Alduin: Difference between revisions
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| Class: [[Sorcerer]] || Subclass: Soul of the Storm | | Class: [[Sorcerer]], Level 2 || Subclass: Soul of the Storm | ||
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| Race: Gold Metallic Dragowrought || Alignment: Neutral Good | | Race: Gold Metallic Dragowrought || Alignment: Neutral Good |
Revision as of 15:49, 17 August 2022
Alduin
Class: Sorcerer, Level 2 | Subclass: Soul of the Storm |
Race: Gold Metallic Dragowrought | Alignment: Neutral Good |
Background: Sage | Game: Peril of the Fire Druid |
Combat
Armor Class (AC): 14/11 | Initiative Bonus: +0 |
Max HP: 13 | Speed: 30ft |
Name | Range | Attack Roll | Resources Expended | Damage | Notes |
---|---|---|---|---|---|
Firebolt | Ranged, 120ft | 1d20+6 | N/A | 1d10 Fire Damage | N/A |
Chaos Bolt | Ranged, 120ft | 1d20+6 | 1st Level Spell Slot | 1d6 + 2d8 Damage | Look at spell |
Dagger | Melee, Thrown 20/60ft | 1d20+3 | N/A | 1d4+1 Piercing Damage | After attacking with a light hammer, handaxe or dagger, you can attack again with the dagger, however you only deal 1d4 Piercing damage. |
Light Hammer | Melee, Thrown 20/60ft | 1d20+2 | N/A | 1d4 Bludgeoning Damage | After attacking with a light hammer, handaxe or dagger, you can attack again with the light hammer. |
Handaxe | Melee, Thrown 20/60ft | 1d20+2 | N/A | 1d6 Slashing Damage | After attacking with a light hammer, handaxe or dagger, you can attack again with the handaxe. |
Name | Range | Saving Throw | Resources Expended | Damage | Notes |
---|---|---|---|---|---|
Mind Sliver | 60ft | DC14 Intelligence | N/A | 1d6 Psychic Damage, none if successful Save | On failed save, target subtracts 1d4 from next save they make before end of your next turn. |
Shooting Star | 120ft, 5ft Square | N/A | N/A | 1d10 Radiant Damage | Start of your next turn targets in the area take the damage. |
Caustic Brew | Line, 30x5ft | DC14 Dexterity, coated in acid on fail. | 1st Level Spell Slot | 2d8 Acid Damage at the start of a coated creatures turn. | Lasts for 1 minute, creatures can use action to scrape acid off. |
Fire Breath | 15ft Cone | DC11 Dexterity, half damage on success. | 1 of 2 Uses | 1d10 Fire Damage. | N/A |
Stats
Strength: 0 (10) | Dexterity: +1 (13) | Constitution: +1 (12) |
Intelligence: +4 (18) | Wisdom: +1 (12) | Charisma: +2 (15) |
Ability Score | Proficiency | Total Bonus |
---|---|---|
Strength (0) | No | +1 |
Dexterity (+1) | No | +0 |
Constitution (+1) | Yes (+2) | +1 |
Intelligence (+4) | No | +3 |
Wisdom (+1) | No | +2 |
Charisma (+2) | Yes (+2) | +6 |
Skill | Ability Score | Proficiency | Total Bonus |
---|---|---|---|
Acrobatics | Dexterity (0) | No | +0 |
Animal Handling | Wisdom (+1) | No | +1 |
Arcana | Intelligence (+4) | Yes (+2) | +6 |
Athletics | Strength (0) | No | +0 |
Deception | Charisma (+2) | No | +2 |
History | Intelligence (+4) | Yes (+2) | +6 |
Insight | Wisdom (+1) | Yes (+2) | +3 |
Intimidation | Charisma (+2) | No | +2 |
Investigation | Intelligence (+4) | No | +4 |
Medicine | Wisdom (+1) | No | +1 |
Nature | Intelligence (+4) | Yes (+2) | +6 |
Perception | Intelligence (+4) | No | +4 |
Performance | Charisma (+2) | No | +2 |
Persuasion | Charisma (+2) | Yes (+2) | +4 |
Religion | Intelligence (+4) | No | +4 |
Sleight of Hand | Dexterity (+1) | No | +1 |
Stealth | Dexterity (+1) | No | +1 |
Survival | Wisdom (+1) | No | +1 |
Proficiencies
Languages. Common, Elemental, Primal, Draikyaan, Dwarvish
Weapons. Daggers, Darts, Light Hammers, Slings, Quarterstaffs, and Light Crossbows
Features
Soul of Storms Features
Tempestuous Magic. On your turn you can use a Bonus Action immediately before or after you cast a 1st level spell to fly 10ft without provoking opportunity attacks.
