Lowna Kronnsdaughter

Class
Wizard
Race
Human (Halruaan)
Level
7
Gender
Female
Alignment
Chaotic Good
Age
27
Background
Far Traveler
Arc Trad
War Magic
Height
1.63m
Weight
53 kg
Hair
Dark Brown
Eyes
Brown
STR
DEX
CON
INT
WIS
CHA
8
8
14
19
15
12
-1
-1
+2
+4
+2
+1
Saving Throws
-1 (+1)
-1 (+1)
+2 (+1)
+7 (+1)
+5 (+1)
+1 (+1)
AC
9 (+1)
Initiative
+3
Speed
30
Hit Dice
7d6
Proficiency
+3
Passive Perc.
15
Hit Points
TEMPORARY
CURRENT
MAXIMUM
44
Inspiration
 
XP
0
Skills
-1: Acrobatics (Dex)
+2: Animal Handl. (Wis)
+7: Arcana (Int)
-1: Athletics (Str)
+1: Deception (Cha)
+7: History (Int)
+5: Insight (Wis)
+1: Intimidation (Cha)
+7: Investigation (Int)
+2: Medicine (Wis)
+4: Nature (Int)
+5: Perception (Wis)
+1: Performance (Cha)
+1: Persuasion (Cha)
+4: Religion (Int)
-1: Sleight of Hand (Dex)
-1: Stealth (Dex)
+2: Survival (Wis)
Background
Personality Traits: Haughty and grumpy but loyal to those who earned her respect. Slow to anger, but raises hell when treated poorly.
Lives for knowledge of all things arcane.
Ideals: Suspicious. Needs to be certain to tell friend from foe.
Bonds: Will not let anyone take her freedom again.
Flaws: Carries a grudge for longer than she should.
Treasured Item: Staff / Arcane Focus.
Eccentricity: Often waits just a bit too long before answering a question.
Ambition: To fully understand the arcane and prevent abuse of the power inherent in magic.
Feats
Keen Mind:
- You always know which way is north
- You always know the number of hours left before the next sunrise or sunset
- You can accurately recall anything you have seen or heard within the past month
Features & Traits
Armor Proficiencies:
None
Weapon Proficiencies:
Daggers, darts, slings, quarterstaffs, light crossbows
Tool Proficiencies:
Kruuoka (Halruaan game)
Languages:
Common, Halruaan
Spellcasting:
Prepare 11 spells of every accessible level after long rest, Spell save DC = 15, Spell Atk = 7
Arcane Recovery:
Once/day after short rest, recover 4 levels of spell slots
All Eyes On You:
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people
Argynvost Aura:
You gain +1 AC and +1 to all saving throws while you can feel the aura of Argynvost's spirit
War Magic
Arcane Deflection:
You have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.
When you use this feature, you can't cast spells other than cantrips until the end of your next turn.
Tactical Wit:
Your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Power Surge:
You can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge. You can store a maximum of 4 power surges. Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspel], you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge. Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal 3 extra force damage to that target.
Death saves
Successes:
 
 
 
Failures:
 
 
 
Quarterstaff (Melee Attack)
ATTACK
+2
DAMAGE
1d6/1d8
TYPE
Bldg
RANGE
5 ft
 
Acid Splash (Cantrip)
ATTACK
Dex Save
DAMAGE
2d6
TYPE
Acid
RANGE
60 ft
Save 15 DC; 1 target, or 2 targets within 5ft of each other
Fire Bolt (Cantrip)
ATTACK
+7
DAMAGE
2d10
TYPE
Fire
RANGE
120 ft
 
Shocking Grasp (Cantrip)
ATTACK
+7
DAMAGE
2d8
TYPE
Lgtng
RANGE
touch
Advantage vs metal armor
Equipment
GP: 5
Quarterstaff (Versatile, 1d6 1h / 1d8 2h), doubles as Arcane Focus
Explorer's pack (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Days Rations, Waterskin, 50' Hemp Rope)
Traveler' Clothes
Spellbook (leatherbound metal sheets inscribed with symbols etched with acid)
Kruuoka (Halruaan game, intricate metal interlocking pieces)
Poorly wrought maps of Halruaa
Halruaan blue gemmed earring (10gp)
Magic Items

Friends
  • Thorndyke Underwood, Human Rogue (Mark)
  • Iolas Haemir, Wood Elf Ranger (Ferry)
  • Urgoth Thickbones, Orc Fighter (Jeroen)
  • Ulf Elkhardt, Human Druid (Xavier)
  • Dunstan Highhammer, Human Cleric (Matthijs)
  • Ireena Kolyana, Human Rogue (Jake)

