Battleborn Characters - Aniborys Kallista

in #dnd7 years ago

This character will be playable in the upcoming Battleborn Dungeons and Dragons game once sign-ups have begun. Once this character has been chosen, it will not be available for any other player.

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~Racial Features~

Darkvision- Thanks to your infernal heritage, 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 gray.

Hellish Resistance- You have resistance to fire damage.

Infernal Legacy- You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level 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.

~Class Features~

Sorcerous Origin- Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Draconic Resilience- As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

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~Spellcasting~

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Cantrips:

  • Light (Evocation)
    Casting Time: 1 Action
    Range: Touch/20 ft

    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 colored 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.

  • Prestidigitation (Transmutation)
    Casting Time: 1 Action
    Range: 10 ft

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

  • Ray of Frost (Evocation)
    Casting Time: 1 Action
    Range: 60 ft

    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).

  • Shocking Grasp (Evocation)
    Casting Time: 1 Action
    Range: Touch

    Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

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

1st Level Spells:

  • Magic Missile (Evocation)
    Casting Time: 1 Action
    Range: 120 ft

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

  • Shield (Abjuration)
    Casting Time: 1 Reaction
    Range: Self

    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

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~Roleplaying this Character~

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Aniborys Kallista was raised in a temple, protected by monks. Being a Tiefling did not make an easy childhood, and she was taken in to be taught her how to use the power hidden within her. She quickly gained favor with the elders of the temple, and has spent most of her adolescence living a very nice life.

Tieflings are generally discriminated against by many, something Aniborys learned at an early age. This has made her very untrusting of strangers, as they have often shown their worst side.

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I like this character, how do we determine who plays who?

Official sign ups will begin December 1st. Characters will be first come, first serve. Once a character is chosen by a player, it cannot be chosen by anyone else.

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