Telandia Edasseril

Lady Koralyn Nightstar's page

489 posts. Alias of Skorn.


Full Name

Koralyn Darkstar

Race

Elf (Eladrin)

Classes/Levels

HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Gender

Female

Size

Medium

Age

70

Special Abilities

Bladesong - Int mod to AC and Concentration, +10 speed, Advantage Acrobatics checks

Alignment

CG

Deity

Corellon Larethian

Location

Geoff, Hochoch

Languages

Common, Elf, Orc

Occupation

Wizard

Strength 10
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 10
Charisma 8

About Lady Koralyn Nightstar

Traits - Note some of these are secret to the character:

Personality: Traits: Despite her high birth, she does not place herself above other folks and does not pay a lot of heed to the idea of nobility.

Ideal: The people in Geoff need to be free of both the Giants and the Grand March.

Bond: My duty to the Mage of the Valley is to make sure the war in Geoff never reaches his doorstep. I am his veiled agent and act on his behalf and in his best interest

Flaw: While my kind is hated by other elves I secretly and deeply wish to be accepted by them.

In addition to choosing a trait, ideal, bond, and flaw, answer these questions:

What’s one magic item your character would go to great lengths to attain?:

Koralyn longs for a set of enchanted mithril (light) armor.

What’s one thing your character wants that money can’t buy?:

To be accepted by other elves.

Name and describe one person in Hochoch who would do you a favor (and might ask one in return).:

The leader of the Knights of the Dispatch, Basilisk Kerwynn, a middle-aged swordmage who looks favorably upon adventurers willing to venture into enemy lands. He knows of Koralyn's origins and accepts her for what she is, and is not.

How does your character spend his or her money?:

Does he blow it at brothels and bars as fast as he earns it? Invest it in a business? Purchase expensive antiques? Support a family? Support an addiction to exotic drugs? [Note: This is mainly a flavor choice, but you will be able to “spend” money on your lifestyle if you want to gain various mechanical benefits, such as “fate point” style re-rolls, minor permanent abilities or to ensure a future treasure hoard contains an item that would be useful to you.]

The lady spends in two areas. She is adding to an arcane library within Hochoch (and to her spellbook at the same time) and is known as a benefactor of this library. And she also maintains a somewhat extravagant lifestyle, well above that of a normal adventurer. This is at least partially sustained by her background.

Veiled Knight Background:

You have proven yourself to the Knights of the Dispatch and have accepted a veiled mission with them. While rank has some privileges, the clandestine nature of your long term assignment will delay some of its normal recognition. Only your closest friends and associates will know of your knightly status. Koralyn masquerades as a sage and adventurer.

You gain one extra language of your choice from a list of the order's enemies.
You are proficient with at least one kind of gaming set.
You are proficient with two skills: History and Athletics
You start with Noble starting equipment.
Feature: Knightly organization with contacts and veiled privilege. You gain veiled support from the Knights of the dispatch, which includes the ability to ask for an audience, a sharing of information, the loan of a horse, sword, and armor if needed, and the ability to call for aid when your cause is just and in line with the desires of the order.

The Knights of the Dispatch:

Formed in the aftermath of the giants’ invasion, the Knights of the Dispatch is a splinter sect of the Knights of the Watch whose members eschew the Watchers’ strict adherence to codes of conduct in favor of more flexible methods of waging war. The Dispatchers are among the staunchest proponents for continuous raids into Geoff ’s territory, which makes them popular among the lower classes. A small number of Dispatchers have considered forming a new Geoffite knightly order based solely in Hochoch. The local leader of the Dispatchers is the Grim Basilisk Kerwynn of Gorna, a middle-aged swordmage who looks favorably upon adventurers willing to venture into enemy lands.

Appearance:

Koralyn is lithe, pale of skin with long strait blond hair and blue eyes. She is too fey in appearance to be beautiful. Her eyes are too far apart and her ears too pronounced for most tastes. Undisguised her heritage as a Valley Elf is unmistakable. She wears the robes of a sage. A longsword and longbow are both with her at all times and both are well used.

Bladesinger:

Elf-only
TRAINING IN WAR AND SONG
When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.
You also gain proficiency in the Performance skill if you don't already have it.
BLADESONG
Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon.
You can also dismiss the Bladesong at any time you choose (no action required).
While your Bladesong is active, you gain the following benefits:
* You gain a bonus to your AC equal to your Intelligence modifier (minimum of+ 1).
* Your walking speed increases by 10 feet.
* You have advantage on Dexterity (Acrobatics) checks.
* You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +l).
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
EXTRA ATTACK
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
SONG OF DEFENSE
Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.
SONG OF VICTORY
Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.

Bonus Feat:

Agent of the Valley
Your kind have few friends outside the Valley of the Mage, but you have learned how to pass unnoticed among men.
* You are proficient in the Deception skill and with disguise kits. You may use your Intelligence modifier instead of your Charisma modifier when making checks with either proficiency.
* You know the disguise self spell and can cast it once per short rest without using a spell slot. Your proficiency bonus is doubled when calculating the spell save DC to see through the disguise.
* When you cast disguise self, you can extend the spell's duration beyond 1 hour by maintaining concentration.

