Althaea Ilphelkiir – Wood Elf Sorceress

Althaea Ilphelkiir (Wood Elf Sorceress)

Earlier this year, iserith started a terrific Pre-Generated Character Repository thread over at the D&D 5th Edition forums. I finally had an opportunity (and the spare time) to add a character as well…the lovely Althaea Ilphelkiir, Wood Elf Sorceress. Here are her full stats in their entirety…

Page 1

Character Name: Althaea Ilphelkiir (Gemblossom)
Class & Level: Sorceress (Sorcerer), 1
Background: Hermit
Race: Wood Elf
Alignment: Chaotic Good
Experience Points: 0 (Goal: 300)
Sex: Female, Medium Humanoid

Left Column

Strength: 11 (+0) Dexterity: 13 (+1) Constitution: 16 (+3)
Intelligence: 11 (+0) Wisdom: 15 (+2) Charisma: 16 (+3)

Inspiration: 0
Proficiency Bonus: +2

Saving Throws: Strength (+0), Dexterity (+1), Constitution* (+5), Intelligence (+0), Wisdom (+2), Charisma* (+5)

*Denotes Class Proficiency

Skills: Acrobatics (+ 1), Animal Handling (+ 2), Arcana* (+ 2), Athletics (+ 0), Deception (+ 3), History (+ 2), Insight (+ 2), Intimidation (+ 3), Investigation (+ 2), Medicine* (+ 4), Nature (+ 2), Perception** (+ 4), Performance (+ 3), Persuasion* (+ 5), Religion* (+ 2), Sleight Of Hand (+ 1), Stealth (+ 1), Survival (+ 2)

*Denotes Proficiency
**Denotes Racial Proficiency

Passive Wisdom (Perception): 14

Proficiencies & Languages

Armour: None

Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows PLUS: Weapons available to Althaea due to her ‘Elf Weapon Training’ (Proficiency with Longswords, Shortswords, Longbows, and Shortbows).

Tools: Herbalism Kit (+2 Proficiency On Rolls When Using This Kit)

Languages: Common, Elven, and Sylvan

Middle Column

Armour Class: 11
Initiative: +1
Speed: 35 Feet
Current Hit Points: 9 (1d6 + 3 from Constitution Bonus)
Temporary Hit Points: 0
Hit Dice (Total): 1d6

Attacks & Spellcasting

Longsword (Melee) — Attack Bonus: +2 — Damage Type: 1d8 Slashing, 1d10 Versatile — (Reach 5 Feet, One Creature)

Shortbow (Ranged) — Attack Bonus: +3 — Damage Type: 1d6 + 1 Piercing — (Range: 80’/320’), Ammunition, Two-Handed

Dagger Part 1 (Melee) — Attack Bonus: +2 — Damage Type: 1d4 Piercing — (Reach 5 Feet, One Creature), Light, Finesse (See Below)

Dagger Part 2 (Ranged) — Attack Bonus: +3 — Damage Type: 1d4 + 1 Piercing — (Range: 20’/60’)

Ranged Cantrip Attacks — Attack Bonus: +5 (2 Proficiency + 3 Charisma) — Cantrips Affected: Chill Touch (Range: 120 Feet), Fire Bolt (Range: 120 Feet), Ray Of Frost (Range: 60 Feet)

Monetary Funds

PP: 4, GP: 6, EP: 0, SP: 12, CP: 5

Equipment (Armour & Weapons)

Armour: None

Weapons: Longsword, Shortbow, and Dagger

Right Column

Personality Traits: I feel tremendous empathy for all who suffer. Althaea’s feelings on this are partially the result of the accidental injury (Wild Magic Surge) to her childhood best friend.

Ideals: Respect –> People deserve to be treated with dignity and respect. (Good)

Bonds: My family and clan are the most important things in my life, even when they are far from me.

Flaws: I am easily distracted by the promise of information/knowledge. This is especially true if Althaea thinks the knowledge can help her better control her powers so that she never accidentally hurts another person she cares about.

Features & Traits

Senses: Darkvision (60 Feet)

Fey Ancestry: You have advantage on saving throws against being charmed and magic cannot put you to sleep.

Trance: Elves do not need to sleep. Instead, they meditate deeply, remaining semi-conscious, 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.

Elf Weapon Training: Elves have proficiency with Longswords, Shortswords, Longbows, and Shortbows.

Fleet Of Foot: Your base walking speed increases to 35 feet (from the normal base of 30 feet for Elves).

Mask Of The Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Life of Seclusion: I retreated from society after a life-altering event. Althaea’s magic (Wild Magic Surge) accidentally injured her best friend when she was younger.

Feature: Discovery (A Site That No One Has Ever Seen Before) –> During her time away from others as a Hermit, Althaea discovered a small spring that is brimming with wild magic. The power levels are not high, but an individual ‘could’ harness the spring’s power for minor magical purposes or uses. If the water is stored in a vessel away from the spring for more than 30 minutes, it reverts to normal water.

