworker's tools 5 gp 5 lb.
- Smith's tools 20 gp 8 lb.
- Woodcarver's tools 1 gp 5 lb.
- Weaver's tools 1 gp 5 lb.
- Fine Clothes 15 gp 6 lb.
- Traveler's Clothes (2x) 4 gp 8 lb.
- Scale Mail 50 gp 45 lb.
- Longbow 50 gp 2 lb.
- Arrows (20x) 1 gp 1 lb.
+ Payment from Rook 100 gp

Current Total: 213 gp

Kalisuel:

Kalisuel
Chaotic Good Female Elf-marked Bard (College of Valor) 7
Background: Fey-Touched (Heroes of Midgard 20)
Senses: Darkvision 60ft.
Perception: +2
Investigation: +1
Insight: -1
Passive Perception: 12
Passive Investigation: 11
Passive Insight: 9

Languages: Common, Elven, Sylvan, Umbral

Defenses
HP: 41
AC: 17 (DEX +3, Leather Armor +4) | 14 (DEX +3, Leather Armor +1)
Advantage on Saving throws vs. Charm effects
Can't be put to sleep by magic

Attack
Melee +2/+5, Finesse +3/+6 | Ranged +3/+6 | Spell +6
Longsword +5
- Martial, Versatile
- 1 handed: 1d8+2 Slashing
- 2 handed: 1d10+2 Slashing

Thorspear +5
- Martial, Versatile
- 1 handed: 1d6+2+1d8 Piercing, Lightning
- 2 handed: 1d8+2+1d8 Piercing, Lightning

Dagger +6
- Simple, Finesse, Light, Thrown, Range (20/60)
- 1d4+3 Piercing

Longbow +6
- Martial, Heavy, Two-handed, Ammunition, Range (150/600)
- 1d8+3 Piercing

Unarmed Strike +5
- N/A
- 3 Bludgeoning

Attributes
STR 14 +2 (Base: 13, Racial +1)
DEX 16 +3 (Base: 15, Racial +1)
CON 11 ±0 (Base: 11)
INT 10 ±0 (Base: 10)
WIS 09 -1 (Base: 9)
CHA 16 +3 (Base: 14, Racial +2)

Proficiency Bonus: +3

Saving Throws *Proficiency Bonus Applies
STR +2
DEX* +6
CON ±0
INT ±0
WIS -1
CHA* +6

Skills *Proficiency Bonus Applies, **Expertise Bonus Applies
Acrobatics DEX +4
Animal Handling WIS ±0
Arcana INT +1
Athletics STR +3
Deception* CHA +6
History INT +1
Insight WIS ±0
Intimidation CHA +4
Investigation INT +1
Medicine WIS ±0
Nature INT +1
Perception* WIS +2
Performance** CHA +9
Persuasion* CHA +6
Religion INT +1
Sleight of Hand DEX +4
Stealth** DEX +9
Survival WIS ±0

Proficiencies
ARMOR
Light Armor, Medium Armor, Shields

WEAPONS
Martial Weapons, Simple Weapons

TOOLS
Lyre, Ocarina, Tin Whistle, Bhodran Drum, Smith's Tools, Woodcarver's Tools

LANGUAGES
Common, Elvish, Sylvan, Umbral

Elven Racial Traits
Darkvision
You can see in darkness (shades of gray) up to 60 ft.

Skill Versatility
You gain proficiency in two skills of your choice. Perception, Stealth

Fey Ancestry
You have advantage on saves against being charmed, and magic can’t put you to sleep.

Languages
You can speak, read, and write Common, Elvish, and one extra language of your choice. Sylvan

Bard Class Features
Spellcasting
You can cast known bard spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5) and known bard spells as rituals if they have the ritual tag. You can use a musical instrument as a spellcasting focus.

Bardic Inspiration d8, 3/Rest
As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

Jack of All Trades
You can add half your proficiency bonus, rounded down ( +1 ), to any ability check you make that doesn’t already include it.