Statistics
Koralyn Nightstar
Elf Wizard (Bladesinger) 6
Alignment Chaotic Good
Init +3 + Advantage; Senses: Darkvision 60, Passive Perception +12/17 with Advantage

DEFENSE
AC 18/(22) Mage Armor(Bladesong)
hp 32 (5d6+10)
Namarra: Can't be surprised!
Saving Throws (Int and Wisdom)
Strength +1, Dexterity +4, Constitution +3, Intelligence +7, Wisdom +3, Charisma 0

OFFENSE
Namarra: Longsword +2, +8 1d8+5
Unarmed strike +6 to hit; 1 bludgeoning
Ranged Longbow +6 1d8+3

Inspiration Reroll - Available

Spells
5 Cantrips, 8+1 First Level (+Disguise Self), 4 Second Level

Spell slots and spells used:
First level 2/4
Second level 3/3
Third Level 2/3

Cantrips

Booming Blade:

Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Fire Bolt:

Evocation cantrip
Casting Time: I action
Range: 120 feet
Components: V,S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 16th level (4d10).

Minor Illusion:

Illusion Cantrip

Casting Time: 1 Action

Range: 30 Feet

Components: S, M (a bit of fleece)

Duration: 1 Minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast the spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell or any other sensory effect. Physical interaction with the object reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell DC. If the creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Prestidigitation:

transmutation cantrip

Casting Time: 1 action

Range: 10 feet

Components: V, S

Duration: Up to 1 hour

This spell is a minor magical trick that novice spell-casters use for practice. You create one of the following magical effects within range:

You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You 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 three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Shocking Grasp:

Evocation cantrip

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit,the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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First Level

Absorb Elements; Reaction:

1st-level abjuration
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Components: S
Duration: 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Alarm; Ritual:

1st-level abjuration (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny bell and a piece of fine silver wire)
Duration: 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Detect Magic; Ritual:

1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Disguise Self - DC to see through uses double proficiency bonus, or +2 and can extend long term with concentration:

1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

False Life:

1st-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (a small amount of alcohol or distilled spirits)
Duration: 1 hour
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.


Feather Fall; Reaction:

1st-level transmutation
Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range: 60 feet
Components: V, M (a small feather or a piece of down)
Duration: 1 minute

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Mage Armor:

1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Magic Missile:

1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Shield; Reaction:

1st-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Tasha's Hideous Laughter:

1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target had advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.


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Second Level

Blur:

2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 Minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

Mirror Image:

2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 Minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Misty Step; Bonus Action:

2nd-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Scorching Ray:

2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Invisibility:

2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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Third Level

Counterspell:

3rd-level abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell

Range: 60 feet

Components: S

Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd
level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

At Higher Levels.

When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Hypnotic Pattern:

Hypnotic Pattern

3rd-level illusion

Casting Time: 1 action

Range: 120 feet

Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)

Duration: Concentration, up to 1 minute

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Slow:

3rd-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V,S,M (a drop of molasses)
Duration: Concentration, up to 1 minute

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

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STATISTICS
Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 8

Proficiency Bonus +3
Insight (passive):10 (15 with advantage)
Investigation (passive):16 (21 with advantage)
Perception (passive):12 (17 with advantage)

Weapon Proficiencies Light armor; Wizard Weapons (Daggers, Darts, Slings, Quaterstaves, Light Crossbows), longswords, shortswords, Longbow, Shortbows.

Tools:
One gaming set - Chess Board
Disguise Kit used with Int. Grants + Proficiency Bonus (currently 2) to disguise.

Skills:
Acrobatics +3, (Advantage when using Bladesong)
Athletics +2
Animal Handling +0,
Arcana +6,
Athletics +0,
Deception +5,
History +6,
Insight +0,
Intimidation -1,
Investigation +6,
Perception +2,
Performance +1,
Persuasion -1,
Religion +4
Sleight of Hand +3,
Stealth +3,
Survival +0

Racial abilities Darkvision 60', fey ancestry (advantage vs. charm, immune to sleep)

Languages Common, Elvish, Orc

Class Abilities:

Elf
•Elves receive +2 dexterity.
•Darkvision (see 60 feet black-and-white in pitch-dark)
•Advantage on saving throws against being charmed; immune to magical sleep
•All elves have a bonus proficiency in perception
•Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.

Eladrin Elf (subrace)
•Eladrin Elves receive +1 intelligence (already included).
•Eladrin elves can use Misty Step once between short or long rests.
•Eladrin elves are proficient with longsword, short sword, longbow & shortbow.

Wizard
•The DC to resist your spells is 8 + proficiency bonus + your intelligence modifier.
•Ritual casting.
•Arcane recovery: Once per day, recover expended spell slots (level 6 or under) up to half your wizard level.
•Level 18: Spell mastery. Choose a 1st level and 2nd level wizard spell. Cast these at the lowest level at will.
•Level 20: Signature spells. You have two 3rd level wizard spells that you can cast as through a 3rd level slot, each one once between each short rest, without expending the slot.

Bladesong
+4 to concentration to maintain spells?

Carry: 150 lb maximum

Equipment
Namarra: +2 Elven longsword of warning. The blade warns an attuned wielder of danger, granting advantage on initiative rolls. In addition, the wielder and any companions within 30 ft can’t be surprised unless incapacitated by something other than mundane sleep. The weapon magically awakens the wielder and companions within range from natural sleep when combat begins.

Dagger,
component pouch, or arcane focus,
scholar's pack,
Spellbook,
set of fine clothes,
Signet Ring,
Scroll of Petegree to the Knights of the Dispatch,
purse with 25 gold, +100gp to be spent. +15 gold
(Longsword 15 gp, Longbow 50 gp) A
dditional expense for a healing Kit and scroll amd scribing cost for a 1st level spell.
bronze ring of free action
Cloak of Protection - You gain a +1 bonus to AC and saving throws while you wear this cloak.
Potion of Curing
potion of stone giant strength grants the imbiber Strength 23 for 1 hour

Trinket - Silver Raven Icon