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Eldariel

Eldariel

 

Moricarn Cursewielder (sheet linked)

"The tides of time shall wash my kind away lest we change. I shall not let that happen."

[img]https://i.imgur.com/uJmejAY.jpg[/img]
uJmejAY.jpg

Class and Level: Wizard (Bladesong) 2
Alignment: CN
Deity: Nuitari
Background: Mage of High Sorcery
Proficiency Bonus: +2

INIT: +4
AC: 14 [17 with Mage Armor]
HD: 1d6
HP: 15/15

STR: 10 (+0) [+0]
DEX: 18 (+4) [+4]
CON: 14 (+2) [+2]
INT: 17 (+3) [+5]
WIS: 13 (+1) [+3]
CHA: 12 (+1) [+1]

Speed: 35ft

Passive Perception: 11

Skills
+4 Acrobatics (Dex)
+3 Animal Handling (Wis)
+5 Arcana (Int)
+0 Athletics (Str)
+1 Deception (Cha)
+5 History (Int)
+1 Insight (Wis)
+1 Intimidation (Cha)
+5 Investigation (Int)
+1 Medicine (Wis)
+3 Nature (Int)
+1 Perception (Wis)
+3 Performance (Cha)
+1 Persuasion (Cha)
+3 Religion (Int)
+4 Sleight of Hand (Dex)
+6 Stealth (Dex)
+1 Survival (Wis)

Wood Elf Features:
Keen Senses | Languages | Fey Ancestry | Darkvision 60' | Elf Weapon Training | Fleet of Foot | Mask of the Wilds | Trance

Mage of High Sorcery Features:
Skills | Languages | Initiate of High Sorcery (Nuitari) 

Wizard Features:
Arcane Recovery | Spellcasting | Training in War and SongWhen you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice (Whip).

You also gain proficiency in the Performance skill if you don’t already have it.
| BladesongStarting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While your Bladesong is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
- Your walking speed increases by 10 feet.
- You have advantage on Dexterity (Acrobatics) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows, longbows, shortswords, rapiers, whips, hand crossbows
Tools: none

Languages: Common, Elvish, Draconic, Primordial

 


 

Attacks
Unarmed 5 ft Bludgeoning   +1 to-hit 1
Shortsword 5 ft Piercing Finesse, Light +6 to-hit 1d6+4
Hand Crossbow 30 ft // 120 ft Piercing Ammunition, Light, Range, Loading +6 to-hit 1d6+4
Longbow 150 ft // 600 ft Piercing Ammunition, Heavy, Range, Two-Handed +6 to-hit 1d8+4
Magical
Conjure Bonfire 60 ft Fire Lights up flammables DC 13 Dex 1d8
Green-Flame Blade 5 ft Fire Damages adjacent enemy Melee weapon attack Weapon damage + 3 fire to adjacent
           

 

Spell Save DC: 13
Spell Attack Bonus: +5
Spell Slots: 2/2

Spells Known

Cantrips
Conjure Bonfire | Minor Illusion | Mold EarthYou choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
| Green-Flame BladeEvocation cantrip

Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).


Spellbook

Level 1
Find Familiar | Unseen Servant
 | Sleep | Detect Magic | Mage Armor | Shield | Hex | False Life


 


 

Gear

Currency: 2gp

 

Worn Gear (2 lbs):

Traveller's Clothes

 


 

Carried Gear (21 lbs):

Backpack
Hand Crossbow
Bolts (x20)
Shortsword (x2)
Longbow
Arrows (x40)
Component Pouch

Inside Backpack (55lb):

Bottle of coloured ink
Ink Pen
Lens
Oil (flask), 10
Caltrops (4x)
Ball Bearings (5x)
Torch (10x)
Rations (10x)
Small Knife
Mess kit
Tinderbox
Bedroll
Spellbook
Waterskin
Incense for Summon Familiar

 

Eldariel

Eldariel

 

Moricarn Cursewielder (sheet linked)

"The tides of time shall wash my kind away lest we change. I shall not let that happen."

