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rpg:academy_of_magic:students:alora

Alora Vargo

https://www.dndbeyond.com/characters/112040543

Character name: Alora Vargo

Player: dcat86

Race: Half-Elf

Primary Class: Sorcerer 6th level

Secondary Class: Warlock 3rd level

Inspiration: 1

HP 77 AC 18 Init +2

Str 12 Dex 14 Con 14* Int 13 Wis 13* Cha 18*

Proficiency +3

Skill Proficiencies

  • Acrobatics (Dex): +2 Dex +0 Prof +0 Expert +0 Training
  • Animal Handling (Wis): +1 Wis +0 Prof +0 Expert +0 Training
  • Arcana (Int): +1 Int +3 Prof +0 Expert +0 Training
  • Athletics (Str): +1 Str +0 Prof +0 Expert +0 Training
  • Deception (Cha): +4 Cha +3 Prof +0 Expert +0 Training
  • History (Int): +1 Int +0 Prof +0 Expert +0 Training
  • Insight (Wis): +1 Wis +0 Prof +0 Expert +0 Training
  • Intimidation (Cha): +4 Cha +3 Prof +0 Expert +0 Training
  • Investigation (Int): +1 Int +3 Prof +0 Expert +0 Training
  • Medicine (Wis): +1 Wis +0 Prof +0 Expert +0 Training
  • Nature (Int): +1 Int +0 Prof +0 Expert +0 Training
  • Perception (Wis): +1 Wis +3 Prof +0 Expert +0 Training
  • Performance (Cha): +4 Cha +0 Prof +0 Expert +0 Training
  • Persuasion (Cha): +4 Cha +3 Prof +0 Expert +0 Training
  • Religion (Int): +1 Int +3 Prof +0 Expert +0 Training
  • Sleight of Hand (Dex): +2 Dex +0 Prof +0 Expert +0 Training
  • Stealth (Dex): +2 Dex +0 Prof +0 Expert +0 Training
  • Survival (Wis): +1 Wis +0 Prof +0 Expert +0 Training
  • Technology (Int): +1 Int +0 Prof +0 Expert +0 Training

Weapon and Armor Proficiencies

  • Daggers, darts, slings, quarterstaffs, light crossbows
  • Light armor
  • Simple weapons

Tool Proficiencies

  • None

Languages

  • Celestial, Common, Deep Speech, Elvish, Undercommon

Spell Slots

Prepared Spells

???

Half-Elf Racial Characteristics

  • Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice each increase by 1.
  • Age. Half-elves age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years.
  • Size. Half-elves are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Thanks to your elven heritage, you have superior vision in dark and dim conditions. 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 gray.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Skill Versatility. You gain proficiency in two skills of your choice.
  • Languages. You can read, speak, and write Common, Elven, and one language of your choice.

Feats

  • Magic Initiate (???): You learn two cantrips of your choice from the ??? spell list. You learn one 1st-level spell from that same list and can cast it at its lowest level once per long rest.
  • Tough: You have 2 more HP per level.
  • Academy Mascot: You have learned how to summon an Academy mascot, named Luna, to assist you, granting you these benefits:
    • You can cast the Find Familiar spell as a ritual. Your familiar takes the form of a pest mascot named Luna. Stat blocks for this creature appears below.
    • When you take the Attack action on your turn, you can forgo one attack to allow your mascot familiar to make one attack of its own with its reaction.
    • If your mascot familiar is within 60 feet of you, you can teleport as an action, swapping places with the familiar. If your destination space is too small for you to occupy, the teleportation fails and is wasted. Once you teleport in this way, you can’t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to do it again.

Luna, Pest Mascot

  • AC 13 HP 22
  • Speed 30 feet
  • Str 11 (+0) Dex 14 (+2) Con 17 (+3) Int 5 (-3) Wis 13 (+1) Cha 4 (-3)
  • Skills: Athletics +3, Perception +4
  • Senses: Darkvision 60 feet, passive Perception 14
  • Languages: –
  • Proficiency Bonus: +3*
  • Regeneration. The pest regains 5 hit points at the start of its turn if it has at least 1 hit point. If it takes fire damage, this trait doesn’t function at the start of the pest’s next turn.
  • Spiny Hide. At the start of each of its turns, the pest deals 2 (1d4) piercing damage to any creature grappling it or that it is grappling.
  • Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (ld4 + 2) piercing damage, and target creature is Grappled.

Character Background: Acolyte

Feature: Shelter of the Faithful

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Sorcerer Class Features

As a sorcerer, you gain the following class features.

Hit Points

  • Hit Dice: 1d6 per sorcerer level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Proficiencies

  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Font of Magic

At 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. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

  • Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
  • Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
  • Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

  • Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
  • Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Sorcerous Versatility (Optional)

When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:

  • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
  • Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.

