Table of Contents

Eilauver Hathareal

  Background: Acolyte  

Personality: See omens everywhere
Ideal: Change
Bond: Recover lost artifact
Flaw: Obsessed with bond

Religion: Corellon Larethian
Alignment: Chaotic Good

Height:
Weight:
Eyes:
Hair:

img_0006.jpg

Overview

Attack Damage
+10 ToHit
+5(DEX)
+4(Prof)
+1(Weapon)

1d8+1d6 (force) + 8
Slashing
+5(DEX)
+1(Ench)
+2 (Style)
+ 1d6 (force, shard)
AC Fort Ref Will
20
13 (Base)
+5 (DEX)
+1 (Armor)
+1 (Ring)
+5
+1(CON)
+4(Prof)

+5
+5(DEX)


+2
+3(WIS)


Advantage on Saving Throws against [Charm]
Immunity to [Sleep]
Speed 40 ft.

resist all (ring)
Resist 5 cold
Re roll save once (indomitable)
Spells
(DC: 14) (6 daily)
Cantrips
Greenflame Blade
Lightning Lure
1st Level
( 4/LR )
Burning Hands+
Shield
2nd Level
( 2/LR )
Scorching Ray+
Melfs ascid arrow+
Level Progression

Attributes

Total Mod Changes
STR 10
CON 12 +1
DEX 20 +5 +2 Elf + 2 Feat
INT 18 +4 +1 High Elf
WIS 14 +2
CHA 9 -1

59/59 HP

10(Ftr 1)

+

6×7(Ftr 2-8)

+

7×1(CON)

Skills

Skill Total Attr Prof
Athletics +0 +0 (STR)
Acrobatics
Sleight of Hand
Stealth
+9
+5
+5
+5 (DEX) +4 (Prof)


Arcana
History
Investigation
Nature
Religion
+4
+8
+4
+4
+8
+4 (INT)
+4 (Prof)


+4 (Prof)
Animal Handling
Insight
Medicine
Perception
Survival
+2
+6
+2
+6
+2
+2 (WIS)
+4 (Prof)

+4 (Prof)

Deception
Intimidation
Performance
Persuasion
-1
-1
-1
+3
-1 (CHA)


+4 (Prof)
Speaks: Common, Elven, Dwarven, Orc, Draconic

Items

Spells

Shield
Ved hendes nåde
A white semi opaque rounded convex dome materialises from my hand. It has a pale, dim, white light.

Burning Hands
Ved hendes vilje
A gleen, licking stream of golden-green flames spur forth from my hand, engulfing the enemies.

Lightning Lure
Ved hendes snilde
A golden-green lash springs from the weapon, grabs the target and pulls him back towards me, as lightning runs down the lash and damages the target.

Scorcing ray
Ved hendes vrede
Three, golden-green rays spew forth from my hand towards the target.

Features

Build Notes
1)
Low-light Vision:
Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light.
Low-light vision is color vision.
A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
2)
Keen Senses:
You have proficiency in the Perception skill.
3)
Fey Ancestry:
You have advantage on saving throws against being Charmed, and magic can’t put you to sleep.
4)
Elf Weapon Training:
You have proficiency with the Longsword, Shortsword, Shortbow, and Longbow.
5)
Trance:
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
6)
Cantrip:
You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.
7)
Extra Language:
You can speak, read, and write one extra Language of your choice.
8)
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.
9)
Fighting Style:
You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.
Dueling:
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.
10)
Second Wind:
You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or Long Rest before you can use it again.
11)
Action Surge:
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.
Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
12)
Ability Score Improvement:
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
13)
Extra Attack:
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.