[img]https://i.imgur.com/uJmejAY.jpg[/img]
uJmejAY.jpg

Class and Level: Wizard (Bladesong) 2
Alignment: CN
Deity: Nuitari
Background: Mage of High Sorcery
Proficiency Bonus: +2

INIT: +4
AC: 14 [17 with Mage Armor]
HD: 1d6
HP: 15/15

STR: 10 (+0) [+0]
DEX: 18 (+4) [+4]
CON: 14 (+2) [+2]
INT: 17 (+3) [+5]
WIS: 13 (+1) [+3]
CHA: 12 (+1) [+1]

Speed: 35ft

Passive Perception: 11

Skills
+4 Acrobatics (Dex)
+3 Animal Handling (Wis)
+5 Arcana (Int)
+0 Athletics (Str)
+1 Deception (Cha)
+5 History (Int)
+1 Insight (Wis)
+1 Intimidation (Cha)
+5 Investigation (Int)
+1 Medicine (Wis)
+3 Nature (Int)
+1 Perception (Wis)
+2 Performance (Cha)
+1 Persuasion (Cha)
+3 Religion (Int)
+4 Sleight of Hand (Dex)
+6 Stealth (Dex)
+1 Survival (Wis)

Wood Elf Features:
Keen Senses | Languages | Fey Ancestry | Darkvision 60' | Elf Weapon Training | Fleet of Foot | Mask of the Wilds | Trance

Mage of High Sorcery Features:
Skills | Languages | Initiate of High Sorcery (Nuitari) 

Wizard Features:
Arcane Recovery | Spellcasting | Training in War and SongWhen you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice (Whip).

You also gain proficiency in the Performance skill if you don’t already have it.
| BladesongStarting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While your Bladesong is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
- Your walking speed increases by 10 feet.
- You have advantage on Dexterity (Acrobatics) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows, longbows, shortswords, rapiers, whips, hand crossbows
Tools: none

Languages: Common, Elvish, Draconic, Primordial

 


 

Attacks
Unarmed 5 ft Bludgeoning   +1 to-hit 1
Shortsword 5 ft Piercing Finesse, Light +6 to-hit 1d6+4
Hand Crossbow 30 ft // 120 ft Piercing Ammunition, Light, Range, Loading +6 to-hit 1d6+4
Longbow 150 ft // 600 ft Piercing Ammunition, Heavy, Range, Two-Handed +6 to-hit 1d8+4
Magical
Conjure Bonfire 60 ft Fire Lights up flammables DC 13 Dex 1d8
Green-Flame Blade 5 ft Fire Damages adjacent enemy Melee weapon attack Weapon damage + 3 fire to adjacent
           

 

Spell Save DC: 13
Spell Attack Bonus: +5
Spell Slots: 2/2

Spells Known

Cantrips
Conjure Bonfire | Minor Illusion | Mold EarthYou choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
| Green-Flame BladeEvocation cantrip

Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).


Spellbook

Level 1
Find Familiar | Unseen Servant
 | Sleep | Detect Magic | Mage Armor | Shield | Hex | False Life


 


 

Gear

Currency: 2gp

 

Worn Gear (2 lbs):

Traveller's Clothes

 


 

Carried Gear (21 lbs):

Backpack
Hand Crossbow
Bolts (x20)
Shortsword (x2)
Longbow
Arrows (x40)
Component Pouch

Inside Backpack (55lb):

Bottle of coloured ink
Ink Pen
Lens
Oil (flask), 10
Caltrops (4x)
Ball Bearings (5x)
Torch (10x)
Rations (10x)
Small Knife
Mess kit
Tinderbox
Bedroll
Spellbook
Waterskin
Incense for Summon Familiar

 

Eldariel

Eldariel

 

Moricarn Cursewielder (sheet linked)

"The tides of time shall wash my kind away lest we change. I shall not let that happen."