Wild Magic Surge: Starting when you choose this origin at 1st level, your Spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Tides Of Chaos: Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.


Page 2

Age: 103 Years Old
Height: 5’6”
Weight: 122 Pounds
Eye Colour: Hazel
Hair Colour: Reddish-Blonde
Appearance: Copperish Coloured Skin

Left Column

Character Appearance: See image above.

Character Backstory

Althaea’s magical powers are due to her being specially blessed by a Dryad at birth. Her early childhood was quiet and happy, but her powers did eventually manifest and caused her some problems as she struggled to learn how to control them.

The breaking point for Althaea came when her magic accidentally injured her best friend (Wild Magic Surge). Her friend recovered without problems and did not blame Althaea for the accident, but it was just too much for Althaea to handle.

So, upset and scared, Althaea decided to leave her home for a while so that she could focus on getting her powers under control without hurting anyone else she cared about. While her family and friends did not want to see her leave, they did respect her decision to do so.

After some time spent in isolation, Althaea has made a wonderful discovery (the secret magical spring) and gained control over her powers. The secret spring did help her while experimenting with her powers and learning to control them. She has since returned home and is now ready to seek adventure.

Right Column

Allies & Organisations: None

Additional Features & Traits: Althaea has no scars or unusual marks on her person. She does tend to favour clothing, colours, jewellery, and other items that lend themselves to an Autumn theme.

Treasure: None outside of her remaining coinage at the moment.


Page 3

Normal Equipment

Backpack (5 pounds), 30 pounds gear capacity

In Backpack: Clothes, Traveller’s (4 pounds), Rations, 5 Days (10 pounds), Waterskin (5 pounds when full), Torches, 4 (4 pounds), Tinderbox (1 pound), Sack (0.5 pounds), Herbalism Kit (3 pounds)

Attached To Sides Of Backpack: Quiver with 20 Arrows (2 pounds), Bedroll (7 pounds)

Belt Pouch (1 pound)

In Belt Pouch: Arcane Focus (Large Round Crystal, 1 pound), Trinket (A Shard Of Obsidian That Always Feels Warm To The Touch), Chalk, 1 Piece (0 pounds), Mirror, Steel (0.5 pounds)

Maximum Encumbrance: 165 pounds
Current Encumbrance: 48 pounds (Includes all weapons, equipment, etc.)


Page 4

Spellcasting Class: Sorcerer
Spellcasting Ability: Charisma
Spell Save DC: 13 (8 + 2 Proficiency + 3 Charisma)
Spell Attack Bonus: +5 (2 Proficiency + 3 Charisma)

Arcane Focus: Large Round Crystal

Cantrips Known

Chill Touch

Necromancy Cantrip

Casting Time: 1 Action
Range: 120 Feet
Components: Verbal, Somatic
Duration: 1 Round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it cannot regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Fire Bolt

Evocation Cantrip

Casting Time: 1 Action
Range: 120 Feet
Components: Verbal, Somatic
Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it is not being worn or carried.

This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Light

Evocation Cantrip

Casting Time: 1 Action
Range: Touch
Components: Verbal, Material (A Firefly or Phosphorescent Moss)
Duration: 1 Hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be coloured as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Ray Of Frost

Evocation Cantrip

Casting Time: 1 Action
Range: 60 Feet
Components: Verbal, Somatic
Duration: Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage and its speed is reduced by 10 feet until the start of your next turn.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spells Known

1st Level Spells

Burning Hands

1st-Level Evocation

Casting Time: 1 Action
Range: Self (15-Foot Cone)
Components: Verbal, Somatic
Duration: Instantaneous

As you hold your hands with the thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that are not being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Mage Armour

1st-Level Abjuration

Casting Time: 1 Action
Range: Touch
Components: Verbal, Somatic, Material (A Piece of Cured Leather)
Duration: 8 Hours

You touch a willing creature who is not wearing armour and a protective magical force surrounds it until the spell ends. The target’s base AC becomes ‘13 + its Dexterity modifier’. The spell ends if the target dons armour or if you dismiss the spell as an action.

Spell Slots

1st Level: 2


Here is Althaea’s location in the pre-gen character thread.


Interested in seeing more ready-to-play characters? Then head on over to the Pre-Generated Character Repository at the D&D 5th Edition forums.

There are plenty of pre-generated characters to choose from whether you are looking for a new character to play, need a quick replacement character during a game play session, or are looking for some awesome NPCs to add to your campaign.

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About Akeisha Roberts

I am a Dungeons & Dragons player who loves the classic BECMI, AD&D 1st Edition, and 5th Edition rule sets. I am also quite fond of Star Frontiers and Star Wars WEG d6. My Moonhaven Forest blog is a place for me to share my ideas and thoughts for these lovely games. You can visit me on Twitter as well. :)
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