Mage Sniper

Lidras Mitheredal's page

371 posts. Alias of Grumbaki.


Gender

CAMPAIGN COMPLETE

About Lidras Mitheredal

5eLostTamoachanCompleted:

Lvl6 (prof bonus +3)

Str (14) Dex (14) Con (18) Int (12) Wis (14) Cha (18) HP (60) AC (19) Initiative (+2, advantage) Movement Ground and Flight: 30ft

Combat (Melee)
* To Hit: +7/+7
* Damage: 1d8+4 (+7 cursed)

Combat (120ft Range)
* To Hit: +8/+8
* Damage: 1d10+4 (+7 cursed)

Cursed Elf
* Trance (4 hours of meditation instead of 8 hours of sleep)
* Winged (30ft fly speed)
* Darkvision
* Languages: Common, Elven, Infernal

Custom Background: Former Noble
* Skill Proficiencies: Perception, Persuasion
* Tool Proficiencies: One type of gaming set (games of dice)
* Languages: Elven
* Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp
* Feature: Former Noble (Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.)

Equipment
* Longsword Weapon of Warding "This magic weapon warns you of danger. While the weapon is on your person, you have Adv on initiative rolls. In addition, you and any of your companions within 30 ft of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins."
* Breastplate: AC 14 + Dex (max 2)
* Shield: +2 AC
* Two Daggers
* Light Hammer
* Hand Axe
* Arcane Focus (ring)
* Dungeoneer's Pack (• a Backpack • a Crowbar • a Hammer • 10 pitons • 10 torches • a Tinderbox • 10 days of Rations • a Waterskin • 50 feet of Hempen rope)
* 270 gold
* Ring of Protection

Rod of the Pact Keeper +1:
Rod, varies (requires attunement by a warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

Bracelet of rock magic (While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.)

Skills
* Persuasion: +7
* Deception: +7
* Perception: +5
* History: +4

Cantrips
* Eldrich Blast (120ft. A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.)
* Prestidigation
* Mage Hand

Spells: all level 3 2 slots
* Armor of Agathys (1 hour, You gain 15 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 15 cold damage.)
* Invisibility (1 hour concentration, Duration: Concentration, up to 1 hour. Up to 3 creatures 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.)
* Dispel Magic (Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.)
* Earthbind (300ft, concentration 1 minute, Duration. Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.
* Hex (90ft, bonus action, Concentration 8 hr. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.)
* Branding Blade (1 bonus action, Duration: Concentration, up to 1 minute. The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 3d6 radiant damage to the target, which becomes visible if it’s invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.)
* Remove Curse

Hexblade
* Hex Warrior: At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the twohanded property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
* Hexblade's Curse: Starting at 1st level, you gain the ability to place a baleful curse on an enemy. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits: (1) You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. (2) Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. (3) If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier. You can’t use this feature again until you finish a short or long rest.

Eldrich Invocations
* Agonizing Blast (When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.)
* Thirsting Blade (+1 attack)
* Eldritch Sight (You can cast Detect Magic at will, without expending a spell slot.)

Pact of the Blade
* You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield 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.
* You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. 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 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Shadow Hound
* Starting at 6th level, your shadow can split from you and transform into a hound of pure darkness. Most of the time, your shadow hound masquerades as your normal shadow. As a bonus action, you can command it to magically slip into the shadow of a creature you can see within 60 feet of you. While the shadow hound is merged in this manner, the target can’t gain the benefits of half cover or three-quarters cover against your attack rolls, and you know the distance and direction to the target even if it is hidden. The hound can’t be seen by anyone but you and those with truesight, and it is unaffected by light. The target has a vague feeling of dread while the hound is present.
* As a bonus action, you can command your shadow hound to return to you. It also automatically returns to you if you and the target are on different planes of existence, if you’re incapacitated, or if dispel magic, remove curse, or similar magic is used on the target.

ASI Plan
Lvl 4: Resilient (+1 Con for 18 and proficiency in saving throws)
Lvl 8: +2 Cha (20)
Lvl 12: +2 Con (20)
Lvl 16: Alert
Lvl 19: Mobile