[img]https://i.imgur.com/uJmejAY.jpg[/img]
uJmejAY.jpg

Class and Level: Wizard (Bladesong) 2
Alignment: CN
Deity: Nuitari
Background: Mage of High Sorcery
Proficiency Bonus: +2

INIT: +4
AC: 14 [17 with Mage Armor]
HD: 1d6
HP: 8/8

STR: 10 (+0) [+0]
DEX: 18 (+4) [+4]
CON: 14 (+2) [+2]
INT: 17 (+3) [+5]
WIS: 13 (+1) [+3]
CHA: 12 (+1) [+1]

Speed: 35ft

Passive Perception: 11

Skills
+4 Acrobatics (Dex)
+3 Animal Handling (Wis)
+5 Arcana (Int)
+0 Athletics (Str)
+1 Deception (Cha)
+5 History (Int)
+1 Insight (Wis)
+1 Intimidation (Cha)
+5 Investigation (Int)
+1 Medicine (Wis)
+3 Nature (Int)
+1 Perception (Wis)
+2 Performance (Cha)
+1 Persuasion (Cha)
+3 Religion (Int)
+4 Sleight of Hand (Dex)
+6 Stealth (Dex)
+1 Survival (Wis)

Wood Elf Features:
Keen Senses | Languages | Fey Ancestry | Darkvision 60' | Elf Weapon Training | Fleet of Foot | Mask of the Wilds | Trance

Mage of High Sorcery Features:
Skills | Languages | Initiate of High Sorcery (Nuitari) 

Wizard Features:
Arcane Recovery | Spellcasting | Training in War and SongWhen you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice (Whip).

You also gain proficiency in the Performance skill if you don’t already have it.
| BladesongStarting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While your Bladesong is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
- Your walking speed increases by 10 feet.
- You have advantage on Dexterity (Acrobatics) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows, longbows, shortswords, rapiers, whips, hand crossbows
Tools: none

Languages: Common, Elvish, Draconic, Primordial

 


 

Attacks
Unarmed 5 ft Bludgeoning   +1 to-hit 1
Shortsword 5 ft Piercing Finesse, Light +6 to-hit 1d6+4
Hand Crossbow 30 ft // 120 ft Piercing Ammunition, Light, Range, Loading +6 to-hit 1d6+4
Longbow 150 ft // 600 ft Piercing Ammunition, Heavy, Range, Two-Handed +6 to-hit 1d8+4
Magical
Conjure Bonfire 60 ft Fire Lights up flammables DC 13 Dex 1d8
Green-Flame Blade 5 ft Fire Damages adjacent enemy Melee weapon attack Weapon damage + 3 fire to adjacent
           

 

Spell Save DC: 13
Spell Attack Bonus: +5
Spell Slots: 2/2

Spells Known

Cantrips
Conjure Bonfire | Minor Illusion | Mold EarthYou choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
| Green-Flame BladeEvocation cantrip

Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).


Spellbook

Level 1
Find Familiar | Unseen Servant
 | Sleep | Detect Magic | Mage Armor | Shield | Hex | False Life


 


 

Gear

Currency: 2gp

 

Worn Gear (2 lbs):

Traveller's Clothes

 


 

Carried Gear (21 lbs):

Backpack
Hand Crossbow
Bolts (x20)
Shortsword (x2)
Longbow
Arrows (x40)
Component Pouch

Inside Backpack (55lb):

Bottle of coloured ink
Ink Pen
Lens
Oil (flask), 10
Caltrops (4x)
Ball Bearings (5x)
Torch (10x)
Rations (10x)
Small Knife
Mess kit
Tinderbox
Bedroll
Spellbook
Waterskin
Incense for Summon Familiar

 

Eldariel

Eldariel

 

Moricarn Cursewielder (sheet linked)

"The tides of time shall wash my kind away lest we change. I shall not let that happen."