Metallic Dragonwrought Features
Breath Weapon. As an action on your turn you exhale a 15ft cone of fire. Each creature in the area must make a DC 11 Dexterity Saving Throw. Roll 1d10, creatures who fail the save take Fire Damage equal to the roll, those who succeed take half as much damage. You can use this ability twice per long rest.
Draconic Resistance. You have Resistance to Fire Damage, meaning, whenever you take Fire Damage, you take half damage, rounded down.
Sage Feature
Researcher. When you attempt to recall information and do not that information, you most likely know where you can learn it. Also you probably get preferential treatment as a professional courtesy.
Spells
4 Level 1 Spell Slots
Cantrips
Level: Cantrip | Casting Time: 1 Action | Transmutation |
Range: 60ft | Duration: Instant | Components: S |
You choose nonmagical flame that you can see within 60ft and that fits within a 5-foot cube. You affect it in one of the following ways:
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Level: Cantrip | Casting Time: 1 Action | Evocation |
Range: 120ft | Duration: Instant | Components: VS |
Choose a target within 120ft of you and make a Ranged Spell attack (roll 1d20+6). 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.
Level: Cantrip | Casting Time: 1 Action | Enchantment |
Range: 60ft | Duration: Instant | Components: V |
Choose a creature within 60ft of you, they make a DC 14 Intelligence Saving Throw. On a failed Save, they take 1d6 Psychic damage and subtract 1d4 from the next saving throw they make before the end of your next turn. They suffer no effect on a successful Save.
Level: Cantrip | Casting Time: 1 Action | Evocation |
Range: 120ft | Duration: 1 Round | Components: VS |
Choose a point within 120ft, it glows with radiant light. At the start of your next turn, each creature within 5ft of that point takes 1d10 Radiant Damage.
Level 1
Level: 1 | Casting Time: 1 Action | Evocation |
Range: 30ft Line | Duration: 1 Minute (Concentration) | Components: VSM (a bit of rotten food) |
You shoot a 30ft line of acid that's 5ft wide. Each creature in the line makes a DC14 Dexterity Saving Throw or is covered in acid. A creature covered in acid takes 2d4 Acid Damage at the start of its turn. A creature can use an action to remove the acid from itself or another creature.
Level: 1 | Casting Time: 1 Action | Evocation |
Range: 120ft | Duration: Instant | Components: VS |
Choose a creature within 120ft and make a Ranged Spell attack against them (1d20+6). On a hit, roll 1d6 and 2d8. The target takes damage equal to the roll. The type of damage is determined by the roll, 1 (Acid), 2 (Cold), 3 (Fire), 4 (Force), 5 (Lightning), 6 (Poison), 7 (Psychic), 8 (Thunder). If you roll the same number on both d8s, choose a creature within 30ft of the original target, repeat this spell targeting that creature. A creature can be targeted only once by each casting of this spell.
Level: 1 | Casting Time: 1 Action | Abjuration |
Range: Touch | Duration: 8 Hours | Components: VSM (a piece of cured leather) |
You touch a willing creature who isn't wearing armor, that creatures AC becomes 13 + its Dexterity Modifier until the spell ends. The spell ends early if the target puts on armor or you dismiss the spell as an action.
Level: 1 | Casting Time: 1 Minute | Conjuration |
Range: 30ft | Duration: Instant | Components: VSM (a red or orange gem worth 30GP which is consumed by the spell) |
After the casting of the spell, a Fire Mephit appears in a point you choose within range. It is neutral towards you but not under your control.