Alistar D'Orien
https://ddb.ac/characters/98859918/aZsMEb
Male Human (Aundair), Mark of Passage dragonmark, Wizard lvl2
LG (=alignment) Size humanoid (of type)
Init +3
Senses: Perception +0
Speed walking 35ft (Mark of passage)
Defence
AC 13 (10+dex.modifier)
hp 14 (2d6+2)
Saving throws STR +0 DEX +3 CON +2 INT +6 WIS +2 CHA -1
Profiency in Int and Wis saves (Wizard)
Saving throw advantages:
Offence
Melee: Dagger (Finesse, Light, Range, Thrown (Range: 20/60)) (1d4 piercing, +5 to hit, +3 to damage)
Ranged:
Special attacks:
Offensive Wizard Spells:
Cantrips: Booming blade
Level 1: Burning hands, Shield, Mage Armor
Statistics and proficiencies
STR 10 DEX 17 CON 14 INT 18 WIS 10 CHA 9
Profiency bonus: +2
Feats:
Skills: Acrobatics.+3, Animal Handling.+0, Arcana.+6, Athletics.+0, Deception.-1, History.+6, Insight.+0, Intimidation.-1, Investigation.+6, Medicine.+0, Nature.+4, Perception.+0, Performance.-1, Persuasion.+1, Religion.+4, Sleight of Hand.+3, Stealth.+3, Survival.+0
Proficiency in Arcana & History (Wizard), Investigation & Persuasion (House agent)
Languages: Common, Elvish
Weapons: Light crossbow, dagger, dart, quarterstaff, sling
Armour: -
Tools: Land vehicles, Playing card set
Gear
PP(Dragon): 0 GP(Galifar): 16 SP(Sovereign): 0 CP(Crown): 0
Combat gear: Dagger
Magic gear: Spellbook, Component pouch, House D'Orien signet rign
Other gear: Backpack, Fine clothes; Book; Ink; Ink pen; Parchment; Little bag of sand; Small knife, Identification papers
Total weight: 22lb.
Special Abilities
Courier's Speed: Your base walking speed increases to 35 feet.
Intuitive Motion: When you make a Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check.
Magical Passage: You can cast the misty step spell once with this trait, and you regain the ability to cast it when you finish a long rest. Dexterity is your spellcasting ability for this spell.
(Mark of Passage)
Spellcasting Spell DC 14, Spell Attack Bonus +6
Cantrips: Shape Water, Mending, Booming blade
Level 1: Feather fall, Find familiar(R), Mage armor, Shield, Burning hands, Comprehend languages(R), Grease, Catapult
Arcane recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
House Connections: As an agent of your house, you can always get food and lodging for yourself and your friends at a house enclave. When the house assigns you a mission, it will usually provide you with the necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house, and you may encounter one of them when you interact with a house business. The degree to which such acquaintances are willing to help you depends on your current standing in your house.
Training in war and song: You gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don't already have it.
Rapier
Blade song : You can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits:
• You gain a bonus to your AC equal to your Intelligence modifier (minimum of +l).
• Your walking speed increases by 10 feet.
• You have advantage on Dexterity (Acrobatics) checks.
• You gain a bonus to any Constitution saving throw you make to maintain your concentration on
a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.