Spellbook

Spells Prepared
11
Spellcasting Ability
Int
Spell Save DC
15
Spell Attack Bonus
+7
Level 0 (∞ slots) School Cast time Range Comp. Duration Description
Acid Splash conjuration 1 action 60 feet V, S instantaneous Hurl bubble of acid to 1 or 2 creatures within 5ft of each other. DEX save or 1d6 acid dmg
Dancing Lights evocation 1 action 120 feet V, S concentration max 1 min Create up to 4 torch-sized lights or combine to medium humanoid-like shape. Sheds dim light in 10ft radius. Move as bonus action up to 60ft.
Fire Bolt evocation 1 action 120 feet V, S instantaneous Mote of fire ranged spell attack, 1d10 fire dmg
Shocking Grasp evocation 1 action touch V, S instantaneous Lightning touch, melee spell attack for 1d8 dmg and no reactions until start of it's next turn, advantage if target wears metal armor
Level 1 (4 slots) School Cast time Range Comp. Duration Description
Alarm abjuration 1 minute (r) 30 feet V, S, M 8 hours Door, window or 20ft cube in range. Tiny or > creature triggers mental or audible alarm. Can designate creatures that are not affected.
Burning Hands evocation 1 action self V, S instantaneous 15ft cone sheet of flames, 3d6 fire dmg, DEX save ½
Detect Magic divination 1 action (r) self V, S concentration max 10 min Sens magic 30ft, use action to see aura incl school. Penetrates barriers but sometimes blocked.
Mage Armor abjuration 1 action touch V, S, M 8 hours Target base AC 13 + dex
Magic Missile evocation 1 action 120 feet V, S instantaneous 3 darts for 1d4+1 force dmg, 1 or multiple targets, +1 dart for spell slot >= 2nd
Shield abjuration 1 reaction self V, S 1 round +5 to AC / no dmg magic missiles until start of next turn
Thunderwave evocation 1 action self V, S instantaneous 15ft cube thunder force, 2d8 thunder dmg + 10ft push, CON save ½ dmg and not pushed
Witch Bolt evocation 1 action 30 feet V, S, M concentration max 1 min Blue energy beam connects, ranged spell attack for 1d12 lightning dmg, automatic subsequent rounds
Level 2 (3 slots) School Cast time Range Comp. Duration Description
Gust of Wind evocation 1 action self V, S, M concentration max 1 min Line of strong wind 60ft long 10ft wide blast from you in direction you choose. Creatures in line must succeed on STR save or be pushed 15ft. Walking toward you 2ft equals 1ft. Bonus action to change direction.
Melf's Acid Arrow evocation 1 action 90 feet V, S, M instantaneous Ranged spell attack, 4d4 acid dmg immediately 2d4 eont. On miss splash for 2d4 acid dmg immediately.
Scorching Ray evocation 1 action 120 feet V, S instantaneous Create 3 rays of fire on 1 or >1 target(s), ranged spell atk, on hit 2d6 fire dmg
Shatter evocation 1 action 60 feet V, S, M instantaneous Strong resonant sound from point in range. Creatures in 10ft sphere make CON save or suffer 3d8 thunder dmg, half on success. Add 1d8 per lvl of higher spell slot.
Level 3 (3 slots) School Cast time Range Comp. Duration Description
Counterspell abjuration 1 reaction 60 feet S instantaneous Attempt to interrupt cast, if <= slot level it fails, otherwise check vs DC 10 + spell lvl
Dispel Magic abjuration 1 action 120 feet V, S instantaneous End spell, if <= slot level it ends, otherwise check vs DC 10 + spell lvl
Fireball evocation 1 action 150 feet V, S, M instantaneous Point at target, 20ft radius sphere 8d6 dmg, DEX save halves, +1d6 for lvl > 3
Lightning Bolt evocation 1 action self V, S, M instantaneous Stroke of lightning 100ft long 5ft wide, 8d6 dmg, DEX save halves, +1d6 for lvl > 3
Level 4 (1 slots) School Cast time Range Comp. Duration Description
Ice Storm evocation 1 action 300 feet V, S, M instantaneous 20ft radius, 40ft high cylinder, 2d8 bludge + 4d6 cold dmg, DEX save halves
Mordenkainen's Private Sanctum abjuration 10 minutes 120 feet V, S, M 24 hrs Protect area of cube 5ft - 100ft, choose any from various properties