Dhanell: Difference between revisions

From The Wild Beyond the Witchlight
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{{#af_list:  
{{#af_list:  
  {{#af_list: Left::EQUIPMENT PROFICIENCIES & TRAINING
  {{#af_list: Left::EQUIPMENT PROFICIENCIES & TRAINING
  |Armor Training::Put your armor proficiencies here
  |Armor Training::None
  |Weapons::Simple
  |Weapons::Simple
  |Tools::Navigator's Tools
  |Tools::Navigator's Tools
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   |Spellcasting::Spellcasting
   |Spellcasting::Spellcasting
   |Ritual Adept::Cast any ritual in spellbook without preparation by reading.
   |Ritual Adept::Cast any ritual in spellbook without preparation by reading.
   |Arcane Recovery::Finish short rest to recover 1/2 level (round up) expended slots.
   |Arcane Recovery::Finish short rest to recover ½ level (round up) expended slots.
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  }}
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  {{#af_list: Right::SPECIES TRAITS
  {{#af_list: Right::SPECIES TRAITS
   |Trait 1::Example description
   |Celestial Resistance::Resistance to Necrotic and Radiant damage.
   |Trait 2::Another Example description
   |Darkvision::Darkvision for 60ft.
  |Healing Hands::Roll prof. bonus d4, touch creature as Magic action for regaining HP rolled. Long rest to refresh.
  |Light Bearer::Use CHA for Light cantrip.
  |Celestial Revelation::Only for level 3+.
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  {{#af_list: Right::EQUIPMENT
  {{#af_list: Right::EQUIPMENT
  |* Item 1
  |* Spellbook. Tiny, 3 pounds, 100 pages.
* Item 2
* Item 2
* Item 3
* Item 3

Revision as of 11:22, 10 November 2024

CHARACTER
Name Dhanell
Player Stijn
Background Merchant
Species Aasimir
Class Wizard
Subclass
Alignment Neutral
LEVEL
1
XP:
LOST
Illegible handwriting
PROFICIENCY BONUS
+2
STRENGTH
-1
8
-1 Saving Throw
-1 Athletics
DEXTERITY
-1
9
-1 Saving Throw
-1 Acrobatics
-1 Sleight of Hand
-1 Stealth
CONSTITUTION
+1
13
+1 Saving Throw
HEROIC INSPIRATION
INTELLIGENCE
+2
15
+4 Saving Throw
+4 Arcana
+2 History
+2 Investigation
+2 Nature
+2 Religion
WISDOM
+1
13
+3 Saving Throw
+3 Animal Handl.
+3 Insight
+1 Medicine
+1 Perception
+1 Survival
CHARISMA
+2
14
+2 Saving Throw
+2 Deception
+2 Intimidation
+2 Performance
+4 Persuasion
EQUIPMENT PROFICIENCIES & TRAINING
Armor Training None
Weapons Simple
Tools Navigator's Tools
LANGUAGES
Common
APPEARANCE
Just a description of how you look
ARMOR CLASS
10
Shield:
DEATH SAVES
Successes   
Failures   
INITIATIVE
-1
SIZE
Medium
HIT POINTS
Max 7
Current
Temp
HIT DICE
Max 1d6 Spent
SPEED
30
PASSIVE PERCEPTION
11
WEAPONS/CANTRIPS ATT/DC DMG/TYPE
Example Weapon +1 1d1+-1 Pierc.
Example DC Cantrip DC: 12 1d1 Fire


CLASS FEATURES
Spellcasting Spellcasting
Ritual Adept Cast any ritual in spellbook without preparation by reading.
Arcane Recovery Finish short rest to recover ½ level (round up) expended slots.
APPEARANCE
SPECIES TRAITS
Celestial Resistance Resistance to Necrotic and Radiant damage.
Darkvision Darkvision for 60ft.
Healing Hands Roll prof. bonus d4, touch creature as Magic action for regaining HP rolled. Long rest to refresh.
Light Bearer Use CHA for Light cantrip.
Celestial Revelation Only for level 3+.
FEATS
Feat 1 Feat Description
EQUIPMENT
  • Spellbook. Tiny, 3 pounds, 100 pages.
  • Item 2
  • Item 3
  • Magic Item 1 (special description)
Coins: 0 GP
SPELLCAST. ABILITY
Int
SPELLCAST. MODIFIER
+2
SPELL SAVE DC
12
SPELL ATTACK BONUS
+4
SPELL SLOTS
Lvl 1: Lvl 4: Lvl 7:
Lvl 2: Lvl 5: Lvl 8:
Lvl 3: Lvl 6: Lvl 9:
SPELL EXAMPLE RITUAL
Level 0 Transmutation (ritual)
Cast Time: Action
Range: 30 feet
Components: V, S, M
Duration: 1 round
Example spell description
SPELL EXAMPLE CONCENTRATION
Level 1 Enchantment
Cast Time: 1 hour
Range: 10 feet
Components: V, S
Duration: Conc (1 hour)
Spell example description
HIGH LEVEL SPELL EXAMPLE BONUS ACTION
Level 9 Evocation
Cast Time: Bonus Action
Range: 1200 feet
Components: V
Duration: Instantaneous
Kill everyone

Background

Sneaked in to faire when in Hullack Forest, Cormyr, 24 years ago.