Ashira

From The Wild Beyond the Witchlight
Revision as of 23:01, 3 November 2024 by Xavier (talk | contribs)
CHARACTER
Name Ashira
Player Xavier
Background Wayfarer
Species Tiefling (Chthonic)
Class Ranger
Subclass Fey Wanderer
Alignment
LEVEL
1
XP:
LOST
PROFICIENCY BONUS
+2
STRENGTH
-1
8
+1 Saving Throw
+1 Athletics
DEXTERITY
+3
17
+5 Saving Throw
+3 Acrobatics
+3 Sleight of Hand
+5 Stealth
CONSTITUTION
+1
13
+1 Saving Throw
HEROIC INSPIRATION
INTELLIGENCE
-1
8
-1 Saving Throw
-1 Arcana
-1 History
+1 Investigation
-1 Nature
-1 Religion
WISDOM
+3
16
+3 Saving Throw
+3 Animal Handl.
+5 Insight
+3 Medicine
+5 Perception
+3 Survival
CHARISMA
+1
12
+1 Saving Throw
+1 Deception
+1 Intimidation
+1 Performance
+1 Persuasion
EQUIPMENT PROFICIENCIES & TRAINING
Armor Training Light and Medium armor and Shields
Weapons Simple and Martial weapons
Tools Thieves' Tools
LANGUAGES
Common, Elven, Dwarven
APPEARANCE
Just a description of how you look
BACKSTORY & PERSONALITY
A short story of your background for on your char-sheet
Alignment: Neutral
ARMOR CLASS
15
Shield:
DEATH SAVES
Successes   
Failures   
INITIATIVE
+3
SIZE
Medium
HIT POINTS
Max 11
Current
Temp
HIT DICE
Max 1d10 Spent
SPEED
30
PASSIVE PERCEPTION
15
WEAPONS/CANTRIPS ATT/DC DMG/TYPE
Shortbow +5 1d6+3 Pierc.
Vex, Range 80/320
Chill Touch +5 1d10 Necrotic
Melee spell attack (touch)
Shortsword +5 1d6+3 Pierc.
Finesse, Light, Vex
Shortsword (offhand) +5 1d6 Pierc.
Finesse, Light, Vex
CLASS FEATURES
Spellcasting Example description
Favored Enemy Another Example description
Weapon Mastery Another Example description
APPEARANCE
SPECIES TRAITS
Darkvision Example description
Fiendish Legacy Another Example description
Otherworldly Presence Another Example description
FEATS
Lucky Feat Description
EQUIPMENT
  • A fragment of a beautiful song, written as muscial notes on two pieces of parchment.
  • Item 2
  • Item 3
  • Magic Item 1 (special description)
Coins: 0 GP
SPELLCAST. ABILITY
Wis
SPELLCAST. MODIFIER
+3
SPELL SAVE DC
13
SPELL ATTACK BONUS
+5
SPELL SLOTS
Lvl 1: <span class="circle small Expression error: Unexpected < operator."><span class="circle small Expression error: Unexpected < operator."> Lvl 4: Lvl 7:
Lvl 2: Lvl 5: Lvl 8:
Lvl 3: Lvl 6: Lvl 9:
Chill Touch
Level 0 Necromancy Cantrip
Cast Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.
Thaumaturgy
Level 0 Transmutation Cantrip
Cast Time: Action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
  • Altered Eyes. You alter the appearance of your eyes for 1 minute.
  • Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
  • Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
  • Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • Tremors. You cause harmless tremors in the ground for 1 minute.
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

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