Arcadia Wiki
Arcadia Wiki
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=== Spells ===
 
=== Spells ===
  +
<ul>
* '''Cantrips:''' Firebolt, Mage hand, Minor Illusion, Light, Control Flames
 
  +
<li>'''Cantrips:''' {{Spell5e|Fire Bolt 5e|Fire Bolt|#C20000}}, {{Spell5e|Mage Hand 5e|Mage Hand|#C200C2}}, {{Spell5e|Minor Illusion 5e|Minor Illusion|#9999C2}}, {{Spell5e|Light 5e|Light|#C20000}}, Control Flames</li>
* '''Level 1:''' Sleep, Absorb Elements
 
* '''Level 2:''' Invisibility, Misty Step, Suggestion
+
<li>'''Level 1:''' {{Spell5e|Sleep 5e|Sleep|#00C200}}, Absorb Elements</li>
  +
<li>'''Level 2:''' {{Spell5e|Invisibility 5e|Invisibility|#9999C2}}, {{Spell5e|Misty Step 5e|Misty Step|#C200C2}}, {{Spell5e|Suggestion 5e|Suggestion|#00C200}}</li>
* '''Level 3:''' Fireball, Fear
 
  +
<li>'''Level 3:''' {{Spell5e|Fireball 5e|Fireball|#C20000}}, {{Spell5e|Fear 5e|Fear|#9999C2}}</li>
  +
</ul>
   
 
=== Languages ===
 
=== Languages ===

Revision as of 19:45, 1 March 2021

Vicho by ronan

by ronan

Vicho by a0

by a0

Description

  • Vicho is tall, dark and handsome.
  • He has bright green eyes, shiny long flowing black hair (Swept back) and bronzed skin. He is tall and in good shape.
  • He wears fine dark green robes with gold and silver detail. He has a fine silk scarf made of fantastic patterns of yellow, orange and red wrapped around his neck and hanging across his back.
  • Under his robes is a golden arcane focus in the shape a burning star.

History

Vicho was born to a middle class family in northern Drekis. Clearly showing arcane ability from a young age his parents used their entire familial wealth to send him to a school for apprentice wizards.

Disliking the politics and studious nature of his school Vicho rebelled, refusing to attend classes and generally causing disruption. Much to the dismay of his teachers he continued to excel in the practical elements of his studies and thus unfortunately for Vicho, the school and his parent's wealth, he remained enrolled.

Despite his natural affinity Vicho graduated at the bottom of his class due to poor results in arcana, spellcraft and history and was unable to secure a position as a court wizard as his parents wished.

Intent to avoid the disapproval of his parents Vicho migrated north to Mistrya where he started a life as a travelling adventurer, putting his practical magical abilities to use.

After years living and travelling across Mistraya, Vicho has returned to Drekkis upon the outbreak of war, keen to ensure his families well being. Finding his parents have passed away in recent years and he has inherited their debts, he has taken contracts with the Drekissian government to help win the war and overthrow the rule of Scoria in Mistraya.

Tool Proficiencies

  • Calligraphers Tools

Features & Traits

  • Skills: Deception, Insight, Intimidation, Persuasion
  • Feat: Elemental Adept - Fire (Variant Human Racial)
  • Font of Magic (Sorcerer lvl 2)
  • Metamagic - Subtle Spell (Sorcerer lvl 3)
  • Metamagic - Empower Spell (Sorcerer lvl 3)

Sorcerous Origin Features

Sorcerous Origin - Burning Bright

  • Sorcerous Vigor: Drain 1 point of constitution to gain 1 sorcery point. This is used as a bonus action. At 6th level, these abilities may be overcharged by draining 3 points of con to increase the effects by 1, or draining 6 points of con to increase the effects by 2. Drained con returns at a rate of 1/short rest. The loss of these ability points cannot be undone by spells below the 6th level of ability.
  • Internal Intensity: Drain 1 point of constitution to increase size of damage dice on a spell by 1. This can be used while casting a spell. At 6th level, these abilities may be overcharged by draining 3 points of con to increase the effects by 1, or draining 6 points of con to increase the effects by 2. Drained con returns at a rate of 1/short rest. The loss of these ability points cannot be undone by spells below the 6th level of ability.

