Damiel

Tullowvaen's page

10 posts. Alias of Black Dow.


Race

Gold Elf

Classes/Levels

Wizard (Bladesinger) 2

Gender

Male

About Tullowvaen

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When you light a candle, you also cast a shadow.” ― Ursula K. Le Guin

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Male High [Sun] Elf Bladesinger Wizard (Guild Member: Chandlers and Lamplighters) 2

ALIGNMENT Medium Humanoid

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ABILITY SCORES: STR 11 (+0); DEX 17 (+3); CON 9 (-1); INT 16 (+3); WIS 14 (+2); CHA 13 (+1)

ROLLS:

4d6 ⇒ (4, 4, 5, 3) = 16 (15 DEX) +2 RACE = 17 DEX
4d6 ⇒ (5, 2, 5, 3) = 15 (13 CHA)
4d6 ⇒ (3, 4, 2, 1) = 10 (9 CON)
4d6 ⇒ (2, 4, 5, 6) = 17 (15 INT) +1 RACE = 16
4d6 ⇒ (1, 2, 6, 3) = 12 (11 STR)
4d6 ⇒ (6, 1, 5, 3) = 15 (14 WIS)

PROFICIENCY BONUS [Attacks, Saving Throws, Spell Effects]: +2

SKILLS:

Arcana (Int) +5 [CLASS PROFICIENCY]
Acrobatics (Dex) +3
Animal Handling (Wis) +2
Athletics (Str) +0
Deception (Cha) +1
History (Int) +5 [CLASS PROFICIENCY]
Insight (Wis) +4 [BACKGROUND PROFICIENCY]
Intimidation (Cha) +1
Investigation (Int) +3
Medicine (Wis) +2
Nature (Int) +3
Perception (Wis) +4 [RACIAL PROFICIENCY]
Performance (Cha) +3 [CLASS PROFICIENCY]
Persuasion (Cha) +3 [BACKGROUND PROFICIENCY]
Religion (Int) +3
Sleight of Hand (Dex) +3
Stealth (Dex) +3
Survival (Wis) +2

LANGUAGES:

Common, Elvish, Draconic

DEFENCE:

AC 14 (11 Leather Armour + 3 Dex)
HP 15 (2d8 [13]; +2 Con)
SAVES*: Strength +0; Dexterity +5; Constitution +1; Intelligence +2; Wisdom +0; Charisma +5

* Fey Ancestry: Advantage on saving throws against being charmed, and magic can't put you to sleep.


OFFENSE:

Speed: 30ft.

ATTACKS

Scimitar [Martial, Melee] | Attack Bonus: +5 | Damage/Type: 1d6+3 slashing | Qualities: Finesse, Light.

Light Crossbow [Simple, Ranged] | Attack Bonus: +5 | Damage/Type: 1d8 piercing | Qualities: Ammunition, Loading, Range (80/320), Two-Handed.

Dagger [Simple Melee] | Attack Bonus: +5 | Damage/Type: 1d4+3 piercing | Qualities: Finesse, Light, Range (20/60), Thrown.

Spoiler:

Ammunition: You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.
Finesse: When Making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two Weapons.
Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Range: A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.
Two-Handed: This weapon requires two hands when you Attack with it.
Thrown:If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.

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ELF TRAITS:

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

Ability Score Increase: Your Dexterity score increases by 2.
Age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Alignment: Elves love freedom, variety, and self­ expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
Size: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation
is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Subrace: Ancient divides among the elven people resulted in three main subraces: high elves, wood elves, and dark elves, who are commonly called drow. Choose one of these subraces. In some worlds, these subraces are divided still further (such as the sun elves and moon elves of the Forgotten Realms), so if you wish, you can choose a narrower subrace.

HIGH (SUN) ELF TRAITS:

As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&D, there are two kinds of high elves. One type (which includes the grey elves and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans and other races.

The sun elves of Faerûn (also called gold 
elves or sunrise elves) have bronze skin and 
hair of copper, black, or golden blond. Their 
eyes are golden, silver, or black. Moon elves (also called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold.

Ability Score Increase: Your Intelligence score increases by 1.
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Extra Language: You can speak, read, and write one extra language of your choice.

BACKGROUND (GUILD ARTISAN):

You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.

Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: One type of artisan's tools
Languages: One of your choice
Equipment: A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a pouch containing 15 gp.
Guild Business: Waterdeep Guild of Chandlers and Lamplighters


FEATURE - Guild Membership: As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.

WIZARD CLASS FEATURES - HIT POINTS:

Hit Dice: 1d6 per Wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Bard level after 1st.

WIZARD CLASS FEATURES - PROFICIENCIES:

Armour: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

WIZARD CLASS FEATURES - STARTING EQUIPMENT:

You start with the following equipment, in addition to the equipment granted by your background:

- (a) a quarterstaff or (b) a dagger
- (a) a component pouch or (b) an arcane focus
- (a) a Scholar's Pack or (b) an Explorer's Pack
- A Spellbook

WIZARD CLASS FEATURES - SPELLCASTING:

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips: At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels.
Spellbook: At 1st level, you have a spellbook containing six 1st-level wizard spells ofyour choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
Preparing and Casting Spells: The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorisation. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when set­ ting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

SPELL SAVE DC = 8 + YOUR PROFICIENCY BONUS + YOUR INTELLIGENCE MODIFIER
SPELL ATTACK MODIFIER = YOUR PROFICIENCY BONUS + YOUR INTELLIGENCE BONUS

Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your wizard spells.
Learning Spells of 1st Level or Higher: Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.