[img]https://i.imgur.com/uJmejAY.jpg[/img]
uJmejAY.jpg

Class and Level: Wizard 1
Alignment: CN
Deity: Nuitari
Background: Mage of High Sorcery
Proficiency Bonus: +2

INIT: +4
AC: 14 [17 with Mage Armor]
HD: 1d6
HP: 8/8

STR: 10 (+0) [+0]
DEX: 18 (+4) [+4]
CON: 14 (+2) [+2]
INT: 17 (+3) [+5]
WIS: 13 (+1) [+3]
CHA: 12 (+1) [+1]

Speed: 35ft

Passive Perception: 11

Skills
+4 Acrobatics (Dex)
+3 Animal Handling (Wis)
+5 Arcana (Int)
+0 Athletics (Str)
+1 Deception (Cha)
+5 History (Int)
+1 Insight (Wis)
+1 Intimidation (Cha)
+5 Investigation (Int)
+1 Medicine (Wis)
+3 Nature (Int)
+1 Perception (Wis)
+2 Performance (Cha)
+1 Persuasion (Cha)
+3 Religion (Int)
+4 Sleight of Hand (Dex)
+6 Stealth (Dex)
+1 Survival (Wis)

Wood Elf Features:
Keen Senses | Languages | Fey Ancestry | Darkvision 60' | Elf Weapon Training | Fleet of Foot | Mask of the Wilds | Trance

Mage of High Sorcery Features:
Skills | Languages | Initiate of High Sorcery (Nuitari) 

Wizard Features:
Arcane Recovery | Spellcasting | Training in War and SongWhen you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice (Whip).

You also gain proficiency in the Performance skill if you don’t already have it.
| BladesongStarting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While your Bladesong is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
- Your walking speed increases by 10 feet.
- You have advantage on Dexterity (Acrobatics) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows, longbows, shortswords, rapiers, whips, hand crossbows
Tools: none

Languages: Common, Elvish, Draconic, Primordial

 


 

Attacks
Unarmed 5 ft Bludgeoning   +1 to-hit 1
Shortsword 5 ft Piercing Finesse, Light +6 to-hit 1d6+4
Hand Crossbow 30 ft // 120 ft Piercing Ammunition, Light, Range, Loading +6 to-hit 1d6+4
Longbow 150 ft // 600 ft Piercing Ammunition, Heavy, Range, Two-Handed +6 to-hit 1d8+4
Magical
Conjure Bonfire 60 ft Fire Lights up flammables DC 13 Dex 1d8
Green-Flame Blade 5 ft Fire Damages adjacent enemy Melee weapon attack Weapon damage + 3 fire to adjacent
           

 

Spell Save DC: 13
Spell Attack Bonus: +5
Spell Slots: 2/2

Spells Known

Cantrips
Conjure Bonfire | Minor Illusion | Mold EarthYou choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
| Green-Flame BladeEvocation cantrip

Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).


Spellbook

Level 1
Find Familiar | Unseen Servant
 | Sleep | Detect Magic | Mage Armor | Shield | Hex | False Life


 


 

Gear

Currency: 2gp

 

Worn Gear (2 lbs):

Traveller's Clothes

 


 

Carried Gear (21 lbs):

Backpack
Hand Crossbow
Bolts (x20)
Shortsword (x2)
Longbow
Arrows (x40)
Component Pouch

Inside Backpack (55lb):

Bottle of coloured ink
Ink Pen
Lens
Oil (flask), 10
Caltrops (4x)
Ball Bearings (5x)
Torch (10x)
Rations (10x)
Small Knife
Mess kit
Tinderbox
Bedroll
Spellbook
Waterskin
Incense for Summon Familiar

 

Eldariel

Eldariel

 

Moricarn Cursewielder (sheet linked)

"The tides of time shall wash my kind away lest we change. I shall not let that happen."

[img]https://i.imgur.com/uJmejAY.jpg[/img]
uJmejAY.jpg

Class and Level: Wizard 1
Alignment: CN
Deity: Nuitari
Background: Mage of High Sorcery
Proficiency Bonus: +2

INIT: +4
AC: 14 [17 with Mage Armor]
HD: 1d6
HP: 8/8

STR: 10 (+0) [+0]
DEX: 18 (+4) [+4]
CON: 14 (+2) [+2]
INT: 17 (+3) [+5]
WIS: 13 (+1) [+3]
CHA: 12 (+1) [+1]

