Merisiel

Dee'Ly'Lah's page

4 posts. Alias of scranford.


Full Name

Dee'Ly'Lah

Race

Wood Elf

Classes/Levels

Barbarian (Wild Magic) /3; Rages 3/3, Magic Awareness 2/2; Hit Points 41/41

Gender

Female

Size

Medium

Age

227

Alignment

CN

Deity

Trickster

Languages

Elven, Elven Script

Strength 13
Dexterity 18
Constitution 14
Intelligence 13
Wisdom 16
Charisma 11

About Dee'Ly'Lah

Character Sheet

Dee'Ly'Lah
Female Wood Elf Barbarian / 3 (Wild Magic)
Medium humanoid, CN
--------------------
Armor Class: 16 (Unarmored Defense)
Hit Points: 41(3d12+6)
Speed: 35 ft.
--------------------
STR 13(+1), DEX 18 (+4), CON 14 (+2), INT 13 (+1), WIS 16 (+3), CHA 11 (+0)
--------------------
Saving Throws: STR +3, DEX+4, CON +4, INT +1, WIS +3, CHA +0
Skills: Athletics +3, Insight +5, Perception +5, Stealth +6, Survival +5, Alchemist Supplies +3
Senses: darkvision 60 ft., passive Perception 15, Passive Insight 15, Passive Investigation +11
Languages: Common, Elvish, Sylvan
Feats: Wood Elf Magic:
You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip (Magic Stone) of your choice. You also learn the (longstrider) and (pass without trace) spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells

Barbarian Features

Rage:As a bonus action enter a rage for up to 1 minute (10 rounds). 3/3, Long rest

You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.

Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.

Unarmored Defense • PHB 48
While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus.

Reckless Attack • PHB 48
When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.

* Primal Path • PHB 48

| Path of Wild Magic
Magic Awareness • TCoE
As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 ft. of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

| 2 / Long Rest • 1 Action

Wild Surge • TCoE
When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 12.

Wild Serge Table

Spoiler:

Wild Surge

1) Each creature of the character's choice that they can see within 30 feet of them must succeed on a Constitution saving throw or take 1d12 energy damage (1-Acid, 2-Cold, 3-Fire, 4-Lightning, 5-Thunder, 6-Force). The character is also surrounded by a magical field that grants them temporary hit points equal to 1d12 plus your barbarian level.

3) An intangible spirit, which looks like a mushroom (called a boomshroom), appears...

7) Either vegetation temporarily flourishes around the character or the ground surges and/or undulates; until their rage ends. Thus the ground within 15 feet of the character is considered to be difficult terrain for their enemies and any enemies within the zone at the end of their (the enemy) turn must make a Dexterity Save or be knocked prone.

8) A bolt of magical energy arcs from the character's head striking another creature of their choice that they can see within 30 feet of them and that creature is struck in the head and must succeed on a Constitution saving throw or take 1d6 psychic damage and be blinded until the start of the character's next turn. Until the character's rage ends, they can use this effect again on each of their turns as a Bonus Action.

Changes 1 and 8 above would be due to how Necromantic energy (Radiant/Necrotic) has been redefined in my world. Change 3 is just mainly due to asthetics for this world. Change 7 is again mostly due to asthetics as if you are in a dungeon or dessert vegetation is not going to be growing readily also compared to the other abilities it was noticeably weaker in effect.

*******************************************************

Bolstering Surge

Beginning at 6th level, the character can harness their wild magic to bolster themself or a companion. As an Action, they can touch one creature (which can be themself) and confer one of the following benefits (roll 1d6) upon that creature.

1) For 10 minutes, the creature can roll a d4 whenever they make an attack roll or an ability check and add the number rolled to the d20 roll.

2) For 10 hours, the creature gains the Disguise Self spell effect using it or not as they see fit for its duration or until it is dispelled.

3) For 10 hours, the creature gains the Longstrider spell effect for its duration or until it is dispelled

4) For 10 hours, the creature gains the Unseen Servant spell effect for its duration, or it drops to 0 hit points, or it is dispelled. Further this Unseen Servant will never be more than 60 feet from its owner.

5) For 1 hour, the creature gains the Shield of Faith spell effect for its duration or until it is dispelled.

6) For 1 hour, the creature gains the Speak with Animals spell effect for its duration or until it is dispelled.

The character can take this action a number of times equal to their proficiency bonus, and they regain all expended uses when they finish a long rest.

Harness Surge

Also at 6th level, the character has gained a bit more control over their surges and can attempt to influence the result of any Surge roll by making a Charisma Save DC 15 if they succeed, they can increase/decrease the result by 1, for each full 5 over 15 they get they can increase/decrease that result by up to an additional 1 (aka 20 = 1 or 2). This ability stakes with Controlled Surge later on.

The part where it gives another player a spell slot seemed a bit out of line with the basic concept and my version of magic and further it was failing to be Wild Magic. The above changes add back in the wildness with a bit of thematic control rather than unexplainable full control. Also if you are curious about those additional 5 abilities I can easily explain them.

Wood Elf Traits

* Darkvision • BR 23
You can see in darkness (shades of gray) up to 60 ft.
Actions

* Keen Senses • BR 23
You have proficiency in the Perception skill.

* Fey Ancestry • BR 23
You have advantage on saves against being charmed, and magic can’t put you to sleep.

* Trance • BR 23
You don't need to sleep, but meditate semiconsciously for 4 hours a day. 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.

* Elf Weapon Training • BR 24
You have proficiency with the longsword, shortsword, shortbow, and longbow.

* Fleet of Foot • BR 24
Your base walking speed increases to 35 feet.

* Mask of the Wild • BR 24
You can attempt to hide even when you are only lightly obscured.

* (+2 DEX, +1 WIS)

Spell Descriptions

Spoiler:

*Magic Stone
LEVEL
Cantrip
CASTING TIME
1 Bonus Action
RANGE/AREA
Touch
COMPONENTS
V, S
DURATION
1 Minute
SCHOOL
Transmutation
ATTACK/SAVE
Ranged
DAMAGE/EFFECT
Bludgeoning
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.

If you cast this spell again, the spell ends early on any pebbles still affected by it.

*Longstrider
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S, M *
DURATION
1 Hour
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff (...)
You touch a creature. The target's speed increases by 10 feet until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

* - (a pinch of dirt)

*Pass without a Trace
LEVEL
2nd
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V, S, M *
DURATION
Concentration 1 Hour
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff (...)
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

* - (ashes from a burned leaf of mistletoe and a sprig of spruce)

--------------------

Hand Axe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d6+4 slashing damage.

Nyss Longbow. Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d10+5 piercing damage.

Nyss Claymore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d10+4 Slashing damage.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 5 bludgeoning damage.

Equipment: Handaxe (x2), Javelin (x4), Greatsword, Backpack, Bedroll, Mess Kit, Rations (x1), Rope-Hemp (50'), Tinderbox, Torch (x10), Waterskin.

Background:
Arcane Wanderer:
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.

Wanderer:
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Personality Traits:
*I have a strong code of honor or sense of propriety that others don’t comprehend.
*I begin or end my day with small

Ideals:
*Adventure. I’m far from home, and everything is strange and wonderful! (Chaotic)

Bonds:
My freedom is my most precious possession. I’ll never let anyone take it from me again.

Flaws:
I don’t take kindly to some of the actions and motivations of the people of this land, because these folk are different from me.