Song of Rest +1d6 HP
If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

Bardic College: Valor
At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

Combat Inspiration
A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll, or, when an attack roll is made against the creature, it can use its reaction to roll the die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Expertise
Your proficiency bonus is doubled for any ability check you make with chosen proficiencies (2 at 3rd and 10th level). Performance, Stealth

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Feat: Medium Armor Master

Font of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Countercharm
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

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

Spells
Modifier: +3 | Spell Attack Bonus: +6 | Save DC: 14

Cantrips At Will, 3 Known
Mending
Transmutation Cantrip
Casting Time: 1 Minute
Range/Area: Touch
Components: V, S, M (Two Lodestones)
Duration: Instantaneous
Source: PHB259
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Minor Illusion
Illusion Cantrip
Casting Time: 1 action
Range/Area: 30ft./5ft.
Components: S, M(a bit of fleece)
Duration: 1 minute
Attack/Save: INT(Investigation) 11 if creature takes an action to investigate
Source: PHB260
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Prestidigitation
Transmutation Cantrip
Casting Time: 1 action
Range/Area: 10ft.
Components: V, S
Duration: 1 hour
Source: PHB267
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 musical 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 nonliving 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.

1st 4/Long Rest, 5 Known
Cure Wounds
1st Level Evocation
Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
Source: PHB230
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.

Disguise Self
1st Level Illusion
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 hour
Source: PHB233
You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Feather Fall
1st Level Transmutation
Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60ft.
Components: V, M(a small feather or piece of down)
Duration: 1 minute
Source: PHB239
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Healing Word
1st Level Evocation
Casting Time: 1 bonus action
Range/Area: 60ft.
Components: V
Duration: Instantaneous
Source: PHB, pg. 250
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.

Silent Image
1st Level Illusion
Casting Time: 1 action
Range/Area: 60ft./15ft.
Components: V, S, M(a bit of fleece)
Duration: Concentration, up to 10 minutes
Attack/Save: INT(Investigation) 13 if creature takes an action to investigate. Touching gives the game away.
Source: PHB276
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

2nd 3/Long Rest, 2 Known
Invisibility
2nd Level Illusion
Casting Time: 1 action
Range/Area: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
Source: PHB254
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Lesser Restoration
2nd Level Abjuration
Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
Source: PHB255
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

3rd 3/Long Rest, 2 Known
Major Image
3rd Level Illusion
Casting Time: 1 action
Range/Area: 120 ft (20 ft cube)
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
Source: PHB258
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

Tiny Hut
3rd Level Evocation
Casting Time: 1 minute (Ritual)
Range/Area: Self (10 ft sphere)
Components: V, S, M (a small crystal bead)
Duration: 8 hours
Source: PHB255

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

4th 1/Long Rest, 1 Known
Eyes of the Moon
4th Level Divination
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 8 hours
Source: DM200

You tap into your fey nature to enhance your senses, granting yourself the ability to see past what most others accept. For the duration of the spell, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. You also gain blindsight out to a range of 60 feet.

Feats/Attribute Increases
Medium Armor Master
Prerequisite: Proficiency with medium armor
You have practiced moving in medium armor to gain the following benefits:

  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

    Equipment & Currency
    PP:0 | GP:260 | SP:0 | CP: 0

    Tools
    -Ocarina
    -Tin Whistle
    -Disguise Kit
    -Leatherworker's tools
    -Smith's tools
    -Woodcarver's tools
    -Weaver's tools

    Clothing & Accessories
    -A lucky token (a hair pin with a trio of eagle's feathers hanging from it. The feathers never seem to get messed up)
    -Traveler's clothes (3x)
    -Entertainer's costumes (2x)
    -Fine clothes
    -A simple wooden mask that doesn't muffle the wearer's voice

    Weapons & Armor
    -Longsword
    -Dagger
    -Longbow
    -Arrows (20x)
    -Leather Armor
    -Scale Armor

    Adventuring Gear & Supplies
    -Backpack
    -Bedroll
    -Candles (5x)
    -Rations (5x)
    -Waterskin (1x)

  • Equipment Selection:

    Background:
    Fey-touched background gives: A lucky token such as a tin coin that spins far longer than it should or a small violet blossom that never wilts, a musical instrument (one of your choice), a set of traveler’s clothes, and a belt pouch containing 10 gp.

