Kwava

Adran Liadon's page

150 posts. Alias of Cutlass.


Full Name

Adran Liadon

Race

Male Moon Elf

Classes/Levels

Warlock/1

Gender

AC: 11 HP: 9/9 INIT: 0 Pass Percept: 12 Pass Insight 10: Saves: S +2 D 0 Cn +1 I +2 W +2 Ch +4 Darkvision. Immunity Sleep. Adv vs charm

Size

Medium

Age

130

Alignment

Chaotic Good

Languages

Common, Elven, Sylvan, Celestial, Draconic

Strength 14
Dexterity 10
Constitution 12
Intelligence 14
Wisdom 10
Charisma 15

About Adran Liadon

Combat Stats:

Hit points: 9/9, Init: 0, Perception: +2
Speed ft(squares): 30(6) Passive Perception: 12
Inspiration: 0, Proficiency Bonus: +2

Offense:

Melee Weapon_____To hit_____Damage_____Notes
Dagger___________+4_________1d4+2______Piercing
Mace_____________+4_________1d6+2______Bludgeoning
Handaxe__________+4_________1d6+2______Slashing
Fist_____________+4_________3__________Bludgeoning

Ranged Weapon_____To hit______Damage_________Notes
Dagger_______________+4__________1d4+2__________20/60 Piercing
Handaxe______________+4__________1d6+2__________20/60 Slashing

AC: 11:

Armor: Leather (AC 11)
Shield: None
Dex: + 0
Other + 0

Saves:

* = Proficiency

STR_____+2
DEX______0
CON_____+1
INT_____+2
WIS*____+2
CHA*____+4

Skills:

*=Proficiency

Acrobatics (DEX)_______________0
Animal Handling (WIS)__________0
Arcana (INT)*_________________+4
Athletics (STR)_______________+2
Deception (CHA)_______________+2
History (INT)*________________+4
Insight (WIS)__________________0
Intimidation (CHA)____________+2
Investigation (INT)*__________+4
Medicine (WIS)_________________0
Nature (INT)*_________________+4
Perception (WIS)*_____________+2
Performance (CHA)_____________+2
Persuasion (CHA)______________+2
Religion (INT)________________+2
Sleight of Hand (DEX)__________0
Stealth (DEX)__________________0
Survival (WIS)_________________0

Languages: Common, Sylvan, Elven, Draconic, Celestial

Tool Proficiencies:

None

Gear:

Carrying Capacity 210 lbs

Common Clothes_______________________3 lbs
Leather armor_______________________10 lbs
Crystal arcane focus_________________1 lb
Handaxe______________________________2 lbs
Mace_________________________________4 lbs
2 Daggers____________________________2 lbs
Pouch________________________________1 lb
Dungeoneer's pack____________________5 lbs
Crowbar______________________________5 lbs
Hammer_______________________________3 lbs
10 pitons____________________________2.5 lbs
10 torches__________________________10 lbs
Tinderbox____________________________1 lb
10 day's rations____________________20 lbs
Waterskin____________________________5 lbs
50 feet of hempen rope______________10 lbs
Bottle of ink________________________-
Quill pen____________________________-
Letter from colleague________________-*
Small knife for trimming quills______0.25 lbs

Total weight: 84.75 lbs

Cash on hand: 10 gp

*Asking question about how to properly determine the longitude of a location.

Personality Traits:

There's nothing I like more than a good mystery.

Ideals:

Knowledge - The path to power and self-improvement is through knowledge.

Bonds:

I work to preserve a library, university, scriptorium or monastery.
(Linked to/independent contractor for Royal Library of an Elven Kingdom.)

Flaws:

Most people scream and run when they see a demon. I stop and take notes on its anatomy.

Racial Traits:

Elf weapon training: Proficient with longsword, shortsword, shortbow and longbow

Knows one cantrip from the wizard spell list, Intelligence is the spellcasting ability for it. That cantrip is Light. The save DC (if cast on an object held or worn by an unwilling person) is 12.

Darkvision: 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.

Keen senses: has proficiency in the Perception skill.

Fey Ancestry: Have advantage in saving throws against being charmed, and magic can't put you to sleep.

Trance: Elves don't need to sleep. Instead they meditate deeply for 4 hours a day.

Sage Background:

Specialty - Astronomer

Feature: Researcher - When you attempt to learn or recall a piece of lore, if you do not know the information, you often know where and from whom you can obtain it. Usually this comes from a library, scriptorium, another sage or learned person or creature.

Skill Proficiencies: Arcana, History

Warlock Class Features:

Proficiencies:
Armor: Light armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Investigation, Nature

Otherworldly Patron: Great Old One

Spell Save DC: 12
Spell Attack Modifier: +4

Cantrips Known: Eldritch Blast, Prestidigitation

First level speels known: Armor of Agathys, Witch Bolt

Spell slots: 1 first level slot

Invocations known: 0

Awakened Mind: You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language for the creature to understand your telepathic utterances, but the creature must be able to understand at least one language.

