Merisiel

Shimmer Darkstar's page

123 posts. Alias of Skorn.


Full Name

Shimmer Darkstar

Race

High Elf | Rogue 2/Wizard (Bladesinger) 2| Spells 1: 2/3, | Spell DC 14 | HP 22/22 |

Classes/Levels

AC 17/21 bladesong | Init +3 | Saves S-1, D+7, C +2, I +6, W +1, Ch -1 | Pass Perc 15 | Status: Mage Armor |

Gender

Female

Size

Medium

Age

33

Special Abilities

Bladesong

Alignment

LN moving towards LG

Deity

None

Location

AL

Languages

Common, Elvish, Draconic Sylvan Goblin, Thieves Cant

Occupation

Hermit until very recently

Strength 8
Dexterity 17
Constitution 14
Intelligence 19
Wisdom 12
Charisma 8

About Shimmer Darkstar

Traits:

Personality: Traits: Utterly serene even in the face of danger and I often get lost in my own thoughts and contemplations, becoming obvious to my surroundings

Ideal: Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking.

Bond: MI entered seclusion to hide fromt he ones who might still be hunting me. I must someday confront them.

Flaw: I'd risk much to uncover the right bit of knowledge.

Appearance:

Shimmer is lithe and pale of skin with long strait blond hair and purple eyes. She is too fey in appearance to be beautiful. Her eyes are too far apart and her ears too pronounced for most tastes. Standing barely 5 feet tall she wears the robes of a sage. A rapier and longbow are both with her at all times and both are well used. A brace of daggers crosses her chest. She moves with a fluid grace that is more cat=like than humanoid and she can be very quite when she desires to be.

Bladesinger:

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.

Shimmer Darkstar
Elf Rogue 2/Wizard (Bladesinger) 2
Alignment Lawful Neutral
Init +3 + Advantage; Senses: Darkvision 60, Passive Perception +15/20 with Advantage

DEFENSE
AC 19/(23) Mage Armor(Bladesong) + ring of protection
hp 28 (2d8+2d6+8)
Saving Throws (Int, Reflex, and Wisdom)
Strength -1, Dexterity +3, Constitution +2, Intelligence +4, Wisdom +1, Charisma -1

OFFENSE
Melee:
Rapier, +5 1d8+3 piercing
Dagger, +5 1d4+3 piercing
Unarmed strike +4 to hit; 1 bludgeoning
Ranged:
Ranged Longbow +5 1d8+3, range 150/600
Dagger, +5 1d4+3 piercing, range 20/60

Spells
3 Cantrips, 6 first levels

Spell slots and spells used:
First level 0/3

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).

Green Flame Blade:

Evocation cantrip
Casting Time: 1 action

Range: 5'

Components: V, S

Duration: Instantaneous

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 green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Ray of Frost:

Evocation cantrip
Casting Time: 1 action

Range: 60'

Components: V, S

Duration: Instantaneous

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).


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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.

Find Familiar, Ritual:

1st-level Conjuration
Casting Time: 1 hour
Range: 10'
Components: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, Lizard, Octopus, owl, Poisonous Snake, fish (quipper), rat, raven, Sea Horse, Spider, or Weasel. Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In Combat, it rolls its own initiative and acts on its own turn. A familiar can't Attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.

[spoiler=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.

Grease:

1st-level Conjuration
Casting Time: 1 action
Range: 60'
Target: Each creature in a 10-foot square centered on a point within range
Components: V, S, M (A bit of pork rind or butter)
Duration: 1 minute
Save: Dex

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the Duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

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.

Sleep:

1st-level enchantment
Casting Time: 1 action
Range: 90'
Components: V, S
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.

Thunderwave:

1st-level Evocation
Casting Time: 1 action
Range: Self
Target: Each creature in a 15-foot cube originating from you
Components: V, S
Duration: 1 minute
Save Constitution
Damage 2d8
Damage Type Thunder
Save Success Half damage and not pushed

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured Objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


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Second Level - None Yet

STATISTICS
Str 8, Dex 17, Con 14, Int 19, Wis 12, Cha 8

Proficiency Bonus +2
Insight (passive):11
Investigation (passive):16
Perception (passive):15

Weapon Proficiencies Light armor; Wizard and Rogue Weapons (Daggers, Darts, Slings, Quaterstaves, Light Crossbows), longswords, shortswords, Longbow, Shortbows., Rapiers, Hand Crossbows, All Simple)

Tools:
Thieves Tools
herbalism Kit

Skills:
Acrobatics +5, (Advantage when using Bladesong)
Athletics -1
Animal Handling +1,
Arcana +6,
Athletics -1,
Deception -1,
History +4,
Insight +3,
Intimidation -1,
Investigation +6,
Medicine +3
Nature +4
Perception +5,
Performance -1,
Persuasion -1,
Religion +6
Sleight of Hand +3,
Stealth +7,
Survival +1
Thieves Tools +5

Hold Breath 3 minutes/Suffocation 3 minutes

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

Languages: Common, Elvish, Draconic Sylvan Goblin, Thieves Cant

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.

High Elf (subrace)
• +1 intelligence (already included).
•+1 Cantrip
•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
See Above

Rogue 2
Light Armor
Simple Weapons
Tools - Thieves
Saves Dex and Int
4 skils
Expertise in Stealth and Perception
Thieves' Cant
Sneak Attack
Cunning Action - Free Bonus Action each turn in combat - Dash, Disengage, and Hide

Carry: 150 lb maximum

Equipment

Magic:
Ring of Protection
Headband of Int
Potion of Curing X4
Potion of Invisibility
Scroll of Fireball

Non-magic:
Rapier
Dagger,
component pouch, or arcane focus,
scholar's pack,
Spellbook,
set of fine clothes,
Signet Ring,
purse with 74 gold, +4 100 gp gyms
Longbow and 50 arrows
Healing Kit and scroll and scribing cost for a 1st level spell (Charm Person from Scroll)

Trinket - Silver Raven Icon

Gold on hand: 474+312

Current Experience =1700 :

Game 1 = 450 and XXX Gold
Game 2 = 750 and XXX Gold
Game 3 +500 and 312 Gold 10 downtime and 1 renown 2 potions of healing, 1 potion of invisibility, scrolls charm person and fireball
Game 4 +2933 and 478.16 Gold 10 downtime and 1 renown ring of protection, 2 potions of healing, 1 potion of flying, scrolls of misty step and lightning bolt
Game 5 +800 and 514 Gold 10 downtime and 1 renown 1 potion of vitality, Gautlets of Ogre Power
Total = 5433
Next Level is 6500

Experience Table:

Character Advancement
Experience Points/Level/Proficiency Bonus
0 1 +2
300 2 +2
900 3 +2
2,700 4 +2
6,500 5 +3
14,000 6 +3
23,000 7 +3
34,000 8 +3
48,000 9 +4
64,000 10 +4
85,000 11 +4
100,000 12 +4
120,000 13 +5
140,000 14 +5
165,000 15 +5
195,000 16 +5
225,000 17 +6
265,000 18 +6
305,000 19 +6
355,000 20 +6