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About Rohan AvalonRohan Avalon
HP: 8 1d6 + 2 Con
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Special Abilities:
============== Special Abilities ============== Spellcasting
Cantrips
Spell Slots
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known of 1st Level and Higher
The Spells Known column of Table: The Sorcerer shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Spell casting Ability
Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your sorcerer spells. Sorcerous Origin
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Cantrips:
========= Cantrips ========= Fire Bolt 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.
Minor Illusion
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 this 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 image 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 save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Mending
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. Ray of Frost
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
1st-Level Spells:
============== 1st-Level Spells ============== Sleep Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. Shield
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.
Background:
Poor College Student (urchin) Feature - City Secrets: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. Personality: I ask a lot of questions. Being prepared is half the battle, and when you don't have much capital to work with, it can make the difference between a cold night, or a warm one. Ideal: All people, rich and poor, deserve respect. We're all alive, and that binds us together. Your station in life doesn't make much difference between one man or the next. Bond: I owe a debt I can never repay to the person who took pity on me. I was kidnapped and taken to a special district to be sold to a wealthier Shadowkind as a secret servant. I was eventually rescued during a raid performed by the United States Government, and it was thanks to a young Shadowkind servant who sheltered me until the violence had stopped that I survived that night. I haven't seen them in ages, but I hope to again one day. Flaw: Gold seems like a lot of money to me, and I'll do just about anything for more of it. It's hard to live with almost nothing, and I know that more gold could not only help me, but a lot of folks that could use it. Sometimes it takes shady dealings, but there's so much good that can come from money... Rohan was young man when the Shadowkind arrived in this world. He was from a average, low-income family in the area and had to deal with the barrage of government, news, and crazies that moved into town during the early years. It was also during this early period when deviant Shadowkind kidnapped him into servitude. Eventually, things began to die down and Rohan continued on with life as usual. However, it seems that the Shadowkind's arrival also unlocked some arcane power inside of Rohan, one that was powerful but also very random at times. Eventually, Rohan moved across town for community college. His parents had saved some money but he still had to work hard in order to keep the few scholarships he was able to get. Unfortunately, Wild magic doesn't like to sit still and study resulting Rohan finding himself "leaking" spells as he doesn't pay attention. The swirling power inside him began to drive him to the edge, and one morning he saw a news report about a group of vigilantes patrolling the streets at night. Rohan made his decision. He stopped renting his apartment and began occupying an abandoned building not to far away. Donning a dark sweatshirt, sturdy sneakers, and cargo pants, Rohan ventures out into the night to make a difference and hopefully wake up on time to get to class. Description:
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