Fairla Sunnybank
Human Mage of High Sorcery Abjuration Wizard
AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft.
Senses (passive): Perception 9, Insight 9, Investigation 17
StrStrength Save: +0
Athletics: +0: 10 (+0) | DexDexterity Save: +2
Acrobatics: +2
Sleight of Hand: +2
Stealth: +2: 14 (+2) | ConConstitution Save: +2
Constitution Checks: +2: 14 (+2) | IntIntelligence Save: +7
Arcana: +7
History: +7
Investigation: +7
Nature: +4
Religion: +7: 18 (+4) | WisWisdom Save: +2
Animal Handling: -1
Insight: -1
Medicine: +2
Perception: -1
Survival: -1: 8 (-1) | ChaCharisma Save: +1
Deception: +1
Intimidation: +1
Performance: +1
Persuasion: +1: 12 (+1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic
Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. : 2 spell levels per LR | Arcane WardStarting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Once you create the ward, you can't create it again until you finish a long rest. : 14/14 HP
“My words,” | ‘My thoughts,’ | My actions...
This is a template.
Spells Spellcasting
Modifier (Int): +4
Spell Attack: +7
Save DC: 15
Cantrips
1st-Level
2nd-Level
3rd-Level
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Stat Block
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Actions:
Attacks: Firebolt (120 ft.) +7 2d10 Fire Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning Spells: You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level. Bonus Actions: Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save. Reactions: Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Feats: Initiate of High Sorcery Adept of the White Robes Linguist Telekinetic |
Inventory
Equipped
Bag of Holding
Riding Horse
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