Categories: Characters

Prela Lvl 03

 

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Player Character Basics:
Prela Tenkettle

Race and Background Halfling
Class
Subclass
Sorceror
Runechild
Alignment | Deity NG |
AC |  HP 12 | 24
Speed | Init | Prof 25 | +3 | +2

 

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Ability Scores:

Str 12 +1 Int 10 +0
Dex 14 +2 Wis 14 +2
Con 14 +2 Cha 16 +3

 

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Skills, Senses, Languages:

Saving Throws: Con +4, Chr +5
Skill Proficiencies: Skill List
Tools and Kits Tools and Kits
Senses:  
Languages: Languages

 

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Actions
:

Weapon Attack Damage Type Extra
Dagger +4 1d4 +2 Piercing Melee

 

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Feats
:

Runic Magic Additional Spells per level
Glyph of Aegis Reduce Damage as Reaction with Charged Runes (-1d6 Damage each)

 

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Magic
: Sorcerer Spells

Magic Missle. Details. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target.
Mage Armor Details. AC becomes 13 +Dex for 8 hours
Enhance Ability Details. 1 hour
Flame Blade Details. 3d6 Fire Damage – melee spell attack
Invisibility Details. 1 hour
Catapult Details. Fling an object weighing up to 5 pounds (max of 60′). 3d8 Bludgeoning Dmg
   

 

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Items Inventory
:
The things in the pack and on the back

 

Item Name Description and Quantity

Categories: Characters

Prela Tenkettle

I like stories about women behaving badly, because women behave badly just like men, and we’re not always adorable and cute about it.”

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PC
: Prela Tenkettle
Prela is a Halfling Sorceror. As she was being born, her parents noticed slight designs forming in her skin. As she grew, she learned how to charge the runic designs with power.

 

Level 03

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Description:
Prela is just over 3 feet tall with long fiery-blond hair that reaches her waist. Her eyes are the same bluish color as the Runic designs that form on her skin. She wears golden tunic laced up the front with leather cord.

[ImageLink]

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Combat Tactics
:
Prela is a spellcaster. She will seek to stand out of the way of swords and axes while casting her spells upon enemy forces.

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Roleplaying
:
Prela is a natural leader. She will attempt to guide the actions of the party until some alternative tactic is agreed upon. She can be overly serious, but those close to her look forward to those rare times when she loosens her humor and laughs with the gusto of a drunk dwarf.

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Objective(s):

Character ultimately is seeking this thing or this accomplishment

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Motivations and Temptations:

Character is motivated by this but tempted by that

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Relationships:

Character has these relationships, or desires these relationships

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Characteristics: 

Traits:
Ideals:
Bonds:
Flaws:

 

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Background:

Prela was born in Highmoon in the Dalelands, where her parents still live. While barely a teen, she was kidnapped by a wizard who had discovered her natural gift for storing and using magic. Her parents felt helpless to do anything to save Prela but they knew Araxina Summerwhisper, the Elven Cleric of Cadona (Goddess of Hope) in Highmoon. Araxina happens to be a close friend of Tey Emberjaw – twin-sister of Marlonmir Emberjaw, leader and founder of the Wardens Guild of Heroes Gate. A Shield was sent out before the end of the day and Prela was returned home inside a tenday.

 

Fearful that she would continue to be a target, they decided to relocate her somewhere she would be safe and protected and could learn to control her powers. Tey Emberjaw was able to help in this regard as well, contacting a dear friend of hers in Ravens Bluff. After several years of learning and growing in Ravens Bluff, Prela decided she wanted to become a member of a group such as the Protector Shield which saved her life.

 

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References:
Links out to sources about character class, race, etc.

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Runechild – Origin

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Runechild

The mysterious weave and flow of magic is feared by many folk across the realms. But while some spellcasters must study the essence and nature of magic in the hope of learning to harness it, sorcerers possess an innate talent to sculpt and wield the errant strands of power that shape the world. For some sorcerers, the body becomes a conduit for this power, which is collected and stored in the form of natural runes—and so born is the Runechild.

 

The talents of a Runechild are rare, and sorcerers with this origin are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets of their runes can help understand the mysteries of magic. Others sometimes seek to enslave Runechild sorcerers, using their bodies as tortured spell batteries for diabolic pursuits. Runechild sorcerers were subjugated throughout the ages, and many of their contemporaries now search for ways to hide their essence—a task that isn’t easy given the revealing nature of their gifts.

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Essence Runes  (Tier 1)

Your body begins to express your innate magic as runes traced out across your skin. You start with 1 essence rune, and gain an additional rune whenever you gain a level in Sorcerer. These runes manifest anywhere on your body, though the first usually manifests on the forehead. Your essence runes remain invisible when inert.

 

Spend 1 or more Sorcery Points (Max equal to proficiency bonus) as a Bonus Action to charge an equal number of Runes with any known spell or cantrip.

 

At the start of your next turn a single charged Rune can be expended as a Bonus Action without using a Spell Slot. If more than one Rune was charged, they can be expended, one at a time, during subsequent turns as Bonus Actions.

 

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Runic Magic (Tier 1)

Whenever you gain a sorcerer level, you can add one additional spell to your known spells list but they must be an abjuration or a transmutation spell within your Spell Casting Levels.

 

Alternatively, you can add one additional Cantrip from any school.

 

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Glyph of Aegis (Tier 1)

You can release the stored arcane power within your runes to absorb or deflect threatening attacks. Whenever you take damage, you can expend any number of charged runes as a Reaction. Roll a number of d6s equal to the number of runes you expended, and reduce the damage by the total.

You can touch a creature as an action and expend a number of charged runes equal to your proficiency bonus to transfer your Glyph of Aegis to it. The next time that creature takes damage within the next hour, it rolls 1d6 per charged rune spent and reduces the damage by the total.

Your Glyph of Aegis die becomes a d8 at Tier 2.

 

 

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FeatName (Level 6)

Feat Description

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FeatName (Level 6)

Feat Description

 

 

 

https://www.dndbeyond.com/subclasses/1146023-runechild