Dhanell
From The Wild Beyond the Witchlight
CHARACTER | |||
---|---|---|---|
Name | Dhanell | ||
Player | Stijn | ||
Background | Merchant | ||
Species | Aasimir | ||
Class | Wizard | ||
Subclass | Evoker | ||
Alignment | Neutral |
LEVEL |
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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 |
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Armor Training None |
Weapons Simple |
Tools Navigator's Tools |
LANGUAGES |
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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 |
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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. |
SPECIES TRAITS |
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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 |
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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 |
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|
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 |
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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 |
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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 |
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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.