Magical Guidance (Optional)

When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Divine Magic Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Affinity Spell Good Cure Wounds Evil Inflict Wounds Law Bless Chaos Bane Neutrality Protection from Evil and Good Favored by the Gods Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Once you use this feature, you can't use it again until you finish a short or long rest.

Empowered Healing Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Angelic Form Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can’t use it again until you finish a long rest.

Warlock Class Features

As a warlock, you gain the following class features.

Hit Points

  • Hit Dice: 1d8 per warlock level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.

Eldritch Invocations

In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade

  • You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
  • You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
  • You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Eldritch Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:

  • Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.
  • Replace the option you chose for the Pact Boon feature with one of that feature's other options.
  • If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Expanded Spell List

The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Great Old One Expanded Spells

Spell Level Spells 1st Dissonant Whispers, Tasha's Hideous Laughter 2nd Detect Thoughts, Phantasmal Force 3rd Clairvoyance, Sending 4th Dominate Beast, Evard's Black Tentacles 5th Dominate Person, Telekinesis

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Entropic Ward

At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

College Stats

Dorm: Legarro Hall

  • High-Quality: Students living here are granted a Comfortable Lifestyle throughout their stay.
  • Party Dorm: Students living here occasionally have to deal with (or enjoy) wild parties that make studying harder.
  • On-Site Library: There is a quiet library setting on-site that makes studying easier.
  • Comfortable: The dorms are reasonably comfortable, making for less frequent negative dorm events.

Full Scholarship for next semester!

Gained Abilities

  • Common Tongues: Improvement of one's Common Basic skills, as well as familiarity (though not skill) in other languages such as elvish, dwarven, thieves' cant, druidic, and the like (Int check to identify).
  • Introduction to Magical Theory: Learning the basics of magic and how to practice it, providing basic knowledge in cantrips and magical understanding. (Provides the Magic Initiate feat.)
  • Party Dynamics I: Learning to function as a party, basic adventuring, and other essentials of surviving as a group. (Wis check to know what your party members are going to do in an initiative round without extensive discussion).
  • ???
  • ???

Current Classes

  • Party Dynamics II
  • Heavy Armor Management
  • Healing the Masses: +1 point to the effect of all healing spells.
  • Physical Education
  • Basic Medicine

Extracurriculars

  • Iron-Lifters (Athletics, Medicine)
  • Job: Firejolt Cafe (barista)

Friendships, Beloveds, and Rivalries

  • Aurora: +2
  • Daniel: +3 (Beloved Inspiration)

Exam Results

  • Symbols: Investigation +d4, Persuasion +d4
  • Augury: History +d4, Insight +d4, History +d4

Possessions

Money

  • Bank of Alshira: $2793
  • 96 gp

Standard Items

  • Clothes (common)
  • Perfume vial
  • Heated cloak
  • Grooming kit

Special Items

Student Tablet: These specialized student tablets allow you to review materials from your courses. You can use this as reference material up to three times per day, gaining a d4 bonus to an ability check related to your current courses, rolled after your d20 is rolled but before its outcome is declared. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from any spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.

Student ID (Legarro Hall - Freshthing; Security)

Dorm Key

Library Card

Healing potions, 3

Cure wound scrolls, 2

Mithril Half-Plate

Greatsword +1 “Death's Master” (can cast Toll the Dead)

Cloak of Protection

Amulet of Sustenance (purple amulet on black choker; reduces hunger pangs)

Soul Phone (expensive)

Boots of Spider Climbing (three days)

Belford Medal of Heroism (+1 to Charisma checks against Belfordians)

Pest Management Gloves: These thick gloves are meant for handling pests, Academy mascots that have spikes and sharp bits that generally require some protection. They are made of durable leather and padded so that one can handle pests safely.

Pest Bait recipe

Vampire's Regret: vampires are burned/poisoned if they consume your blood, lasts eight hours

Reinforced gorget (protects neck against garrotes, bites)

+1 longsword (laminated wood with obsidian blade; +2d6 damage vs plants)

Soul Phone

  • Adventurer Upgrade
  • Emergency Exit
  • Telepathic Controls
  • Phone of Holding
  • Phone of Banking
  • NCrypt

Powers and Abilities

Natural Magic

Unlike your regular spells, spells from cantrips are known from memory and can be cast as often as you feel like. You have 2 cantrips from Magic Initiate and 3 from Wizard and 2 from Artificer.

  • ???

You also can cast one 1st level spell of your choice once per day, from Magic Initiate.

  • ???

1st Level Sorcerer

2nd Level Sorcerer

3rd Level Sorcerer

1st Level Warlock

Common Attacks

Greatsword +1: +5 to hit, 2d6+2 damage.

rpg/academy_of_magic/students/alora.txt · Last modified: 2024/09/05 01:56 by wizardofaus_doku

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