Dhanell

From The Wild Beyond the Witchlight
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CHARACTER
Name Dhanell
Player Stijn
Background Merchant
Species Aasimir
Class Wizard
Subclass Evoker
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
+3
17
+5 Saving Throw
+5 Arcana
+3 History
+3 Investigation
+3 Nature
+3 Religion
WISDOM
+1
13
+3 Saving Throw
+3 Animal Handl.
+3 Insight
+1 Medicine
+1 Perception
+1 Survival
CHARISMA
+2
15
+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
Draconic
Gnomish
APPEARANCE
White haired nearly human but with a bit of glow in his eyes.
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: 13 1d1 Fire


CLASS FEATURES
Spellcasting See page 2.
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
Lucky Have Luck Points equal to Prof Bonus. Regain on Long Rest. Spend luck point for advantage on your D20 Test or disadvantage on enemy attack roll.
NULL__^__
EQUIPMENT
  • Spellbook: Tiny, 3 pounds, 100 pages.
  • Trinket: A glass jar containing a bit of flesh floating in pickling fluid.
  • Item 3
  • Magic Item 1 (special description)
Coins: 105 GP
SPELLCAST. ABILITY
Int
SPELLCAST. MODIFIER
+3
SPELL SAVE DC
13
SPELL ATTACK BONUS
+5
SPELL SLOTS
Lvl 1: Lvl 4: Lvl 7:
Lvl 2: Lvl 5: Lvl 8:
Lvl 3: Lvl 6: Lvl 9:
Fire Bolt
Level 0 Evocation Cantrip
Cast Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or an 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 starts burning if it isn't being worn or carried. Upgrades at level 5.
Light
Level 0 Evocation Cantrip
Cast Time: Action
Range: Touch
Components: V, M (firefly or phosphorescent moss)
Duration: 1 hour
NOTE: Use CHA to cast! You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 2O-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Mage Hand
Level 0 Conjuration Cantrip
Cast Time: Action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 50 feet away from you or if you cast this spell again. When you cast the spell, 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. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can't attack, activate magic items, or carry more than 1O pounds.
Ray of Frost
Level 0 Evocation Cantrip
Cast Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. Upgrades at level 5.
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.