Appearance:

Adran is rather large for a moon elf. He stands 6 feet tall and weighs in at 162 pounds. He has silver hair, green eyes and fair skin. He is 130 years old.

Adran wears his leather armor over a set of common clothes. He wears a pendant of some sort on a leather thong around his neck. The thong is long enough that it hangs down under his shirt. This is actually his crystal arcane focus which is always in contact with his body. Adran's clothing and gear are unusually clean and neat in appearance as could be expected of somebody who can cast prestidigitation.

Adran wears his handaxe on the right side of his belt, his mace on the left side of his belt, and one dagger sort of horizontally through the front of his belt set up for a right hand draw. He wears the coin pouch on his belt between the dagger and the handaxe. Adran also has one dagger concealed in his right boot. When Adran is in a town or other similar location which is relatively safe and where people worry about such things he leaves his armor, mace and handaxe with his backpack in his room. Thus he would have only the one dagger in his belt and the other concealed in his boot.

Backstory:

Adran had been born and raised in Evereska. He was personable and intelligent, though somewhat clumsy when compared to other elves. He started his initial training as a sage astronomer and a wizard. However, the studies that Adran undertook indicated that there was another path to arcane power. Putting all his time and energy into researching that path, Adran discovered how to run a power tap off of a Great Old One.

This being is so incredibly powerful and incomprehensibly alien that it neither knows nor cares that Adran is siphoning off some of its power. The situation is something like a mosquito that managed to bite a blue whale. Adran likes being a warlock of this sort because unlike being a wizard he doesn't have to constantly worry about updating and making backup copies of a spell book. Also, his patron is making no demands of him. While the powers that Adran has access to are not as potentially broad in scope as those a well researched wizard could command, they are nevertheless more than adequate to do what Adran needs done.

Adran's choice of which class to follow put him slightly on the outs with his fellow elves. The wizards tended to scoff at him somewhat as a failed apprentice. Though Adran was good enough as a sage astronomer that his work in that area was respected and Adran has about a dozen or so monographs and essays on file with the Royal Library of Evereska.

It was while Adran was chatting with the head librarian at the library that Adran got the inspiration to go adventuring. They wanted somebody who was willing to travel long distances to gather rare manuscripts and scrolls to bring back to the library. Adran's talents in terms of being able to conduct research and identify suitable materials, personality in terms of being able to get along well with people, and last but not least his combat oriented arcane magic abilities all combined to make Adran an ideal candidate for that task.

So it was that Adran became a hunter of rare scrolls and manuscripts for the library. His travels eventually took him to Neverwinter so he could talk to the clerics at the temple of Oghma there and get advice on new areas to search as well as making copies of some of their manuscripts to get shipped back to Evereska.

During the several months that Adran spent in Neverwinter two things happened. The first was that he saved an old human woman from an attack by a couple of thugs. As a token of her gratitude she gave Adran a trinket that she said was a good luck charm. It was a coin sized bronze pentacle with an etching of a rat's head in the center. When the pentacle was held with the etching oriented the right way, two of the star points were pointing down. The strange thing was that Adran never saw the old woman again, nor was he able to find anybody who claimed that they knew her. As Neverwinter was a relatively large town with lots of people passing through Adran didn't worry too much about it, but in the little time that he spent researching the trinket he couldn't find out anything about it. Adran keeps it in his coin pouch and decided that some time when he had nothing better to do that he would do some serious research on it. But for right now he doesn't think it's worth the effort.

The second thing that happened was that Adran made the acquaintance of Gundren Rockseeker. He was a dwarf who was a bit of an adventurer and a merchant. Adran bought some scrolls from him to be shipped back to Evereska and also got some leads on other areas to check out. Adran eventually ended up taking a small mission on for the dwarf to escort a wagon of supplies to Phandalin.

Prestidigitation:

Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V,S
Duration: Up to 1 hour

Can create one of the following effects within range:

* Can create an instantaneous, harmless sensory effect.

* Can light or snuff out a candle, torch or small campfire.

* Can clean or soil an object no larger than 1 cubic foot.

* Can chill, warm, or flavor up to 1 cubic foot of non living material for 1 hour.

* Make a color, a small mark, or a symbol appear on an object or surface for 1 hour.

* Can 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 3 of its non instantaneous effects active at a time, and can dismiss such an effect as an action.

Eldritch Blast:

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V,S
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

Light:

Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Armor of Agathys:

1st-level abjuration
Casting Time: 1 action
Range: Self
Components: V,S,M (a cup of water)
Duration: 1 hour
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

Witch Bolt:

1st-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V,S,M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute
A beam of crackling blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.