Mordemirdanian Character in Verum | World Anvil

Mordemirdanian

Children

Mordemirdanian

High Elf Race
Forgechild Origin
Bladesinger Wizard 7 Class & Level
Lawful Neutral Alignment
Ezokhine Deity
Iitanas Imperium Faction
Citizen Rank/Position
5 Loyalty
Iitanas Expeditionary Force Company

Strength 10
+0
Dexterity 16
+3
constitution 16
+3
intelligence 21
+5
wisdom 11
+0
charisma 11
+0
Total Hit Dice 6d6
Hit Die
1d+3
+3 proficiency bonus
+0 Strength
+3 Dexterity
+3 Constitution
+7 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+8 Arcana
+0 Athletics
+0 Deception
+5 History
+0 Insight
+0 Intimidation
+8 Investigation
+0 Martial
+0 Medicine
+5 Nature
+3 Perception
+3 Performance
+0 Persuasion
+8 Religion
+3 Sleight of Hands
+3 Stealth
+3 Survival
skills

 
22
MV
1
Prestige
1
Attunement Slots
16
Armor Class
61
Hit Points
+5
Initiative
30
Speed
Katana 1d20+5 1d6+4
Attacks
All Proficiencies

  • Krazax, Forgechild: Religion, Survival
  • Racial: Perception
  • Lip Service: Perception
  • Bladesinger: Performance
  • Wizard: Arcana, Investigation
  • Tool Proficiencies: Smith's Tools, Painter's Supplies, Jeweler's Tools
  • Weapon and Armour Proficiencies: longsword, shortsword, longbow, shortbow, daggers, darts, slings, quarterstaffs, light crossbows, Katana
  • Languages: Common (Stone), Elvish (Imperial), Dwarven (Valley)

     

  • Racial Abilities

    Darkvision: Darkvision up to 60 feet
    Keen Senses: Proficiency in Perception
    Fey Ancestry: Advantage on saving throws against being charmed, and can't be magically put to sleep.
    Trance: Don't need to sleep. Finish a long rest of meditating for 4 hours.
    Elf Weapon Training: Proficiency with the longsword, shortsword, longbow, and shortbow.
    Cantrip: Minor Illusion
    Emperor's Gift: +2 bonus to Initiative checks
    Extra Language: Elvish (Imperial)

     

    Proficiences
    Spell DC: 16 | Spell Attack Mod: +8

    LevelPer Day
    1st
    4
    2nd
    3
    3rd
    3
    4th
    1
    5th
    0
    6th
    0
    7th
    0
    8th
    0
    9th
    0


    Cantrips

    Cantrips known: Minor Illusion, Green-flame Blade, Mage Hand, Chill Touch, Prestidigitation


    1st Level

    1st level: Absorb Elements, Alarm, Burning Hands, Cause Fear, Charm Person, Chromatic Orb, Color Spray, Comprehend Languages (R), Catapult, Detect Magic, Disguise Self, Earth Tremor, Expeditious Retreat, False Life, Feather Fall, Find Familiar, Fog Cloud, Grease, Ice Knife, Identify (R), Illusionary Script, Jump, Longstrider, Mage Armor, Magic Missile, Protection From Evil and Good, Ray of Sickness, Shield, Silent Image, Sleep, Snare, Tasha's Hideous Laughter, Tenser's Floating Disk (R), Thunderwave, Unseen Servant (R), Witch Bolt


    2nd Level

    2nd level: Aganazzar's Scorcher, Alter Self, Arcane Lock, Blindness/Deafness, Blur, Continual Flame, Cloud of Daggers, Crown Of Madness, Darkness, Darkvision, Detect Thoughts, Dragon's Breath, Dust Devil, Earthbind, Earthern Grasp, Enlarge/Reduce, Flaming Sphere, Gentle Repose (R), Gust of Wind, Hold Person, Invisibility, Knock, Levitate, Locate Object, Magic Mouth, Magic Weapon, Mind Spike, Mirror Image, Misty Step, Nystul's Magic Aura, Phantasmal Force, Pyrotechnics, Rope Trick, Scorching Ray, See Invisibility, Shadow Blade, Shatter, Skywrite (R), Spider Climb, Suggestion, Warding Wind, Web


    3rd Level

    3rd level: Blink, Counterspell, Dispel Magic, Fireball, Fly, Glyph of Warding, Haste, Hypnotic Pattern, Life Transference, Lightning Bolt, Magic Circle, Major Image, Nondetection, Remove Curse, Sending, Thunder Step, Tiny Servant, Tongues, Wall of Sand, Wall of Water, Water Breathing (R),

     


    4th Level

    4th level: Control Water, Hallucinatory Terrain

     


    Spells Prepared

    1st level: Absorb Elements, Magic Missile, Catapult, Shield
    2nd level: Mirror Image, Shadow Blade, Spider Climb
    3rd level: Fireball, Dispel Magic, Haste, Hypnotic Pattern
    4th level: Hallucinatory Terrain

     

    Spellcasting
    969gp
    30 Crafting Tokens
    Imperial Robes
    Fadesteel Ring
    Mordemirdanian's Mittens of Mystic Might - Attuned

    Mittens of Mystic Might
    Wondrous (Gloves) - Very Rare (6,300gp, 18 days) - Exclusive Attunement

    Mimicking the night sky, the constellations on these gloves are inscriptions of elven arcane runes. A crystal, infused with a Luminous Shard, is stitched onto the center-back, and emits a soft glow, not unlike a star itself. On the other glove the Lamina of the Deep is stitched, absorbing light into its cold, inky darkness.

