Post by Faye on Apr 26, 2019 18:03:12 GMT
Character Information
Name: Merli
Race: Kobold
Gender: Female
Age: 6
Height: 2'6"
Weight: 28 lbs.
Alignment: Neutral Good
Deity: Mystra
Appearance:Coming in at barely knee-height for many of the taller races of the world, Merli is a slight individual in most ways. The entirety of her figure is covered in a mish-mash of stark white and pale grey scales. The grey scales congregated on her back and tail to form semi-constant strips, though they do tend to be rather staggered. Two small horns protrude from the top of her head, curving ever so slightly backward, in addition, her eyes are quite large and a brilliant yellow color.
When it comes to clothes most of Merli's have been cobbled together from what she found around her home. Scraps from old robes and larger attire trimmed and sewn down to fit her form. Most of what she owns is in a variety of deep reds and rich browns, with a few smatterings of gold or silver as trim. A recent addition to her typical attire is a large book she wears like a pack, this is done by tying a length of fabric in between the pages and around her shoulders while she travels.
History:Merli got her start in the world when she was plucked from her underground home as an egg. When she hatched instead of being greeted by others of her kind she found herself coming snout to face with a half-elf wizard. Who happened to be quite confused when she popped out of her shell, but he had always been a roll with the punches kind of person. So it was, Merli found herself a home with an aging wizard who decided to be much more specific in his requests for adventurers in the future.
Over the years Erwin, the wizard, taught Merli many things. How to read and write, not to mention the basis of spellcasting albeit when the firebolt turned out to be a ray of frost he narrowed down his tutelage. Mainly in an effort to help Merli learn to control her innate magic. All in all, he shaped the individual Merli is today and helped her become accustomed to life around people who always gave her sideways glances.
During her younger years, namely 3-5, Merli helped out Erwin with his errands and running his little potion shop. Admittedly she wasn't very good at it, always mixing up ingredients, and putting the wrong newt eye in the pot. Because of this, she was delegated to counter duty and dealt with many of the customers, while there were indeed some opposed to her even living in the town but those who came by always found themselves leaving with a smile on their faces. While her overall word choice may have been odd she had a way with words and the people who dropped by.
Though what relative stability Merli had all but disappeared when Erwin fell ill, or finally succumbed to his illness in more correct terms. It was a painful few months for both of them, as the shop dwindled Merli did what she could to keep it afloat while also taking care of the only family she'd ever known. Suffice to say it wasn't a happy ending, and with her inheritance and staff in hand she set off from the town she called home in search of...well, she isn't quite sure about that yet, but it'll be a fun trip either way
Personality:An energetic ball of sunshine, Merli exudes a seemingly boundless amount of optimism. Cheerfulness and exuberance make up the core of who Merli is as a person. She looks for the good in every situation and is always willing to lend a hand to someone in need. While an inherently kind individual Merli scares easy, not to mention gets rather confused about even simple things. Despite being raised by a half-elf her instincts still lean quite heavily towards self-preservation and it shows in confrontational situations. If alone she is much more likely to run away rather than stay and fight, or talk if she feels truly uncomfortable, in fact even if she is with others she may still disappear or try to placate her enemies if possible.
Other than that Merli will never lie, the reasoning behind this is simple it would disappoint Erwin. In addition to this Merli is quite trusting of strangers, often times to her detriment. She isn't one to expect people of foul play or malicious acts, in fact, she typically expects everyone to be good-natured. All in all, she's a gentle soul who trusts people more than she feasibly should
- I misuse long words in an attempt to sound smarter.
- Thinking is for other people, I prefer action.
- Sincerity. There's no good in pretending to be something I'm not.
- I protect those who cannot protect themselves.
- I have a weakness for the vices of the city, especially hard drink.
Character Statistics
Current Experiece: 1,420
Experience to Level: 2,700
Current Level: 3
Hit Points: 23
Armor Class: 15
Speed: 30 feet
Initiative: +2
Ability Scores
Strength: 6 | -2
Dexterity: 14 | +2
Constitution: 14 | +2
Intelligence: 8 | -1
Wisdom: 14 | +2
Charisma: 15 | +2
Saving Throws:
Strength: -2
Dexterity: +2
Constitution: +4
Intelligence: -1
Wisdom: +2
Charisma: +4
Skills:
Acrobatics +2 Insight +2 Performance +2
Animal Handling +2 Intimidation +4 Persuasion +4
Arcana +1 Investigation -1 Religion -1
Athletics -2 Medicine +2 Sleight of Hand +2
Deception +2 Nature -1 Stealth +2
History -1 Perception +2 Survival +4
Languages:
Common, Draconic, and Elvish
Proficiencies:
Armor: None
Weapons: Daggers, Darts, Slings, Quarterstaffs, and Light Crossbows.
