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Sunday 27 September 2020

5e Rylintara. Queen of Leth, Elf Wizard

Rylintara, Elf female, cast as Wizard 13, Challenge 7

Medium humanoid (high elf), lawful good

Armor Class 13 or 16 (mage armor)

Hit Points 58 (Hit Dice 13d8)

Speed 30 ft.

STR DEX CON

10 (0) 16 (+3) 12 (+1)

INT WIS CHA

20 (+5) 13 (+1) 8 (-1)

Proficiencies (+4 proficiency bonus)

Saving Throws Int +9, Wis +5;

advantage on saves against

being charmed.

Skills Arcana +9, History +9,

Investigation +9, Perception +5,

Persuasion +3

Armor None.

Weapons Daggers, darts, slings,

quarterstaffs, longswords,

shortswords, shortbows, longbows.

Tools Playing cards.

Senses Darkvision, Passive Perception 15

Languages Common, Elvish, Draconic.

Actions

Attack. You can attack when you take

this action, using the following:

+1 Shortsword. Melee Weapon Attack:

+8 to hit, reach 5 ft., one target.

Hit: 1d6 + 4 piercing damage.

Fire bolt. Ranged Spell Attack:

+9 to hit, range 120 ft., one target.

Hit: 2d10 fire damage.

Options

Fey Ancestry. High elf trait

Sculpt Spells. Arcane Tradition feature.

Spellcasting. Wizard feature.

Spell Save DC: 17

Spell Attack Modifier: +9

Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th-level (3), 5th-level (2) 6th level (1) 7th level (1)

Arcane Recovery. 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 equal to

or less than 5.

Arcane Tradition: School of

Evocation

Evocation Savant. The gold and time you

must spend to copy an evocation spell

into your spellbook is halved.

Sculpt Spells. You can create pockets

of relative safety within the effects of

your evocation spells. When you cast

an evocation spell that affects other

creatures that you can see, you can

choose a number of them equal to 1 +

the spell’s level. The chosen creatures

automatically succeed on their saving

throws against the spell, and they take no

damage if they would take half damage

on a successful save.

Potent Cantrip. Your damaging cantrips

affect even creatures that avoid the brunt

of the effect. When a creature succeeds

on a saving throw against your cantrip,

the creature takes half the cantrip’s

damage (if any) but suffers no additional

effect from the cantrip.

Spells Known

Cantrips (at-will): acid splash, fire bolt, poison spray, ray of frost, shocking grasp

1st-level spells: burning hands, detect magic, identify, mage armor, magic missile, shield, thunderwave

2nd-level spells: arcane lock, flaming sphere, misty step, shatter, web

3rd-level spells: dispel magic, fireball, fly, lightning bolt

4th-level spells: dimension door, ice storm, stoneskin, wall of fire

5th-level spells: cone of cold, wall of stone

Equipment

Spellbook, shortsword, component

pouch, wand, scholar’s pack, Three-

Dragon Ante set, potion of healing (1),

gold dust worth 50 gp, pearl worth 100

gp (2), diamond dust worth 300 gp,

money (14 gp)

High Elf Traits

Fey Ancestry. You have advantage on

saving throws against being charmed,

and magic can’t put you to sleep.

Darkvision. 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 color in darkness,

only shades of gray.

Trance. You don’t require sleep. Instead,

you meditate deeply, semiconscious, for 4

hours a day. After resting in this way, you

gain the same benefit that a human does

from 8 hours of sleep.

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