Misthel 'Mist' Windsong

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High (Moon) Elven Wizard (Bladesinger)[edit]

summary, three lines max, there is more space at the foot

Basics[edit]

Level:3
Alignment: Chaotic Good
Ht: 5'4"
Wt: 110lbs
Size: Medium
Speed: 30 feet
Appearance:Long red hair kept in a pony-tail, green eyes. He wears a mask that covers the top half his face (bridge of his nose and cheek bones to his hairline) supposedly to hide some nasty scarring.
  • STR 8 (-1) Save (-1)
  • DEX 16 (+3) Save (+3)
  • CON 13 (+1) Save (+1)
  • INT 16 (+3) Save (+5)
  • WIS 12(+1) Save (+3)
  • CHA 10 (+0) Save (+0)

Skills & Proficiencies[edit]

Skills (Proficiencies in bold):
  • Acrobatics (Dex) +
  • Animal Handling (Wis) +
  • Arcana (Int) +5
  • Athletics (Str) -1
  • Deception (Cha) +0
  • History (Int) +3
  • Insight (Wis) +3
  • Intimidation (Cha) +0
  • Investigation (Int) +5
  • Medicine (Wis) +1
  • Nature (Int) +3
  • Perception (Wis) +3
  • Performance (Cha) +0
  • Persuasion (Cha) +0
  • Religion (Int) +3
  • Sleight of Hand (Dex) +3
  • Stealth (Dex) +3
  • Survival (Wis) +0
Passive Perception: 13
Proficiency Bonus: +2
Proficiencies
Tools:Musical Instrument (flute) (+2)
Weapons & Armour:

long sword, short sword, long bow, short bow, dart, dagger, sling light crossbow, quarterstaff, Rapier

Light Armour

Languages: Common Tongue | Elven |Goblin|Orc

Combat[edit]

AC 15 (18) | HP14| Hit Dice 3d6 | Initiative +3

Weapon To Hit Damage Range/Reach Weapon To Hit Damage Range/Reach
Short Sword +5 1d6+3 5' dagger +5 1d4+3 5' 20/60
longbow +5 1d8+3 150/600 Rapier +5 1d8+3 5'
XX +X X N/A XX +X XX XX
  • Common Action:
  • Common Action:
  • Common Action:
  • Common Action:
  • Common Action:

Spellcasting[edit]

Spell Slots: L1 | 4 || L2 | 2

Spell DC: (8 + Prof 2 + Stat 3) 13

Spell Att Mod: (Prof 2 + Stat 3) +5


Cantrips

Mending: 1 minute casting time. Fix a single break or tear in an object, no larger than 1 foot in any dimension
Green-Flame Blade: Casting time 1 action, Range self(5ft)Duration instantaneous. Brandish the melee weapon used in the casting. on a successful hit target takes normal damage and a green flame leaps from target to another creature of caster's choice, that the caster can see, within 5 ft, and takes fire damage equal to caster's spellcasting modifier
Booming Blade: casting time 1 action. rnge Self (5ft). Duration 1 round. On a successful melee weapon hit targets takes normal weapon damage. If target willingly moves 5ft before next turn then target takes an extra 1d8 thunder damage
racial: Prestidigitation: Range:10 feet, Cast: 1 action. once per casting (no more than three effects at a time) Create:1) a harmless sensory effect, 2) instantaneously dirty/clean an object no longer than 1 cubic foot, 3)light or snuff a candle, torch or small campfire, 4) chill, warm or flavour 1 cubic foot of non living matter for 1 hr, 5)make a colour, small mark or symbol appear on an object or surface for 1 hr, 6) can create a non magical trinket or illusion that can fit in your hand that will last until next turn

Spells Prepared (Stat 3 + Lvl 3 = 6)

Feather Fall, Magic missile, Disguise Self, Sleep, Shield, Mirror image

Spellbook:

Sleep
Magic Missile
detect Magic
Feather Fall
Mage Armour
Disguise Self
Shield
Comprehend Languages
Mirror Image
Knock
Scorching Ray

Feats[edit]

War Caster -Advantage on Con Saves to Maintain Concentration on spells

-Can Perform Somatic Components with weapons/shield in one or both hands -If oponents movement provoke Opportunity attack then can cast a spell with casting time of 1 action and targetting only that opponent instead of opportunity attack

Name Description

Racial Features (Moon (high) Elf)[edit]

