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Ferra Thundaga's page

1 post. Alias of Tyrn Jade.


About Ferra Thundaga

Name: Ferra Thundaga
Race: Human (Corvenian)
Class: Wild Mage 9
Background: Prisoner
Alignment: Chaotic Neutral
Experience:

Initiative: +3
Speed: 30ft
HP: 66
AC: 10
Proficiency Bonus: +4
Languages: Common, Corvenian.

* = saving throw proficiency
STR 7
DEX 16
CON* 18
INT 12
WIS 14
CHA* 20

Attack Actions * indicates the amount of additional magazines
Name: ATK: DMG:
Name: ATK: DMG: RNG: CAP

Proficiencies (* indicates the proficiency bonus applies again)

Skills: Deception, Intimidation, Persuasion, and Stealth.

Tools: Carpenter's Tools and Mason's Tools.

Class Features
Font of Magic: 9 sorcery points.

Flexible Magic: 1st - 2pts. 2nd - 3pts. 3rd - 5pts. 4th - 6pts. 5th - 7pts.

Metamagic:
Careful Spell: When you cast a spell that forces other creatures to make a saving throw, you can protect some o f those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number o f those creatures up to your Charisma modifier (minimum o f one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Quicken Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Wild Magic Surge: Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Tides of Chaos: Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck: When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Spells DC: 17 Spell ATK: +9
0th: Fire Bolt, Message, Ray of Frost, Shocking Grasp and True Strike.
1st: Thunderwave and Witchbolt (4/day).
2nd: Spider Climb and Web (3/day).
3rd: Haste and Lightning Bolt (3/day).
4th: Blight and Ice Storm (3/day).
5th: Cloudkill and Dominate Person (1/day).
6th:
7th:
8th:
9th:

Feats
Lucky: You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one o f your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome o f a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.

Elemental Adept: Lightning. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Racial Traits
+1 to all ability scores.

Equipment
Inventory

Weapons and Shields

Worn Equipment
HEAD:
NECK:
TORSO:
BACK:
WAIST:
LEGS:
FEET:
WRIST:
HANDS:
RING(R)
RING(L):

Copper: Silver: Gold: 150 Platinum:

Factions

Assets

Revenue:

Aesthetics
Physical Description

Personality

Backstory