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princenoctisaf · 2 years
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amaranth · 2 years
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kyungsoo & zzar’s playdate (ft. chanyeol)
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dunderation · 6 years
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Example For Nikki
Dark Elf Sorcerer 1 (Waterdhavian Noble)
Armor Class 11
Hit Points 6+con
Intiative +1
Speed 30 ft.
Abilities Str 0, Dex +2, Con 0, Int 0, Wis 0, Cha +1 
Saving Throws Constitution +2, Charisma +2
Proficient in History , Perception, Persuasion 
Senses passive Perception 12
Equipment 
Attacks
Racial Traits
Superior Darkvision. Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 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 gray. Source: Player's Handbook, p. 23
Keen Senses. You have proficiency in the Perception skill. Source: Player's Handbook, p. 23
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Source: Player's Handbook, p. 23
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. Source: Player's Handbook, p. 23
Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Source: Player's Handbook, p. 23
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Source: Player's Handbook, p. 24
Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Source: Player's Handbook, p. 24
Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows. Source: Player's Handbook, p. 24
Sorcerer Features
Starting Sorcerer. As a 1st-level Sorcerer, you begin play with 6+your Constitution modifier hit points. You are proficient with the following items, in addition to any proficiencies provided by your race or background. • Armor: none • Weapons: daggers, darts, slings, quarterstaffs, light crossbows • Tools: none • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion You begin play with the following equipment, in addition to any equipment provided by your background. • (a) a light crossbow and 20 bolts or (b) any simple weapon • (a) a component pouch or (b) an arcane focus • (a) a dungeoneer's pack or (b) an explorer's pack • Two daggers Alternatively, you may start with 3d4x10 gp and choose your own equipment. Source: Player's Handbook, p. 99
Spellcasting. An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list. Cantrips: At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level. Spell Slots: The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known of 1st Level and Higher: You know two 1st-level spells of your choice from the sorcerer spell list. You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability: Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Source: Player's Handbook, p. 101
Sorcerous Origin. Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. Source: Player's Handbook, p. 101
Sorcerous Origin: Storm Sorcery. Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn Whatever the case, the magic of the storm permeates your being. Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. Source: Sword Coast Adventurer's Guide, p. 137 Xanathar's Guide to Everything p. 51
Wind Speaker (Storm Sorcery). The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran. Source: Sword Coast Adventurer's Guide, p. 137 Xanathar's Guide to Everything p. 52
Tempestuous Magic (Storm Sorcery). Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. Source: Sword Coast Adventurer's Guide, p. 137 Xanathar's Guide to Everything p. 52
Background Traits
Description. You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerûn for being eccentric, spoiled, venal, and, above all else, rich. Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in filthy dungeons to sipping zzar at a ball? Or have you taken up sword or spell on your family's behalf, ensuring that they have someone of renown to see to their legacy? Work with your DM to come up with the family you are part of — there are around seventy-five lineages in Waterdeep, each with its own financial interests, specialties, and schemes. You might be part of the main line of your family, possibly in line to become its leader one day. Or you might be one of any number of cousins, with less prestige but also less responsibility.
Suggested Characteristics. Use the tables for the noble background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a Waterdhavian family. Like other nobles, you were born and raised in a different world from the one that most folk know- one that grants you privilege but also calls you to fulfill a duty befitting your station. Your bond might be associated with your family a lone, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to conduct yourself in the world at large as a representative of your house.
Starting Proficiencies. Your background grants you the following proficiencies. Skills: History, Persuasion Languages: any one of your choice Tools: one type of gaming set or one musical instrument
Kept in Style. While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income — the benefit is a line of credit, not an actual monetary reward. Source: Sword Coast Adventurer's Guide, p. 154
Equipment. A set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine zzar or wine, and a purse containing 20 gp.
Personality Trait. Choose or randomly determine 1. My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. 2. The common folk love me for my kindness and generosity. 3. No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. 4. I take great pains to always look my best and follow the latest fashions. 5. I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations. 6. Despite my noble birth, I do not place myself above other folk. We all have the same blood. 7. My favor, once lost, is lost forever. 8. If you do me an injury, I will crush you, ruin your name, and salt your fields.
Ideal. Choose or randomly determine 1. Respect: Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good). 2. Responsibility: It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful). 3. Independence: I must prove that I can handle myself without the coddling of my family. (Chaotic). 4. Power: If I can attain more power, no one will tell me what to do. (Evil). 5. Family: Blood runs thicker than water. (Any). 6. Noble Obligation: It is my duty to protect and care for the people beneath me. (Good).
Bond. Choose or randomly determine 1. I will face any challenge to win the approval of my family. 2. My house's alliance with another noble family must be sustained at all costs. 3. Nothing is more important than the other members of my family. 4. I am in love with the heir of a family that my family despises. 5. My loyalty to my sovereign is unwavering. 6. The common folk must see me as a hero of the people.
Flaw. Choose or randomly determine 1. I secretly believe that everyone is beneath me. 2. I hide a truly scandalous secret that could ruin my family forever. 3. I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger. 4. I have an insatiable desire for carnal pleasures. 5. In fact, the world does revolve around me. 6. By my words and actions, I often bring shame to my family.
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amaranth · 2 years
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shooting with zzar (ft. handsome dog dad yeol ♡)
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