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04:39, 2nd June 2024 (GMT+0)

Eir Skjoldenvall

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Basic Information

Character Name  : Eir Skjoldenvall          Height : 5 foot 7 inches
Player Name     : --------                  Weight : 168
Character Race  : Human                     Eyes   : Chocolate Brown eyes
Alignment       : Neutral Good              Hair   : Coppery brown hair
Deity           : ShieldMaster              Size   : Medium Size
Total Level     :    3                      Speed  : 30 feet
Dominant Hand   :Left Hand                  Skin Tone: Pale, but not sickly. </Red>
Age             :20                         Height : 5 foot 9 inches
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Character Class Information

Class and Level     : Sorcerer 3rd Level (Divine Soul)
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  Inspiration  0        AC 11 (14)      Initiative  +1      Speed 30


Health points   24/24     Hit dice   d6          Proficiently +2


- Variant Human, Constitution and Charisma      Background- Hermit
Stats
      Strength  Dexterity   Constitution   Intelligence   Wisdom   Charisma
        8          12           14             14           10        16
Saving throw
      +/-x
       -1         +1           +4             +2           +0        +5
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Attack/spell (lvl)              Attack bonus          Damage/type

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Firebolt                       +6                   1d10 Fire Damage
Frostbite                 Con ST (DC14)        1d6 cold damage, has disadvantage on next weapon attack roll it makes by the end of its next turn.
Toll The Dead             Wis ST (DC14)        1d8 necrotic if not damaged, 1d12 if damaged.
Guiding Bolt (1)               +6              4d6 radiant damage, and next attack roll made against this target before end of your next turn has advantage
Aganazzar's Scorcher (2)  Dex ST (DC14)        A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
Spiritual Weapon              +6               When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8+3. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.</Red>


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Skills

    Acrobatics (dex)
    Animal handling (wis)
    Arcana (int)
    Athletics (str)
{X} Deception (cha)
    History (int)
{X} Insight (wis)
    Intimidation (cha)
    Investigation (int)
{X} Medicine (wis)
    Nature (int)
    Perception (wis)
    Performance (cha)
    Persuasion (cha)
{X} Religion (int)
    Sleight of hand (dex)
    Stealth (dex)
    Survival (wis)

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Person

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Personality traits
-- I am utterly serene, even in the face of disaster.

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

Bonds
-- Nothing is more important than the other members of my hermitage, order, or association.

Flaws
-- I like keeping secrets and won't share them with anyone.



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Features and traits

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Favored By The Gods- Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Once you use this feature, you can't use it again until you finish a short or long rest.

From the Bloodwell Vial- In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.


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Equipment and Money
A light Crossbolt and 20 bolts
An Arcane Focus
Explorer's Pack: Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
A scroll case stuffed with notes from your studies or prayers, a winter blanket, a set of common clothes, a herbalism kit
Healer's Kit
Winter's Clothing and Snowshoes
400 GP



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Tool Proficiency, Feats and Languages

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Herbalism
Magic Initiate (Sorcerer) (Feat for Variant Human)
Common, Primordial, Celestial
Weapon Proficiencies- Dagger, Darts, Slings, Quarterstaffs, Light Crossbows
Armor Proficiencies- None (Hence Mage Armor)




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Spells (Total Known- 4)           Spell DC (14)    Spell Attack (+6)

Cantrips (4) (2 for Feat)



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Guidance - Once before the spell ends (1 minute), a create I touch can roll a d4 and that number to  one ability check of it's choice. It can roll the die before or after making the ability check.
Fire Bolt (Attack) 1d10 fire damage and will ignite any flammable object hit by the spell if not worn or carried.
Frostbite (Constitution Saving Throw) On A fail, the target takes 1d6 cold damage and has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Toll the Dead (Wisdom Saving throw) 1D8 Uninjured, 1d12 injured
Light
Message


Level 1 (4 slots) (1 from feat, cast without slot)
Cure Wounds (From Subclass)
Guiding Bolt
Shield of Faith
Mage Armor

Level 2 (2 Slots)
Aganazzar's Scorcher
Spiritual Weapon


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Metamagic   (3 Sorcery Points)


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Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

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.




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