    SELECTED
    A tin whistle
    A lucky token (a hair pin with a trio of eagle's feathers hanging from it. The feathers never seem to get messed up)
    A set of traveler's clothes
    A (well-made) belt pouch containing 10 gp

    Class
    Bard class gives:(a) a rapier, (b) a longsword, or (c) any simple weapon; (a) a diplomat’s pack or (b) an entertainer’s pack; (a) a lute or (b) any other musical instrument; Leather armor and a dagger

    SELECTED
    A longsword
    An entertainer's pack
    An ocarina
    Leather armor
    A dagger

    Background:

    Fey-Touched
    Kalisuel has been marked by two of the fey. One that would use her for her own wicked gains and another that would call her sister. The struggle between them over her has shattered her memories and made her like a child once again.

    Gleam of Glamour
    The mark of the fey upon you has opened your eyes to the world that lurks beneath what most people see and hear. When you are near a ley line, a shadow or fey road, or an active portal, you feel its presence: your hair stands on end, ethereal music plays for you alone, odors waft on an unfelt breeze, or some other vague sensation alerts you that you’re in the vicinity of such a phenomenon.
    The pulse of fey magic within you can sometimes reach out, usually when your emotions are strongest. If you revel and enjoy yourself, others are likely to want to join in and have their spirits lifted. When you are angry, those around you feel it like a wave of heat pricking their skin.

    Personality Traits
    - I don’t like to enter someone’s home uninvited.
    - I love to express myself with music and song.
    - I am always willing to listen, but rarely speak of myself.

    Ideals
    - Compassion. I was shown mercy when I needed it most, and I will spread that boon across the world.
    - People. I love how different people can be, and I want to collect their stories.

    Bonds
    - I want to travel the vast fey roads to every corner
    of the world.
    - I do not know my past, not truly. Only in glimpse like fleeting snowfall do I see who I was and where I have been.

    Flaws
    - Someone knows about my past, and they’re hunting me.
    - If someone ask me a favor, I cannot say no.

    Background Questions
    1. What are you intolerant of?
    Slavers and those that break the rules of hospitality.

    2. What is the most satisfying thing about being an adventurer?
    Seeing new lands, meeting new people, and learning both song and tale.

    3. Three words to describe your personality.
    Quiet, Curious, and Enigmatic

    Bonus questions! *Optional* but fun :)
    4. PC's favorite food
    Anything as long as it's interesting.

    5. PC's theme song
    A jig with a bit of mystique and danger to it.

    6. Your PC empties their pockets. What's inside?
    Well cared for and organized tools for carving, whittling, and leatherworking.
    Wood chips that have found there way into her pockets.
    Strange trinkets that never seem to run out no matter how many she gives away.

    Backstory:

    Kalisuel woke beneath the boughs of oak and ash and thorn. She did not remember how she had gotten there or where she'd come from. Her past was nothing more than a wide, yawning void lit by the faint twinkling of memories that fled before she could grasp them. For a time she wandered the old wood before finding a road and then the town it lead to.

    After some close calls and missteps on her part, she began to grow comfortable in this strange world she now found herself in. The land, she learned, was Courlandia, and she spent a couple of months wandering the environs around the capital before running into a kobold looking for capable folk. Rook Bentknee was his name and he had a job for the band of six he'd assembled.

    Find Britta, his friend and companion of yesteryear, and bring him word of her fate.

    A selection of posts for your entertainment:

    Reference Sheet (WIP) 20210406