Speed: 35ft

Passive Perception: 11

Skills
+4 Acrobatics (Dex)
+3 Animal Handling (Wis)
+5 Arcana (Int)
+0 Athletics (Str)
+1 Deception (Cha)
+5 History (Int)
+1 Insight (Wis)
+1 Intimidation (Cha)
+5 Investigation (Int)
+1 Medicine (Wis)
+3 Nature (Int)
+1 Perception (Wis)
+1 Performance (Cha)
+1 Persuasion (Cha)
+3 Religion (Int)
+4 Sleight of Hand (Dex)
+6 Stealth (Dex)
+1 Survival (Wis)

Wood Elf Features:
Keen Senses | Languages | Fey Ancestry | Darkvision 60' | Elf Weapon Training | Fleet of Foot | Mask of the Wilds | Trance

Mage of High Sorcery Features:
Skills | Languages | Initiate of High Sorcery (Nuitari) 

Wizard Features:
Arcane Recovery | Spellcasting

Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows, longbows, shortswords, rapiers, hand crossbows
Tools: none

Languages: Common, Elvish, Draconic, Primordial

 


 

Attacks
Unarmed 5 ft Bludgeoning   +1 to-hit 1
Shortsword 5 ft Piercing Finesse, Light +6 to-hit 1d6+4
Hand Crossbow 30 ft // 120 ft Piercing Ammunition, Light, Range, Loading +6 to-hit 1d6+4
Longbow 150 ft // 600 ft Piercing Ammunition, Heavy, Range, Two-Handed +6 to-hit 1d8+4
Magical
Conjure Bonfire 60 ft Fire Lights up flammables DC 13 Dex 1d8
Green-Flame Blade 5 ft Fire Damages adjacent enemy Melee weapon attack Weapon damage + 3 fire to adjacent
           

 

Spell Save DC: 13
Spell Attack Bonus: +5
Spell Slots: 2/2

Spells Known

Cantrips
Conjure Bonfire | Minor Illusion | Mold EarthYou choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
| Green-Flame BladeEvocation cantrip

Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).


Spellbook

Level 1
Find Familiar | Unseen Servant
 | Sleep | Detect Magic | Mage Armor | Shield | Hex | False Life


 


 

Gear

Currency: 2gp

 

Worn Gear (2 lbs):

Traveller's Clothes

 


 

Carried Gear (21 lbs):

Backpack
Hand Crossbow
Bolts (x20)
Shortsword (x2)
Longbow
Arrows (x40)
Component Pouch

Inside Backpack (55lb):

Bottle of coloured ink
Ink Pen
Lens
Oil (flask), 10
Caltrops (4x)
Ball Bearings (5x)
Torch (10x)
Rations (10x)
Small Knife
Mess kit
Tinderbox
Bedroll
Spellbook
Waterskin
Incense for Summon Familiar

 

Eldariel

Eldariel

 

Moricarn Cursewielder (sheet linked)

"The tides of time shall wash my kind away lest we change. I shall not let that happen."

[img]https://i.imgur.com/3GsCjHD.jpg[/img]
3GsCjHD.jpg

Class and Level: Wizard 1
Alignment: CN
Deity: Nuitari
Background: Mage of High Sorcery
Proficiency Bonus: +2

INIT: +4
AC: 14 [17 with Mage Armor]
HD: 1d6
HP: 8/8

STR: 10 (+0) [+0]
DEX: 18 (+4) [+4]
CON: 14 (+2) [+2]
INT: 17 (+3) [+5]
WIS: 13 (+1) [+3]
CHA: 12 (+1) [+1]

Speed: 35ft

Passive Perception: 11

Skills
+4 Acrobatics (Dex)
+3 Animal Handling (Wis)
+5 Arcana (Int)
+0 Athletics (Str)
+1 Deception (Cha)
+5 History (Int)
+1 Insight (Wis)
+1 Intimidation (Cha)
+5 Investigation (Int)
+1 Medicine (Wis)
+3 Nature (Int)
+1 Perception (Wis)
+1 Performance (Cha)
+1 Persuasion (Cha)
+3 Religion (Int)
+4 Sleight of Hand (Dex)
+6 Stealth (Dex)
+1 Survival (Wis)

Wood Elf Features:
Keen Senses | Languages | Fey Ancestry | Darkvision 60' | Elf Weapon Training | Fleet of Foot | Mask of the Wilds | Trance

