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πππππππππ πππππ. lvl 11

β Martial & Simple weapons, Light & Medium armor
β Alchemist's Supplies
β Darkvision Thanks to her elf blood, Adalia has superior vision in dark and dim conditions. She can see in dim light within 60 feet of her as if it were bright light, and in darkness as if it were dim light. She canβt discern color in darkness, only shades of gray.
β Fey Ancestry Adalia has advantage on saving throws against being charmed, and magic canβt put her to sleep.
β Sorcery Points Adalia has 20 sorcery points, and she gains two additional points every time she levels up, to a maximum of 40 at level 20. She regains all spent sorcery points when she finishes a long rest.
β Flexible Casting Adalia can use sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. She can transform unexpended sorcery points into spell slots, but the created spell slots vanish at the end of a long rest. A first level spell slot costs two points, a second three, a third five, a fourth six, and a fifth seven. She can expend one spell slot and gain a number of sorcery points equal to the slot's level.
β Careful Spell When Adalia casts an area of effect spell, she can spend a sorcery point to protect five allies from the spell's full force, shaping the spell around them.
β Extended Spell When Adalia casts a spell with a duration of 1 minute or longer, she can spend a sorcery point to double its duration, to a maximum duration of twenty four hours.
β Twinned Spell When Adalia casts a spell that targets only one creature and doesnβt have a range of self, she can spend a number of sorcery points equal to the spellβs level to target a second creature in range with the same spell.
β Fighting Style: Defense Adalia gets the most out of her armor. While wearing armor, she is even harder to damage.
β Second Wind Adalia can take a couple seconds to recuperate, healing herself of a small amount of damage.
β Magic Initiate Due to weeks spent with Alacruun, Adalia has learned a few wizard spells. She has picked up the Mage Hand and Mending cantrips, and knows the first level spell Ray of Sickness.
β Safe Harbour The book How to Survive Storms: A Guide gives Adalia access to magic she would not otherwise have. Safe Harbour allows her to cast the spell Cure Wounds at third level once a day.
β Wind Out Of Your Sails The book How to Survive Storms: A Guide gives Adalia access to magic she would not otherwise have. Adalia can spend two sorcery points to momentarily suck the wind out of an enemy's lungs, doing a small amount of necrotic damage.
β Cleansing Rains The book How to Survive Storms: A Guide gives Adalia access to magic she would not otherwise have. Adalia can touch an ally and spend two sorcery points to heal them of a small amount of damage.