Cutthroat Lawyer

Vedra Vega's page

11 posts. Alias of GM Kajiiata Zero.


About Vedra Vega

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Vedra Vega: The Basics
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Basic Character Information:

Common Name: Vedra or Dr. Vega
Race: High Elf
Gender: Female
Age: 197 years
Height: 5 foot 6 inches
Weight: 103 lbs
Size: Medium

Basic Adventuring Information:

Class: Blue Draconic Sorceress
Alignment: Social Moral
Level: 4
Experience: 4050
Occupation: Deputy Director of Ancient History and Antiquities at the Royal Museum of Amasia (Sage)
Languages: Elven, Common, Draconic, Karoosh, Dwarvish, Primordial, Giant, and Deep Speech

Basic Statistical Information:

Hit Points: 36
Hit Points Per Level Up: 9
Proficiency Bonus: +2
Armor Class: 17
Initiative: +4
Speed: 30 feet per round
Spellcasting Ability: Charisma
Spell Save DC: 15
Spell Attack Bonus: +7

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Abilities, Saving Throws, Skills and Proficiencies
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Ability Scores and Modifiers:

Strength: 6 (-2)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 20 (+5)

Saving Throws:

Saving Throws in Italic Bold benefit from, and have added, the Proficiency Bonus
Strength: -2
Dexterity: +4
Constitution: +4
Intelligence:+3
Wisdom: +0
Charisma: +7

Skills:

Skills in Italic Bold benefit from, and have added, the Proficiency Bonus
Acrobatics: +4
Animal Handling: 0
Arcana: +5
Athletics: -2
Deception: +5
History: +5
Insight: +2
Intimidation: +5
Investigation: +5
Medicine: 0
Nature: +3
Perception: 0
Performance: +5
Persuasion: +7
Religion: +3
Sleight of Hand: +4
Stealth: +4
Survival: 0

Passive Wisdom (Perception): 10

Weapon Proficiencies:

From Class (Sorcerer): Daggers, Darts, Slings, Quarter Staffs, and Light Crossbows
From Race (High Elf): Elven Weapons... um, but anyway she can use a Whip!

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Traits, Features, and Feats
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[spoiler=Racial Traits]
Elven Traits:
Darkvision: Has Darkvision up to 60 feet
Keen Senses: Proficiency in Perception
Fey Ancestry: Advantage on saving throws against being charmed and cannot be put to sleep magickally
Trance: Obtains full benefits of 8 hours rest with only 4 hours of intense meditation

High Elf Traits:
Bonus Cantrip

Class Features:

Sorceress Traits:
Flexible Casting: Use Sorcery Points to regain Spell Slots.
  • Level 1 Spell Slot = 2 Sorcery Points
  • Level 2 Spell Slot = 3 Sorcery Points
  • Level 3 Spell Slot = 5 Sorcery Points
  • Level 4 Spell Slot = 6 Sorcery Points
  • Level 5 Spell Slot = 7 Sorcery Points

Blue Draconic Sorceress Traits:
Draconic Ancestry: Blue Dragon. Element: Lightning
Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Draconic Resilience:
+1 HP per level
AC = 13 + Dexterity Modifier

Feats:

Spell Sniper
1.) Doubles the Range of spells requiring an Attack Roll
2.) Ranged Spell Attacks ignore ½ and ¾ cover.
3.) Learn a Cantrip that requires an Attack Roll (Eldritch Blast)

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Magicka Arcana
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ж denotes High Elf Bonus Cantrip
¤ denotes Spell is subject to Spell Sniper Feat. The descriptions shown have been adjusted according to the specifics of that feat, with original stats struck out and added features in bold

Sorcery Points: 4

Cantrips
Number of Slots Per Day:

жMessage:

Range: 120 feet, You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence. 1 foot o f stone, 1 inch of common metal, a thin sheet of lead, or 3 feet o f wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

Bladeward:

Until the end of the next turn, you get resistance to bludgeoning, slashing, and piercing damage from weapon attacks.

True Strike:

Range: 30 Feet, Concentration 1 round. Choose a target within range. On your next turn, gain advantage on your first attack roll against the targeted creature.

Prestidigitation:

Magical Swiss Army Knife. Flavor, warm, or chill food, clean or soil small objects, snuff out candles or small campfires, harmless sensory effects (sparkles, odors, sounds), leave marks on surfaces for 1 hour, create a small illusory object that you can hold in your hand til the end of your turn, and much much more (not really).

Shocking Grasp:

Range: Touch attack. Deals 1d8 Lightning damage to one target and prevents them from taking reactions until the start of their next turn. You have advantage on the attack roll if the target is wearing metal armor.

¤Chill Touch:

Range: 120 240 feet, ranged spell attack. Target takes 1d8 Necrotic damage and cannot regain hit points until the start of your next turn. If the target is Undead, it also has disadvantage to any attack rolls against you until the end of your next turn. Ignores ½ and ¾ cover.

¤Eldritch Blast:

Range: 120 240 feet, ranged spell attack. Target takes 1d10 force damage. Ignores ½ and ¾ cover.

Level One
Number of Slots Per Day:
4

Magick Missile:

Range: 120 feet. Create 3 darts that deal 1d4+1 force damage each to target(s) of your choice. For every spell slot above Level One, add another dart.

¤Chromatic Orb:

Range: 90 180 feet, ranged spell attack. A small sphere of energy (fire, lightning, cold, acid, poison, or thunder, your choice) is hurled at an enemy for 3d8 damage. For every spell slot above Level One, add 1d8 damage. Ignores ½ and ¾ cover.

¤Witch Bolt:

Range of 30 60 feet, concentration up to one minute, ranged spell attack. A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. For every spell slot above Level One, add 1d12 lightning damage. Ignores ½ and ¾ cover.

Shield:

Reaction spell, trigger: hit by an attack or targeted by Magick Missile. Duration: 1 round. Spell renders you immune to Magick Missiles and gives you a +5 AC bonus for all attacks (including the triggering attack) until the start of your next round.

Level Two
Number of Slots Per Day:
3

Misty Step:

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

Known Metamagic:

Distant Spell:

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. If it was a melee attack spell, it now benefits from the Spell Sniper Feat, range is 60 feet and ignores ½ and ¾ cover.

Quickened Spell:

Spend 2 Sorcery Points to cast a Spell with a casting time of 1 action as a bonus action.

Miscellaneous Abilities:

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Equipment and Inventory
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Equipment:

Weapon Slot 1: Whip [+6 Attack Bonus, 1d4+4 Slashing Damage, Reach]
Weapon Slot 2: Darts [20 Darts] [+6 Attack Bonus, 1d4+4 Piercing Damage]
Body: Scholarly Robe
Belt: Simple Belt
Ring: Ring of Spell Storing [Holds 5 levels worth of spells]
[3 Charges of Identify, 2 Charges of Detect Magick]
Feet: Comfortable Heeled Boots

Inventory:

Gold: 652
Carry Weight: uhh...
Pack:
Arcane Stone (A smooth, iridescent black rock whose luster seems to shift between fiery fuchsia, emerald green, and electric purple)
Explorer's Pack?
Sage Crap