    While attuned to this item, you cannot attune to another item that increases your spell save DC.

    Your Intelligence score increases by 3, up to a maximum of your ability score cap.

    Occult Knowledge: Knowledge from the Deep guides you. You can use your Intelligence score instead of Wisdom for Wisdom (Insight), Wisdom (Martial), Wisdom (Medicine), and Wisdom (Perception) checks. You can use this ability 3 times per long rest.

    Umbral Fabrication. The cloth used to weave these gloves awaken psychic abilities. Your spell save DC for Illusion spells you hard cast increases by 1.

    Celestial Body
    Your skin darkens to the black of the night sky, stars glistening in between inky darkness, your eyes and hair becoming as radiant as the moon. Using your bonus action to activate this effect, you gain access to the following abilities for one minute.

    Ethereal Sculpting: When you hardcast an Illusion spell your heavenly skin turns translucent. You gain invisibility until the start of your next turn, without the need to concentrate. All other rules of invisibility apply to you.

    Mystic Sovereign. When a creature within 60 feet of you would fail a saving throw against one of your hard casted Illusion spells by more than 5 against your spell save DC, you can use your reaction to absorb some of its energy, regaining a spell slot of 3rd level or lower.

    You can use Celestial Body once per long rest.

    [Base Material, Adornment, Enhancement, Enchantment, Spell Invocation]


    Maelstrom

    Staff - Major Rare (2800gp) - Attunement: Spellcasting class feature

    The ashen black maple wood of the staff is corrupted even further and turned obsidian black. The fire and lightning storm raging throughout the staff now is now a storm of raining blood. The molten cracks instead become bleeding wounds, but the droplets vanish before they come into contact with anything. The blue crystal headpiece turns blood red and inside seems to be a tumultuous swirling of blood.

    Your Intelligence score increases by +2, to a maximum of 20. This is affected by ability score cap increases.

    When you hard cast the Magic Missile spell, choose lightning or fire damage. Each dart deals 1d6+2 damage of the chosen damage type instead of the spell’s normal damage.

    This staff has two charges:

    You can use your action and 1 charge to cast the Magic Missile spell without expending a spell slot.

    Blood Barrage. When you hard cast the Magic Missile spell, you can use two charges of this staff to deal 2 piercing damage to each creature of your choice that is adjacent to the creature you are targeting and within range of the spell as bloody fragments of your darts shatter to those around the targeted creature.. When using this ability, the darts of this spell cannot target more than one creature.

    You regain all charges of this staff on a long rest.

    -----------------
    Explorer's Pack
    100ft rope
    250ft silk rope
    Enduring Spellbook
    Masterwork Smith's Tools
    +1 Smith's Tools
    Masterwork Lock
    Component Pouch
    Katana
    Silvered Shortsword
    Shortsword

    Ancient Drake Fang
    Pearl of Fire
    Masterwork Katana
    Evermolten Metal x3

    Crystallized Meteorite - Int/Cha | Light, Stars, Momentum, Arcana

    Special Crafter: Mylindwen Livadia

    Star Cleric / Male High Elf - CG
    Deity: Falaael
    Item Types: Armor (metal and cloth only), Wondrous
    Ability Alignments: Wisdom, Charisma
    Faction Forge: No
    Sp. Attunement: Yes
    +Bonus: Yes
    Masterwork: No
    Effects: Astral, Divination, Void, Stars, Enlightenment
    Superior: 2 uses each


    Scroll of See Invisibility
    Scroll of Feather Fall x2
    Scroll of Protection from Evil and Good
    Scroll of Shield of Faith
    Scroll of False Life
    Scroll of Lesser Restoration
    Potion of Invisibility x2
    Potion of Fire Resistance x2
    Potion of Greater Healing x2
    Alchemist's Fire

    Bandolier1:
    Potion of Superior Healing
    Scroll of Silence
    Potion of Greater Healing
    Bandolier2:
    Scroll of Invisibility
    Scroll of Absorb Elements
    Scroll of Phantasmal Force

    Ration x14
    Equipment
    Iitanas Imperium
    Faction
    Mad Man
    Stat Array
    Wizardry

    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.

    Training in War and Song (Bladesinging)

    When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with katanas.


    You also gain proficiency in the Performance skill if you don't already have it.


    Bladesong

    Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided 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 Bladesong at any time you choose (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 +1).
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).


    You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.



    Extra Attack

    Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

  • ---------------------------------------
    LEVEL 4: +2 Intellect
    Class/Racial Features & Traits