Aev Falone
Inspiration |
Proficiency bonus |
AC |
Initiative |
Speed |
Passive wisdom |
0 |
+3 |
16 |
+3 |
40 |
10 |
HP (81) |
Temp HP |
Hit Dice (8d12) |
81 |
0 |
8 |
Str |
Dex |
Con |
Int |
Wis |
Cha |
16 |
16 |
16 |
9 |
11 |
11 |
+3 |
+3 |
+3 |
-1 |
+0 |
+0 |
Str |
Dex |
Con |
Int |
Wis |
Cha |
+6 |
+3 |
+6 |
-1 |
+0 |
+0 |
Skill Proficiencies Animal Handling, Athlatics, Intimidation, Survival
Tool Proficiencies Flute
Languages Common, Orcish
Equipment Common Items
- Great Axe: martial melee weapon, +6, 1d12 +3 s. , heavy, two handed
- Long sword: martial melee weapon, +6, 1d8 +3 s. or 1d10 +3, verstile
- 20x Javeling: martial melee weapon, +6, 1d6+3 p. reach 30/120, thrown
- Wooden shield: + 2 AC
- Trident: martial melee weapon, +6, 1d6+3 p. or 1d8+3 p., versitle, reach 20.60, thrown
- 2x Dagger: simple melee weapon, +6, 1d4+3 p., finesse, light, range, thrown 20/60
- Travelers clothes
- Extra set of clothes
- Healer's kit
- Flute
- Hunting trap
- 8x rations
- 15 ft of rope
- 37x giant coin
- 2x Climber's kit
- 2x grappeling hook
- Jorah's letter
- alchemist fire
Magical Items
- 2 x Greater Healing potion: 4d4 + 4 hp
- Javeling of Lightning: uncommon , simple melee weapon, +6, 1d6 p. damage, range 30/120, thrown
- This Javelin is a Magic Weapon. When you hurl it and speak its Command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The Lightning Bolt turns back into a Javelin when it reaches the target. Make a ranged weapon Attack against the target. On a hit, the target takes damage from the Javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the Javelin can still be used as a Magic Weapon.
- Ancient Flak Gauntlet: wonderous item, simple weapon
- Reaction to undo 1d10 damage of a missle
- Gem of Brightness: wonderous item, uncommon
- This prism has 50 Charges. While you are holding it, you can use an action to speak one of three Command words to cause one of the following effects:
• The first Command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This Effect doesn't expend a charge. It lasts until you use a Bonus Action to repeat the Command word or until you use another function of the gem.
• The second Command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success.
• The third Command word expends 5 Charges and causes the gem to flare with Blinding Light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second Command word.
When all of the gem's Charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
Lifestyle Commoner
Features
Rage: bonus action, 4x per long rest, 1 min or until no damage taken/attacked
If not wearing heavy armour;
- Advantage on str. checks/ saves
- Additional +2 damage on attacks using str.
- Resistance to b., p. & s. damage
- Can't casts spells
Reckless attack: on 1st attack decide, gives advantage on melee str weapon attack but attack rolls against also advantage
Extra attack: attack action = attack twice
Interception: reaction, seeable attack, reduce 1d8+3 damage with simple/martial weapon/shield
Eldtricht claw: magical +1 unarmed strikes
Eldtrich maul: 1 per day, bonus, 1 min, each melee weapon/unarmed reach upto 15 ft & deal +1d6 force
Sentinel:
- oppurtunity attack hits, speed is 0
- disregards disengage
- creature makes attack against other than you, use your reaction to make melee weapon attack
Storm aura
- Desert aura:
- Bonus, all creature in 10 ft takes +3 fire
- Resistance to fire damage & suffer no effect of extreme heat
- Action, set non worn/carried flamable object on fire
- Sea aura:
- Bonus, 1 seen creature make dex save DC14 or take 1d6 lightning (half if saved)
- Resistance to lightning damge, Breathe underwater & 30 ft swimming speed even with inactive aura
- Tundra aura:
- Bonus, each creature of choice in 10 ft gain +3 temp HP
- Resistance to cold damage
- Action, touch 5-foot cube water into ice for 1 min even when inactive aura
Unarmored Defense
Danger sense: if not blinded, deafened, or incapacitated, advantage on Dexterity saves against seeable effects
Feral instinct: advantage on initiative, if not incapacited at start of combat & first enter rage, can act normally despite being suprised
Traits
Ideal
Bond
Flaw