Cleric of Iomedae

Aeleni's page

152 posts. Organized Play character for Hayato Ken.


Classes/Levels

Female High Elf Warlock 5 | AC 19 | HP 60 | STR +4 DEX +5 CON +5 INT +9* WIS +7* CHA +2 | Init +4; Senses darkvision 120 feet magical darkness; Perception +6 | Spell Points 10/10 | Misty Step 1/1 | Prof Bonus +3

Languages

Common, Elven, Sylvan, +1

Strength 16
Dexterity 18
Constitution 18
Intelligence 20
Wisdom 16
Charisma 12

About Aeleni

Aeleni Summerwind

Heritage: Elf (female), Culture: High Elf, Background: Noble, Destiny: Knowledge

Init +4; Senses darkvision 120 feet magical darkness; Perception +6
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Defense
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AC 19 +1
hp 60
STR +4 DEX +5 CON +5 INT +9* WIS +7* CHA +2
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Offense
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Speed 30 ft.
Melee Longsword +8 (1d8+5) Defensive (medium)
Ranged +1 hand crossbow +11 (1d6+6+5 necrotic) Dual-wielding, loading, range (30/120)
hand crossbow +10 (1d6+6+5 necrotic) Dual-wielding, loading, range (30/120)

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Statistics
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Str 16, Dex 18, Con 18, Int 20, Wis 16, Cha 12
Proficiency Bonus +3
Feats Crossbow Expertise, Sharpshooter, Fighting Style: Archery, Fey Teleportation (1 Misty Step per short rest), Elven Accuracy (Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.), Dual Wielding Expert

Skills
Acrobatics* balancing
Animal Handling
Arcana* dragons
Athletics* jumping,
Culture*
Deception*/**
Engineering*
History*
Insight*/**
Intimidation**
Investigation* trapfinding.
Medicine
Nature*
Perception* farsight
Performance
Persuasion*/** negotiation
Religion*
Sleight of Hand
Stealth*
Survival

Tools:
Game Set Cards
Thieves Tools

*Proficient, **use INT

Languages Common, Sylvan, Elvish, Draconic

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Spells Spell Save DC: 16; Spell Attack: +8
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Spell Level 3rd; Spells Known 6; Spell Points 15; Cantrips Known 3+1
Cantrip: Mage Hand, Guidance, Prestidigitation, Mending, (Arcane Muscles)
1st shield, wrathful smite, Charm Person, Unseen Servant, hex, jump (free casting), feather fall, thunderwave
2nd blur, branding smite, Misty Step (1 free per short rest), Darkness, Spider Climb, Suggestion, deadweight
3rd blink, elemental weapon, Counterspell, Dispel Magic, Fly, whirlwind kick

SPELL LEVEL SPELL POINTS
1st 2
2nd 3
3rd 5
4th 6
5th 7

Gear
Leather Brigandine +1, hand crossbow +1, thieves tools, Cloak of Protection, fine clothes, signet ring, family tree writ,

Proficiencies
Armor: Light armor, Medium Armor(Hexblade), Shields (Hexblade)
Weapons: Simple weapons, Rapiers & Longswords (Elf), Martial Weapons (Hexblade)
Tools: Game set (cards); Thieves Tools
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Special Abilities
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Invocation of the Courts (1): Beguiling Influence
Invocations (3):
Thirsting Blade Prerequisite: 5th level, Pact of the Blade feature You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Lifedrinker Prerequisite: Pact of the Blade feature When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your spellcasting ability modifier (minimum 1).
Eldritch Smite Prerequisite: 5th level, Pact of the Blade feature Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
Secrets (2):
Devil’s Sight You can see normally in all types of darkness (including magical) to a distance of 120 feet.
Otherworldly Leap You are under the constant effects of the jump spell. This effect does not emit a magical aura.
Eldritch Blast: Eldritch Ray You can use an action to create a deadly beam that strikes a creature within 120 feet. Make a ranged spell attack against the creature, dealing 1d10 force damage on a hit.

Pact of the Blade :
You can use your action to conjure in your empty hand an armament bestowed with power: a pact weapon. Choose any simple or martial weapon when you conjure your pact weapon. You are proficient with it while you wield your pact weapon, and you can use your spellcasting ability for attack and damage rolls with it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
By performing a 1 hour ritual while holding a magic weapon or rare weapon, you can transform it into your pact weapon. If this weapon has a bonus to attack or damage rolls, or if it deals bonus damage, you can apply these to your Eldritch Blast (ranged weapons add these bonuses to Eldritch Ray, and melee weapons to Eldritch Scythe; it has no effect on Eldritch Disturbance or Eldritch Whip). You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the ritual on a different weapon, or if you use a 1 hour ritual to break your bond to it. The weapon is collected by your patron if the bond breaks while it is in the extradimensional space.

