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character:welington:race [2022/12/28 17:54] – external edit (Unknown date) 127.0.0.1character:welington:race [2023/02/06 14:45] (current) – removed Cinder
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- ====Welington/Annabell Racial Details==== 
-[[character:welington|{{:wiki:media:back.png?65|}}]] 
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-====Hollow Palid Elf Annabell==== 
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-**Hollow Pallid Elf:** \\ 
-A necromancer with un unhealthy obsession for the Queen of Oxtrad traveled the lands of Mor-thir gathering the perfect parts of fair maidens to create his own perfect doll, a fake replica of the queen crafted from the various other parts raised as a loyal undead servant. \\ Given the Name Annabell. 
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-  ***Ability Score increase:** \\ Wisdom +1 & Strenght +2 
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-  ***Lifespan:** \\ Although elves reach physical maturity at about the same age as humans, the elven. understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old 
-    ***Ageless** \\ You don't age, and effects that would cause you to age don't work on you.  
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-  ***Alignment:** \\ Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others' freedom as well as their own, and are good more often than not. Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not. 
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-  ***Size:** \\ Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. 
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-  ***Speed:** \\ You have a base walking speed of 30ft. 
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-  ***Languages:** \\ You can speak, read and write Elven, Draconic, Abyssal, Underdark 
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-  ***Dark Vision** \\ Accustomed to twilit forests and the night sky, 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 grey. 
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-  ***Fey Ansestry** \\  You have advantage on saving throws against being charmed, and magic can't put you to sleep. 
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-  ***Trance** \\ Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. 
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-  ***Keen Sense** \\ You gain proficiency in the perception skill 
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-  ***Incisive Sense.** \\ You have advantage on Investigation and Insight checks. 
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-  ***Blessing of the Moonweaver** \\ You know the Light cantrip. When you reach 3rd level, you can cast Sleep once, and it recharges after a long rest. When you reach 5th level, you can cast Invisibility (Self Only) once, and it recharges after a long rest. You do not need the material components required of the spells. Wisdom is your spellcasting ability for these spells. 
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-  ***Cling to Life** \\ When you make a death saving throw and roll 16 or higher, you regain 1 hit point. 
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-  ***Revenance** You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type. 
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-  ***Unsettling Presence** \\ As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Once you use this feature, you can't use it again until you finish a long rest.  
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-====Silver Dragon, Queen Wellington==== 
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-**Silver Dragon-Born** \\ 
-Silver Dragon ruling as leader of the ice drenched nation of Oxtrad, her silver scales dulled during her rule as the blood spilled in her name has hardened her heart and chilled her once warm radiance. \\ 
-Taking the appearance of an elf when situation demands she holds incredible power and the drive to protect her nation and her people. 
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-  ***Ability Score increase:** \\  Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1. 
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-  ***Lifespan:** \\ Its unknown just how long Dragons can live, records show Dragons living over 1200 years. 
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-  ***Alignment:** \\ Silver Dragons are typically Good in nature, however due to her life, Welington has become darkened, Lawful Neutral is her alignment, to capacity to do good and evil without and identification between the two, so long as the task is done. 
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-  ***Size:** \\ Your size is huge naturally, But may change due to //Shape Change// 
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-  ***Speed:** \\ You have a base walking speed of 40ft, and a flying speed of 80ft 
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-  ***Languages:** \\ You can speak, read and write Elven, Draconic, Abyssal, Underdark 
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-  ***Breath Weapon** \\ The Dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 2d10 cold damage on a failed save, or half as much damage on a successful one. \\ This damage increases by 2d10 when you reach 5th level (3d10), 11th level (4d10), and 17th level (5d10).  \\ You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 
-    ***Metallic Breath Weapon** At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 60-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one: 
-      ***Enervating Breath** Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn. 
-      ***Repulsion Breath** Each creature in the cone must succeed on a Strength saving throw or be pushed 40 feet away from you and be knocked prone. 
-    *you can use this Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 
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-  ***Draconic Resistance** \\ You have resistance to the damage type associated with your Metallic Ancestry. 
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-  ***Trance** \\ You do not sleep. Instead you meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. 
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-  ***Shape Change:** The Dragon magically polymorphs into a Humanoid or beast that has a Challenge rating no higher than your level, or back into its true form. It reverts to its true form if it dies. Any Equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the Dragon retains its Alignment, Hit Points, Hit Dice, ability to speak, Proficiencies, and Intelligence, Wisdom, and Charisma scores, Its Statistics and capabilities are otherwise replaced by those of the new form. 
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-  ***Bite:** \\ Melee Weapon Attack: reach 10 ft., one target. Hit: 2d10  piercing damage. 
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-  ***Claw:** \\ Melee Weapon Attack: reach 5 ft., one target. Hit: 2d6 slashing damage. 
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-  ***Tail:** \\ Melee Weapon Attack: reach 15 ft., one target. Hit: 2d8  bludgeoning damage. 
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-  ***Frightful Presence:** \\ Each creature of the dragon's choice that is within 120 feet of the Dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. 
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