Bok_Choi

Not Tildani Thanin

Mar 29th, 2023 (edited)
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  1. Class: Enchantment Wizard
  2. Race: Human (Variant)
  3. Name: Tildani Thanin
  4. Sex: F
  5. Alignment: Lawful Evil
  6. Age: 45
  7. Background: Noble
  8. Saving Throws: Intelligence, Wisdom
  9. Skill proficiencies: Insight, Investigation, Intimidation (+9), History, Persuasion,
  10. Tool proficiencies: Type of gaming set
  11. Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  12. Proficiency Bonus: 3
  13. Languages: Common, Elvish
  14.  
  15. Str: 8 (-1)
  16. Dex: 11 (+0)
  17. Con: 14 (+2)
  18. Int: 18 (+4)
  19. Wis: 13 (+1)
  20. Cha: 16 (+3)
  21.  
  22. HP: 40
  23. AC: 10 (13 with mage armor)
  24. GP: 25
  25.  
  26. Equipment: Dagger, an arcane focus, scholar’s pack, spellbook, backpack, book of lore, ink, ink pen, parchment (10), little bag of sand, small knife, fine clothes, signet ring, scroll of pedigree, coin purse
  27.  
  28. ~~Race Traits: Variant Human~~
  29.  
  30. Int, Cha + 1
  31. Skill: Intimidation
  32. Feat: Menacing (UA)
  33. Cha+1, Intimidation expertise
  34. When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.
  35.  
  36. ~~Background: Noble~~
  37.  
  38. History, Persuasion
  39. Feat: Position of Privilige
  40. Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
  41.  
  42. Personality Trait: If you do me an injury, I will crush you, ruin your name, and salt your fields.
  43. Ideal: Power. If I can attain more power, no one will tell me what to do.
  44. Bond: Nothing is more important than the other members of my family.
  45. Flaw: I hide a truly scandalous secret that could ruin my family forever.
  46.  
  47. ~~Class Traits: Wizard~~
  48.  
  49. SPELLCASTING:
  50.  
  51. 4 Cantrips Known: Mind Sliver, Shocking Grasp, Toll the Dead, Message
  52. Slots: 4 first level, 3 second level, 3 third level
  53. 10 Prepared: Mage Armor, Id Insinuation (UA), Charm Person, Shield, Mind Spike, Mind Thrust (UA), Hold Person, Mirror Image, Summon Shadowspawn, Counterspell,
  54.  
  55. Spell Save DC: 15
  56. Attack Mod: 7
  57.  
  58. Arcane Recovery:
  59. You have learned to regain some of your magical energy by studying your spellbook. 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 that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
  60.  
  61. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
  62.  
  63. ~~School of Enchantment~~
  64.  
  65. Enchantment Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy an Enchantment spell into your spellbook is halved.
  66.  
  67. Hypnotic Gaze:
  68. Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.
  69. On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
  70. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.
  71.  
  72. Instinctive Charm:
  73. Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.
  74. On a successful save, you can't use this feature on the attacker again until you finish a long rest.
  75. You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.
  76.  
  77. Backstory:
  78. A minor noble from Diduala, one of the four kingdoms, Tildani Thanin is travelling for the trade of information. Information about the other kingdoms, information about the growing threats, anything that she can use to her own advantage to garner favor or to get a leg up for her own family.
  79. And so, she arrives at the Brazen Bastion in search of a deal.
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