WIZARD CLASS FEATURES - ARCANE RECOVERY:

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

WIZARD CLASS FEATURES - ARCANE TRADITION:

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

BLADESINGING ARCANE TRADITION:

Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant manoeuvres that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.

Restriction (Elves Only): Only elves and half-elves can choose the bladesinger arcane tradition. In the world of Faerûn, elves closely guard the secrets of bladesinging.

BLADESINGING ARCANE TRADITION FEATURE - TRAINING IN WAR AND SONG:

When you adopt this tradition at 2nd level, you gain proficiency with light armour, and you gain proficiency with one type of one-handed melee weapon of your choice (Scimitar chosen).
You also gain proficiency in the Performance skill if you don't already have it.

BLADESINGING ARCANE TRADITION FEATURE - 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 armour 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.

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SPELLS KNOWN:

Cantrips [3+1*]: Light; Fire Bolt; Mending & Prestidigation

1st Level Spells [6]: Burning Hands; Comprehend Languages; Identify; Magic Misile; Sleep & Witch Bolt

* (High Elf Racial Trait)

EQUIPMENT:

Scimitar; Dagger; Light Crossbow; Crossbow Bolts (20); Case, Crossbow Bolt; Leather Armour; Component Pouch; Backpack [holds - Candle (10), Mess Kit, Sealing Wax, Spellbook, Tinderbox, Whetstone, Chandler’s Tools]; Pouch [holds - Coin]; Case, Map or Scrol [holds - Letter of introduction from Guild of Chandler's and Lamplighters]; Flask; Clothes, Travellers; Pole (10ft.); Signet Ring (Guild).

Total Weight Carried: 50.5lbs.
Carrying Capacity: 165lbs. [STR x 15]

MAGIC ITEMS:

Periapt of Wound Closure (Uncommon); Made in the image of his Guild's Golden Flame Symbol.

WEALTH:

Suns (Platinum Pieces):
Dragons (Gold Pieces): 30
Sambars (Electrum Pieces): 4
Shards (Silver Pieces): 10
Nibs (Copper Pieces): 12

1 Sun = 10 Dragons = 20 Sambars = 100 Shards = 1000 Nibs

Harbour Moons (Platinum inlayed w/ Electrum):
Taols (Brass Pieces):

1 Harbour Moon = 25 Toals = 50 Dragons

Gemstones:
Jewellery:
Treasure:

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CHARACTERISTICS:

Personality Trait: I believe that anything worth doing is worth doing right. I can't help it - I‘m a perfectionist.
Ideal: Aspiration. I work hard to be the best there is at my craft. (Any)
Bond: One day I will return to my guild and prove that I am the greatest artisan of them all.
Flaw: I’m never satisfied with what I have - I always want more.

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FAERÛN NOTES - Sun Elves:

The sun elven qualities of patience and haughtiness often both demonstrated themselves in sun elf art. Sun elven architecture, while undeniably beautiful in most cases, was often flashier than what other elves commonly built, a quality in part due to the fact that sun elves would accept nothing short of perfection, working tirelessly in their art to constantly raise the aesthetic bar. Sun elf art, poetry, music — all of these demonstrated a regal attitude that had come to be closely associated with sun elven tastes. To a sun elf, the grander a piece the better, with heroic ballads or tragic epics the preferred form of literature amongst the sub-race. Sun elves loved and enjoyed learning, perhaps even to a point that others might find surprising. Nearly all sun elves had access to a private store of knowledge and no self-respecting sun elf lacked the capacity to read or write.

Contrastingly, many sun elves preferred clothing that was at once beautiful and understated, with subdued colours like blue or green favoured over bolder hues. Most sun elves decorated themselves with gold or mithral embroidery in subtle patterns woven into the design of their clothes and which added to the beauty of the clothing without seeming flashy or showy. Similarly, most sun elven jewellery was simple in appearance, but in fact exquisitely complex both in construction and design.

FAERÛN NOTES - Waterdeep's Guild of Chandler's and Lamplighters:

[Notes below from ED GREENWOOD (1987). WATERDEEP AND THE NORTH. (TSR, Inc), Page: 40.]

The Guild of Chandlers and Lamplighters was a group of organized, professional candle-makers and lamplighters who operated within the city of Waterdeep. They were a very youthful guild that offered a number of different services to the city and their clientele.

During the day, members of the guild spent their time maintaining or fixing lamps and producing tallow candles, which they then offered for sale.

At night they used their glow pots and reach poles to light the lamps and lampposts located throughout the city. While they had an official contract with city officials, they also performed this service for the city's nobles and wealthier citizens. Guild lamplighters also offered assistance as guides and torch-bearers for those traversing the city in the evening and night.

Guild members wore black caps that featured a gold flame on either side. For ceremonial events they wore black tunics adorned with the same flame symbol, encircled in gold.

With the exception of the Guildmaster and four adult men, members of the guild were Waterdhavian youths, predominantly boys. As a solitary child with gold was an easy target for criminals and thieves, three of the senior guild members served as protectors and guardians to the young men.

Entrance into the guild required acceptance by the Master of the Flame and cost 5 gp. Guild dues were 3 sp per month.