Rolen DoUrden

Dark Elf - Sorcerer
Played by Josh Sullivan
Death

March 11 2016

Caught in the crossfire of two dueling dragons

The Making of a Gulo Legend
Resurrection

March 11 2016

Raised by Alistair, servant of Helm and aide to Sorrow

The Making of a Gulo Legend

Back Story

I was the caretake of an ancient relic passed down from my father. I was ordered to guard the relic deep in to the Underworld. While waiting I discovered it had powers yet to be unlocked. In isolation I grew to resent my father and vowed to destroy the evil that created me. I waited 75 years for the newly discovered prophecy to be fulfilled. Using an ancient Drow ritual I absorbed the powers of the relic and gained the source of my magic. I secretly left my isolation and have begun my quest to seek vengeance on all Underworld Evil.

Average height and build. Elvish features but very dark purple skin almost black. Because of his time in isolation he is bearded and somewhat unkept for an elf. Pale green eyes. Wears a green hooded cloak. A dagger is worn on his belt and a light crossbow in hand. He caries a small pack with spell materials and medicines. Clothes are dark in color.

Traits

I’m oblivious to the etiquette and social expectations. Logic - Emotions must not cloud our sense of what is right and true, or our logical thinking. My isolation gave me great insight into a great evil that only I can destroy. Now that I’ve returned to the world, I enjoy its delights a little too much.

  • Strength 9 -1
  • Dexterity 13 +1
  • Constitution 14 +2
  • Intelligence 10 0
  • Wisdom 13 +1
  • Charisma 16 +3
  • Passive
    Perception
    11
- Inspiration
+3 Proficiency Bonus

Saving Throws

  • ° -1 Strength
  • ° +1 Dexterity
  • +5 Constitution
  • ° 0 Intelligence
  • ° +1 Wisdom
  • +6 Charisma

Skills

  • ° +1 Acrobatics
  • ° +1 Animal Handling
  • ° 0 Arcana
  • ° -1 Athletics
  • +6 Deception
  • ° 0 History
  • ° +1 Insight
  • ° +3 Intimidiation
  • ° 0 Investigation
  • +4 Medicine
  • ° 0 Nature
  • ° +1 Perception
  • ° +3 Performance
  • +6 Persuasion
  • +3 Religion
  • ° +1 Sleight of Hand
  • ° +1 Stealth
  • ° +1 Survival
13 AC
+3 Initiative
20 Speed
33 Current Hit Points
33 Max HP
6d6 Hit Dice
0 Death Saves

MedalsView All

  • Fire Starter
    Fire Starter
    06/20
  • Underdark Journeyman
    Underdark Journeyman
    06/13
  • Born Again
    Born Again
    03/11
  • 6th Level
    6th Level
    02/12
  • Inspiring
    Inspiring
    01/8
  • Mind Reader
    Mind Reader
    12/11
  • 5th Level
    5th Level
    12/11
  • Mind Reader
    Mind Reader
    11/13
  • You Gave Him Wings!
    You Gave Him Wings!
    11/13
  • 4th Level
    4th Level
    09/18
  • You Gave Him Wings!
    You Gave Him Wings!
    09/18
  • 3rd Level
    3rd Level
    07/10
  • Participated in a Prison Break
    Participated in a Prison Break
    05/8
  • You are a Falconier
    You are a Falconier
    04/10
  • 2nd Level
    2nd Level
    04/10

Other Stats View All

  • Enemies Slain
    6
  • Times Dming
    1

Spells

level Spell Name School Range
Cantrip Dancing Lights Evocation 120 feet

Duration Concentration, up to 1 minute

Components V, S, M (a bit of phosphorus or wychwood, or a glowworm)

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Cantrip Fire Bolt Evocation 120 feet

Duration Instantaneous

Components V, S

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 isn't being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Cantrip Light Evocation Touch

Duration 1 hour

Components V, M (a firefly or phosphorescent moss)

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.

Cantrip Mage Hand Conjuration 30 feet

Duration 1 minute

Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

Cantrip Minor Illusion Illusion 30 feet

Duration 1 minute

Components S, M (a bit of fleece)

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Cantrip Poison Spray Conjuration 10 feet

Duration Instantaneous

Components V, S

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

1 Detect Magic Divination Self

Duration Concentration, up to 10 minutes

Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

1 Find Familiar Conjuration 10 feet

Duration Instantaneous

Components V, S, M (10gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your action modifier for the roll.

1 Magic Missile Evocation 120 feet

Duration Instantaneous

Components V, S

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.

1 Shield Abjuration Self

Duration 1 round

Components V, S

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.

2 Detect Thoughts Divination self

Duration Concentration, up to 1 minute

Components V, S, M (a copper piece)

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.

2 Levitate Transmutation 60 feet

Duration Concentration, up to 10 minutes.

Components V, S, M (either a small leather loop or a pieee of golden wire bent into a cup shape with a long shank on one end)

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

3 Blink Transmutation Self

Duration 1 minute

Components V, S

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.