Weapon Proficiencies

  • Dagger
  • Dart
  • Sling
  • Quarterstaff
  • Light Crossbow

Equipment

  • Arcane Focus - Golden Burning Star
  • 2 Daggers
  • Sling
  • Fine Clothes

Spells

  • Cantrips: Fire Bolt V S 0  Fire Bolt Range  120 feet Concentration  No Casting Time  1 action Duration  Instantaneous Save   Damage  1d10 (Fire) Target  A creature or object within range You hurl a mote of fire at a creature or object within range. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.This spell's damage increases by 1d10 when you reach 5th Level (2d10), 11th level (3d10), and 17th level (4d10). School  Evocation Classes  Sorcerer, Wizard , Mage Hand V S 0  Mage Hand Range  30 feet Concentration  No Casting Time  1 action Duration  1 minute Save   Damage   Target  A point you choose within range A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.The hand can't Attack, activate magical items, or carry more than 10 pounds. School  Conjuration Classes  Bard, Sorcerer, Warlock, Wizard , Minor Illusion S M 0  Minor Illusion Range  30 feet Concentration  No Casting Time  1 action Duration  1 minute Save   Damage   Target  See text Materials  A bit of fleece 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, its volume can range from a Whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, 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 - such as a chair, muddy footprints, or a small chest - 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.If a creature uses its action to examine the sound or image, the creature can determine that it is an Illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the Illusion for what it is, the Illusion becomes faint to the creature. School  Illusion Classes  Bard, Sorcerer, Warlock, Wizard , Light V M 0  Light Range  Touch Concentration  No Casting Time  1 action Duration  1 hour Save   Damage   Target  One object that is no larger than 10 feet in any dimension Materials  A firefly or phosphorescent moss You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.If you target an object held or worn by a Hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. School  Evocation Classes  Bard, Cleric, Sorcerer, Wizard , Control Flames
  • Level 1: Sleep V S M 1  Sleep Range  90 feet Concentration  No Casting Time  1 action Duration  1 minute Save   Damage  5d8 (Hit Points of Creatures) Target  Creatures within 20 feet of a point you choose within range (in ascending order of their current hit points, ignoring unconscious creatures) Materials  A pinch of fine sand, rose petals, or a cricket 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 a point you choose within range are affected in ascending order of their current Hit Points (ignoring Unconscious creatures).Starting with the creature that has the lowest current Hit Points, each creature affected by this 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 creature's Hit Points from the total before Moving On to the creature with the next lowest Hit Points. A creature's Hit Points must be equal to or less than the remaining total for that creature to be affected.Undead and creatures immune to being Charmed aren't affected by this spell.At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, roll an additional 2d8 for each slot level above 1st. Higher Spell Slot  2d8 When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. School  Enchantment Classes  Bard, Sorcerer, Wizard , Absorb Elements
  • Level 2: Invisibility V S M 2  Invisibility Range  Touch Concentration  Yes Casting Time  1 action Duration  Up to 1 hour Save   Damage   Target  A creature you touch Materials  An eyelash encased in gum arabic A creature you touch becomes Invisible until the spell ends. Anything the target is wearing or carrying is Invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.At Higher Levels: When you cast this spell using a spell slot of 3rd Level or higher, you can target one additional creature for each slot level above 2nd. Higher Spell Slot   When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. School  Illusion Classes  Bard, Sorcerer, Warlock, Wizard , Misty Step V 2  Misty Step Range  Self Concentration  No Casting Time  1 bonus action Duration  Instantaneous Save   Damage   Target  Self Briefly surrounded by silvery mist, you Teleport up to 30 feet to an unoccupied space that you can see. School  Conjuration Classes  Sorcerer, Warlock, Wizard , Suggestion V M 2  Suggestion Range  30 feet Concentration  Yes Casting Time  1 action Duration  Up to 8 hours Save   Damage   Target  A creature you can see within range that can hear and understand you Materials  A snake's tongue and either a bit of honeycomb or a drop of sweet oil You suggest a course of activity (limited to a sentence or two) and magically Influence a creature you can see within range that can hear and understand you. Creatures that can't be Charmed are immune to this Effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire Duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.You can also specify Conditions that will trigger a Special activity during the Duration. For example, you might suggest that a Knight give her Warhorse to the first Beggar she meets. If the condition isn't met before the spell expires, the activity isn't preformed.If you or any of your companions damage the target, the spell ends. School  Enchantment Classes  Bard, Sorcerer, Warlock, Wizard
  • Level 3: Fireball V S M 3  Fireball Range  150 feet Concentration  No Casting Time  1 action Duration  Instantaneous Save  Dexterity Damage  8d6 (Fire) Target  A point you choose within range Materials  A tiny ball of bat guano and sulfur A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.The fire spreads around corners. It ignites flammable Objects in the area that aren't being worn or carried.At Higher Levels: When you cast this spell using a spell slot of 4th Level or higher, the damage increases by 1d6 for each slot level above 3rd. Higher Spell Slot  1d6 When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. School  Evocation Classes  Sorcerer, Wizard , Fear V S M 3  Fear Range  Self (30-foot radius) Concentration  Yes Casting Time  1 action Duration  Up to 1 minute Save   Damage   Target  Each creature in a 30-foot cone Materials  A white feather or the heart of a hen You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become Frightened for the Duration.While Frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have Line of Sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. School  Illusion Classes  Bard, Sorcerer, Warlock, Wizard

Languages

Stat History

  • Rolled 26 HP (before con mod)
  • Rolled: 15, 10, 14, 10, 12, 13
  • Assigned: 10 Str, 12 Dex, 15 Con, 10 Int, 13 Wis, 18 Cha
  • Racial Bonus: +1 Con (15), +1 CHA (16)
  • Level 4: +2 CHA (18)