Tools: Playing Card Set
Character Abilities
Class: Draconic Bloodline Sorcerer
Class Abilities:
Font of MagicAt 2nd level you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points which allow you to create a variety of magical effects.
Sorcery Points: 3
Metamagic
At 3rd level you the ability to twist spells to suit your needs. You gain two Metamagic options of your choice. You gain another at 10th and 17th level. You can use only one Metamagic option on a spell unless otherwise noted.
- Empowered Spell: When you roll damage for a spell, you can spend one(1) sorcery point to reroll a number of damage dice up to your charisma modifier. You must use the new rolls. You may use empowered spell even if you've used a different Metamagic option during the casting of the spell.
- Quicken Spell: When you cast a spell that has a casting time of 1 action, you can spend two(2) sorcery points to change the casting time to a bonus action for this casting.
Dragon AncestorAt 1st level you choose one type of dragon as your ancestor. The damage associated with each dragon is used by features you gain later. You can speak, read, and write Draconic. Additionally whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Ancestor: White Dragon, Cold
Draconic Resilience
At first level your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally when you aren't wearing armor your AC equals 13 + your dexterity modifier.
Racial Abilities:
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 grey.
Grovel, Cower, and Beg
As an action on your turn you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait you can't use it again until you finish a short or long rest.
Pack Tactics
You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity:
You have disadvantage on attack rolls and Wisdom(Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Spellcasting:
Spell Save DC: 12
Spell Attack Modifier: +4
Spell Slots: /4/2/
Cantrips:
Frostbite
1 Action | 60 Feet | V, S | InstantaneousYou cause numbing frost to form on one creature you can see within range. The target must make a Constitution saving throw. On a failed save the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. This spell's damage increases by 1d6 when you reach 5th (2d6), 11th (3d6) and 17th level (4d6).
Minor Illusion
1 Action | 30 Feet | S, M | 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound it's volume can range from a whisper to a scream. It can be your voice, someone else's voices, a lion's roar, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
Ray of Frost
1 Action | 60 Feet | V, S | InstantaneousA frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage and it's speed is reduced by 10 feet until the start of your next turn. The spell's damage increases by 1d8 when you reach 5th(2d8), 11th(3d8), and 17th level(4d8).
Shape Water
1 Action | 30 Feet | S | Instantaneous
You choose an area of water that you can see within range and that fits in a a 5-foot cube. You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water provided that there are no creature in it. It unfreezes in 1 hour.
You can have no more than two non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
1st Level Spells:
Ice Knife
1 Action | 60 Feet | S, M | InstantaneousYou create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit the target takes 1d10 piercing damage, hit or miss the shard then explodes. The target and each creature within 5 feet takes 2d6 cold damage unless they succeed on a dexterity saving throw, in which case the damage is halved.When you cast this spell using a spell slot of 2nd level or higher the cold damage increases by 1d6 for each slot level above 1st.
Shield
Reaction | Self | V, S | 1 RoundAn invisible barrier of magical force appears and protects you. Until the start of your next turn you have a +5 bonus to AC including against the triggering attack, and you take no damage from magic missiles.
Sleep
1 Action | 90 Feet | V, S, M | 1 Minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of the point you choose within range are affected in ascending order of their current hit points(ignoring unconscious creatures). Starting with the creature with the lowest current hit points, each creature affected by the spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creatures hit points from the total before moving onto the creature with the lowest hit points. A creature's hit points must be equal or less than the remaining total for the creature to be affected. Undead and creatures immune to being charmed are unaffected by this spell. When casting this spell using a spell slot of 2nd level or higher add 2d8 to the total number of hit points that can be affected for each slot level above 1st.
2nd Level Spells:
Snilloc's Snowball Swarm
1 Action | 90 Feet | V, S, M | Instantaneous
A flurry of magical snowballs erupts from a point you choose within range. Each creature in a 5-foot radius sphere centered on that point must make a dexterity saving throw. A creature takes 3d6 points of cold damage on a failed save, or half as much damage on a successful one. When you cast this spell using a a 2nd level or higher spell slot the damage increases by 1d6 for each spell level above 1st.
Background:
Inheritor | Arcane BookChoose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.
Character Equipment
Gear:
x1 Component Pouch
x1 Dagger
x1 Explorer's Pack
x1 Playing Card Set
x1 Staff(Arcane Focus)
x1 Set of Traveler's Clothes
x1 Belt Pouch
Inheritance - Merli inherited an old book full of arcane symbols and formulas, none of which makes any sense to her but the pictures are nice. She received this from her mentor and de facto father before he passed due to illness.
Funds:
18 gp