y - Leshanna (Deceased)
Lvl 3 High Elf Abjurer
Lvl 3 High Elf Abjurer (3583 xp)
Died on the 14th expedition, slaying the chain lord.
“Leshanna is brilliant, graceful and fine with gifts the gods saw fit to give her.
Her magic is powerful, armour divine; all her enemies flee from her quiver.
In most every way she normal men does outshine … well … except when confronting a river.
Lesh, Lesh, wizard renowned
Expert in spells that abjure
Lesh, Lesh, quite nearly drowned
Your footing is rarely secure."
Stats: STR 7, DEX 16, CON 11, INT 16, WIS 13, CHA 13
hp 10/10 + 9 in an arcane ward
AC 13, 16 with Mage Armor
5’ 8", 126lb
Darkvision (to 60 ft).
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. 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.
Ritual Casting. You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Arcane Recovery. 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 equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
Arcane Tradition: Abjuration.
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.
Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Once you create the ward, you can’t create it again until you finish a long rest.
Feature: Discovery. The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.
Spell Component Depletion Rules
A magic-user’s spell component pouch contains all the materials they need to cast basic spells. However, if they cast a spell that expends some of those components, they run the risk of running out. Magic Users must track the number of times they cast a particular spell on an expedition, and each time they cast it they must roll a D20. On a result less than the number of times they have cast it on the expedition, they have now run out of components.
They can restock with a successful survival check to locate more components. The DC depends on the rarity of the ingredients.
Spellcasting modifier: Intelligence
Spell save DC: 13
Spell attack modifier: +5
Cantrips: (4 known)
Firebolt (ranged to hit, 1d10 damage)
Minor Illusion (M)
Spells Known (Spellbook)
Expeditious Retreat (bonus action to cast, Concentration, up to 10 minutes, bonus dash action)
Burning Hands *3d6 Fire, targets can save Dex for 1/2 (15’ cone))
Detect Magic (Ritual)
Sleep (M) range 90 feet, 20 radius of effect, 5d8 hp of creatures fall asleep NO SAVE lowest hp first sleepers require an action to wake up
Mage Armor (M)
Thunderwave 2d8 thunder, targets can save Con for 1/2 (15’ cube)
Invisibility (1 action, Concentration 1 hour, ends on attacks / spell casting)
Web (1 action, 60’ range, 20’ cube of webs, Concentration up to 1 hour, Dex save vs being restrained, restrained creatures can bust out with a Str check vs spell DC, webs are light obscure and difficult terrain, burn away dealing 2d4 fire damage if lit, by 5’ cubes)
Spells Prepared: 6 (INT+wizard level). Preparing a new list of wizard spells requires at least 1 minute per spell level for each spell on your list.
Spell Slots: [lvl3]
level 1: 4/4 (recharges on long rest)
level 2: 2/2
Skills: Perception, Medicine, Religion, Arcana, Investigation
Saving Throws: Intelligence, Wisdom
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, longswords, shortswords, shortbows, longbows
Tools: Herbalism kit
Languages. Common, Elvish, Draconic, Dwarven
Injuries Beetle-gnawed: Disadvantage on Athletics checks (-1 Str already shown in stat block)
Arcane Focus (quarterstaff)
Money: 382 gp, 6sp, 4cp
Sovan Dareshin owes Leshanna 1 unquestioning agreement for a danger calculation (from expedition #4). (Also saved Bertholdt despite himself, Rowan backed Leshanna up). [redeemed]
Silverleaf Moonshadow owes Leshanna 1 unquestioning agreement for a danger calculation (from expedition #4). (Also saved Bertholdt despite himself, Rowan backed Leshanna up).
Rowan Kyrie’yva owes Leshanna 30 gp.
The Qua of the Felar Wood were lent 200gp by Leshanna in October of 2016. This will be redeemable for about 1/3 of a new fort being constructed in October of 2017, or a fort being completely refurbished.
|. Item |.Quantity |.Cost (sp, per) |.Weight (lbs, per)|
|Arcane Focus Quarterstaff|1|-|4|
|Rations (1 day)||1||5||2|
|Rope (hempen, 50’)||1||10||10|
|Healer’s Kit (2 uses used)||1||50||3|
|Ritual Spell Components||8||50||0.5|
|Spell Component Pouch||1||250||2|
|Bolt of loose Fela silk||0||100||3|
+60 more arrows not carried by default due to weight.
+1 book of magic containing Thunderwave and Mass Suggestion not carried due to weight. Value: 325 gp.
+1 book of magic containing Suggestion not carried due to weight. Value: 100 gp.
+1 golden rod of banishment [The rod acts as a pearl of power specifically for recovering the banishment spell if it is cancelled before the spell duration ends.] not carried due to lack of current usefulness and potential long-term value. Value: 150 gp.
+1 silver dagger [The dagger is a silvered dagger that makes summoned creatures vulnerable to banishment. If an extraplanar creature is struck with it, they lose advantage on saving throws vs. spells against the next spell cast against them until the beginning of their next turn.] not carried due to lack of current usefulness and potential long-term value. Value: 300 gp.
Quarterstaff +0 (1d6-2 or 1d8-2 bludgeoning, if one/two handed)
Total weight carried: 57 lbs
Carrying capacity: 70 lbs unencumbered / 105 lbs encumbered
Familiar: A short-eared owl.
Fly speed: 60 ft
Darkvision: 120 ft
Passive perception: 13
Perception +3, Stealth +3
Keen Sight: Advantage on perception rolls that rely on sight
Fly By: The owl provokes no attacks of opportunity when it flies out of an enemy’s reach
Action: I may use the familiar’s senses if I am within 100 feet of it. I am blind and deaf if I do this.
Action: I may temporarily dismiss my familiar to a pocket dimension (at any range), where it will await my summons. Another action will summon it to within 30 ft. of me.
A familiar can’t attack, but rolls its own initiative and takes its own turn.
A familiar can deliver a spell with a range of touch that I cast as if it had cast the spell if it is within 100 ft of me as I cast. This uses the familiar’s reaction. If the spell requires an attack roll, use my attack modifier.
Aelthrun costs 10gp to resummon.
Healing Hand Amulet
Can perform lay on hands as a paladin for 5 hp / expedition.
Has a repository of sleep magic, 0 charges. Leshanna thinks it needs to be hooked up to something to charge.
Background: Hermit, exiled for a crime they didn’t commit.
Trait: The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.
Ideal: Free thinking (chaotic). Inquiry and curiosity are the pillars of progress.
Bond: Nothing is more important than other members of my order.
Flaw: I like keeping secrets and won’t share them with anyone.