Darkvision: See 60' in dim light as if it were bright light and see in darkness af if it were dim light
Keen senses: Proficiency in Perception Skill
Fey Ancestry: have advantage on saves against being charmed. Can't be magically put to sleep
Trance: does not need to sleep. Instead can meditate deeply for 4 hours and get teh same benefit of 8 hours sleep
Cantrip: Prestidigitation
Languages:speak, read, and write common
Ability score increase: +2 Dex, +1 Int
Elf weapon Training: Long Sword, Short sword, long bow, and short bow
Extra language: speak read and write Orc

Class Features (Wizard)[edit]

Bladesinger
2nd Level Features
-#uses per long rest =proficiency bonus (2)

-activate on bonus action -end after 1 minute, dismiss, if don heavy or med armour, or uses two hands for a weapon attack -gain AC bonue equal to Int bonus -Walking speed increases by 10 (40ft) -bonus to Consitution save to maintain concentration on spell=to Int Bonus -advantage on Dexterity (Acrobatics) checks

Deity: Angharrad
Wizard features -
X
Spell Casting: see Spell section above
Arcane Recovery - 1/day, after short rest, recover Spell slots whose combined level =< 1/2 wizard level. Recovered slots must be less than 6th level
Ritual Caster: cast a spell from spell book with the ritual tag. It doesn't need to have been prepared
Spell focus: can use a spell focus while cating spells
Ritual Caster: Description
Learning Spells: learn 2 new spells (of any level that can currently be cast) whenever a new level is gained. Can also copy spells into Spellbook at teh cost of 50gp/level of spell and 2hours/ spell level


Bladesinger features

BladeSong - 2/rest
-activate on bonus action
-end after 1 minute, dismiss, if don heavy or med armour, or uses two hands for a weapon attack
-gain AC bonue equal to Int bonus
-Walking speed increases by 10 (40ft)
-bonus to Consitution save to maintain concentration on spell=to Int Bonus
-advantage on Dexterity (Acrobatics) checks
Subheading: Description
Subheading: Description

Background Features (Far Traveller)[edit]

Wanderer from Evermeet

Proficiencies: Insight, Perception, Musical Instrument (Flute)
Feature - Description
Personality Trait: xxxx
Ideal: Adventure: I'm far from home, and everything is strange and wonderful!
Bond: I'm fascinated by the beauty and wonder of this new land
Flaw: I pretend not to understand the local language in order to avoid interactions I would rather not have

Equipment[edit]

Wealth

0 gems
0 pp
158 gp
0 ep
0 sp
0 cp

Weapons

Short sword 10 gp 2lb
dagger 2gp 1 lb
long bow 50gp 3lb
Rapier 25gp 2lb

Armor

studded leather AC 12 + Dex.modifier (+3)
Shield?

Gear Spellbook -- gp 3lb(Class feature cost 50gp to replace) Short sword 10 gp 2lb dagger 2gp 1 lb component pouch 25 gp 2lb traveler`s clothes 2gp 4lb, explorer`s pack 10gp , -includes --backpack 5lb --bedroll 7lb --mess kit 1 lb --tinderbox 1 lb --10 torches 1lb (each) --rations (10 days) 2lbper day --waterskin 5 lb (full) --hempen rope strapped to side (50ft) 10lb quiver (20 arrows)1gp 1lb long bow 50gp 3lb

studded leather armour --gp (treasure 45gp to replace) 13lb

Trinket

xxxxxxxxx


Magic Items

XXXX

Backstory[edit]

Mist was born on Evermeet into a family with a long history of producing bladesingers to protect their island homeland. And like the many generations of his family before him he, too, became a bladesinger. Unlike the many generations of his family before him, he grew disatisfied with the isolationist policies of his homeland and wished to travel the (supposedly) chaotic world and aid those in need.

His father disapproved (to put it mildly) with his ideas so, one night, he snuck aboard a trade ship (arranged beforehand with the captain) and fled his homeland with what he could carry.

He wears a mask to ostensibly to cover some horrific scarring (many who see his assume he is using magic to disguise the scars) but in reality it's becaue he doesn't know how to use a disguise kit and doesn't want to keep casting Disguise Self everyday which is what he had been doing with every town he'd visited previously until he acquired his mask. His name (and nickname) is just the most recent identity he has adopted, in an effort to throw off potential pursuit, since leaving home

Notes[edit]

xxxxxx