Hexblade’s Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Character Creation Stuff:

Elf Traits
Characters with the elf heritage share a variety of traits in common with one another.
Age. Elf children mature at the same rate as human children, but elvish cultures do not consider them to be fully mentally developed (nor matured) until they acquire a century of life experience. Elves today can live to be 700 or older, and legends speak of elves who simply never die.
Size. Elves have a slender and graceful build. Some stand as tall as average humans , although most are a head or so shorter. Your size is Medium.
Speed. Your base Speed is 30 feet.
Darkvision. Having your ancestral origins in the twilight realms, you have superior vision in dark and dim conditions. You 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. You can’t discern color in darkness, only shades of gray.
Fey Ancestry. You gain an expertise die 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 conscious (the Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that became reflexive through years of practice. When you take a long rest, you spend 4 hours in your trance state (instead of sleeping for 6 hours). During the trance you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity.
Elf Gift
Mystic Rapport
Some elves are so attuned to the arcane that they can see magical energy with their eyes, sense the presence of nearby elves, and communicate mentally.
Elves with the gift of Mystic Rapport have the following traits:
Arcane Sensitivity. You gain proficiency in Arcana.
Arcane Empathy. Your sensitivity to the flow of magic lets you speak to the hearts of others. You have a limited ability to communicate telepathically with those within 30 feet of you. Though this grants the target no ability to respond telepathically, they can understand you as long as you share a language with them.
High Elf
Characters raised in high elf culture share a variety of traits in common with one another.
Cunning Diplomat. You can always choose to use Intelligence when making a Deception, Insight, Intimidation, or Persuasion check.
High Elf Education. You are proficient in Culture and one additional skill of your choice.
High Elf Weapon Training. You have proficiency with rapiers and longswords.
Magical Versatility. You know a cantrip of your choice, which can be chosen from any spell list. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest).
Language. You can speak, read, write, and sign in Common, Elvish, and one other language.
Noble
Ability Score Increases: +1 to Strength and one other ability score.
Skill Proficiencies: Culture, History, and either Animal Handling or Persuasion.
Tool Proficiencies: One gaming set.
Languages: One of your choice.
Suggested Equipment (Cost 16 gold): Fine clothes, signet ring, writ detailing your family tree.”
Feature: High Society. You know of—or personally know—most of the noble families for hundreds of miles. In most settled areas you (and possibly your companions, if well-behaved) can find a noble host who will feed you, shelter you, and offer you a rich lifestyle.
Adventures and Advancement. Your family may ask you for one or two little favors: convince this relative to marry a family-approved spouse, slay that family foe in a duel, serve under a liege lord in a battle. If you advance your family’s fortunes, you may earn a knighthood along with the free service of a retinue of servants and up to 8 guards .
Noble Connections
The treacherous noble who slaughtered or scattered your family and is now living in your ancestral home
Knowledge
You seek the philosopher’s stone, universal truths too vast and terrible for mortal minds to comprehend, or untold secrets hidden away from inquiring minds. Scholars and seekers of Knowledge research and pry, chipping away at their own ignorance until they reveal some fundamental truths of reality.
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Source of Inspiration: Learning. You draw inspiration from research, understanding, and gaining new insights and data. You gain inspiration whenever you make an arcane, divine, scholastic, or scientific discovery.
Closely examine a previously unknown or rare creature or phenomenon, discover something thought to be a myth or impossible, learn new information after at least 8 hours studying from a source of knowledge such as a library, book, or powerful artifact.
Inspiration Feature: Critical Evaluation. Drawing upon a lifetime of study, you leap to accurate conclusions with only preliminary findings. As a bonus action you may spend your inspiration to quickly evaluate a creature or item you can see and accurately determine one objective attribute of your choice.
When evaluating a creature in this way, you may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its Armor Class.
When evaluating an item in this way, you may determine if it is magical, poisonous, cursed, trapped, or its approximate value.
Vindication: You’ll show them—you’ll show them all that you were right all along!

Two-Weapon Fighting
When you take the Attack action and attack with a weapon that does not have the heavy property that you are wielding in one hand, you can use your bonus action to attack with a different dual-wielding melee weapon that you are holding in your off-hand. You do not add your ability modifier to the damage roll of the bonus attack, unless that modifier is negative. If a weapon has the thrown property, you can make a ranged weapon attack with it instead.
If you have the Extra Attack feature, you can use your bonus action to make two attacks with the weapon in your off-hand.