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About IlluvinIlluvin Rothello C/G Varient human Bard(7)
Trackable:
Hd:7/7
Cutting words: As a reaction, roll an inspiration die to reduce a creature attack or damage roll or ability check ==OFFENSE==
Spells: Vicious Mockery ==STATISTICS==
Skills:
Athletics 0 Acrobatics +7
Arcana +5
Animal Handling +3
Deception +8
Spells:
Ritual Spell Book: find familiar, detect magic, Comprehend Languages, Identify, Tenser's Floating Disk, Unseen Servant, Water Breathing, Leomund's Tiny Hut Features:
Proficiences: Armor: Light
Languages Common, Elvish Equipment:
disguise kit
backpack
Opal of the Ild Rune:
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it’s on your person.
Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. Fire’s Friend. You have resistance to cold damage. Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius. Gift of Flame. You can transfer the opal’s magic to a nonmagical item — a weapon or a suit of armor — by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form: Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits. Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor. Coins: 2 gp Weasel Familiar Stats:
Herm
Traits Keen Hearing and Smell: The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Speed
Attributes
AC 13
Passive Perception 13 Skills
Type
warhorse stats:
Seeb
Large beast, unaligned Armor Class 11 Hit Points 19 (3d10 + 3) Speed 60 ft. STR 18 (+4) DEX 12 (+1) CON 13 (+1) INT 2 (-4) WIS 12 (+1) CHA 7 (-2) Senses passive Perception 11 Languages — Challenge 1/2 (100 XP) Trampling Charge. If the horse moves at least 20 feet straight toward a creature right before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can take a bonus action to make another attack with its hooves against the target. Melee- Hooves: +4 to hit, reach 5 ft. one target. Hit: 11 (2d6 + 4) bludgeoning damage. Background:
Having always been a charismatic kid, the life of the performer came easy to Illuvin. Though he was making an ok living he felt the need for more. Making his way to Waterdeep, he enrolled in a school that taught people like him how to weave magic into their performance. He had a rough time there as he was used to being the center of attention but now he was in a school full of people like himself. Weathering his personal storm he emerged a full fledged bard. He had gotten a taste of the high society through his studies and wished to return but was shunned from all the the nice events. Seeking to ingraine himself in the right circles he started talking on tasks for the lesser nobles fetching items and, on the rare occasion, people that his employer wanted. Usually the people he found owed the noble money or a favor that they were reluctant to pay back. His work earned him a reputation among powerful people that he could find anyone. Before long they had him tracking down thieves and burglers that took things from different estates. His last job in Waterdeep had him working for a particularly powerful and nefarious noble. Upon cornering his quarry he found out that the man was working to end a slavery ring the noble had been bankrolling. Caught between his sense of duty and his morality, Illuvin let the burglar go. Once the noble found out he was furious and sent assassins to 'punish' Illuvin for his failure. Having no other choice he skipped town to try his fortunes on the road once more. No more than a month goes by before he is contacted by someone that knows about him letting his last target go and asks if he wants to do more good works. Come to find out, the man he let go was a member of the Harpers and had suggested they seek out Illuvin for membership. After proving his worth he is sent to find out what he could about a growing problem with the giants.
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