Mage of High Sorcery Features:
Skills | Languages | Initiate of High Sorcery (Nuitari) 

Wizard Features:
Arcane Recovery | Spellcasting

Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows, longbows, shortswords, rapiers, hand crossbows
Tools: none

Languages: Common, Elvish, Draconic, Primordial

 


 

Attacks
Unarmed 5 ft Bludgeoning   +1 to-hit 1
Shortsword 5 ft Piercing Finesse, Light +6 to-hit 1d6+4
Hand Crossbow 30 ft // 120 ft Piercing Ammunition, Light, Range, Loading +6 to-hit 1d6+4
Longbow 150 ft // 600 ft Piercing Ammunition, Heavy, Range, Two-Handed +6 to-hit 1d8+4
Magical
Conjure Bonfire 60 ft Fire Lights up flammables DC 13 Dex 1d8
Green-Flame Blade 5 ft Fire Damages adjacent enemy Melee weapon attack Weapon damage + 3 fire to adjacent
           

 

Spell Save DC: 13
Spell Attack Bonus: +5
Spell Slots: 2/2

Spells Known

Cantrips
Conjure Bonfire | Minor Illusion | Mold EarthYou choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
| Green-Flame BladeEvocation cantrip

Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).


Spellbook

Level 1
Find Familiar | Unseen Servant
 | Sleep | Detect Magic | Mage Armor | Shield | Hex | False Life


 


 

Gear

Currency: 2gp

 

Worn Gear (2 lbs):

Traveller's Clothes

 


 

Carried Gear (21 lbs):

Backpack
Hand Crossbow
Bolts (x20)
Shortsword (x2)
Longbow
Arrows (x40)
Component Pouch

Inside Backpack (55lb):

Bottle of coloured ink
Ink Pen
Lens
Oil (flask), 10
Caltrops (4x)
Ball Bearings (5x)
Torch (10x)
Rations (10x)
Small Knife
Mess kit
Tinderbox
Bedroll
Spellbook
Waterskin
Incense for Summon Familiar

 

Eldariel

Eldariel

 

Moricarn Cursewielder (sheet linked)

"The tides of time shall wash my kind away lest we change. I shall not let that happen."

[img]https://i.imgur.com/3GsCjHD.jpg[/img]
3GsCjHD.jpg

Class and Level: Wizard 1
Alignment: CN
Deity: Nuitari
Background: Mage of High Sorcery
Proficiency Bonus: +2

INIT: +4
AC: 13
HD: 1d6
HP: 8/8

STR: 10 (+0) [+0]
DEX: 18 (+4) [+4]
CON: 14 (+2) [+2]
INT: 17 (+3) [+5]
WIS: 13 (+1) [+3]
CHA: 12 (+1) [+1]

Speed: 35ft

Passive Perception: 11

Skills
+4 Acrobatics (Dex)
+3 Animal Handling (Wis)
+5 Arcana (Int)
+0 Athletics (Str)
+1 Deception (Cha)
+5 History (Int)
+1 Insight (Wis)
+1 Intimidation (Cha)
+5 Investigation (Int)
+1 Medicine (Wis)
+3 Nature (Int)
+1 Perception (Wis)
+1 Performance (Cha)
+1 Persuasion (Cha)
+3 Religion (Int)
+4 Sleight of Hand (Dex)
+6 Stealth (Dex)
+1 Survival (Wis)

Wood Elf Features:
Keen Senses | Languages | Fey Ancestry | Darkvision 60' | Elf Weapon Training | Fleet of Foot | Mask of the Wilds | Trance

Mage of High Sorcery Features:
Skills | Languages | Initiate of High Sorcery (Nuitari) 

Wizard Features:
Arcane Recovery | Spellcasting

Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows, longbows, shortswords, rapiers, hand crossbows
Tools: none

Languages: Common, Elvish, Draconic, Primordial

 


 

Attacks
Unarmed 5 ft Bludgeoning   +1 to-hit 1
Shortsword 5 ft Piercing Finesse, Light +6 to-hit 1d6+4
Hand Crossbow 30 ft // 120 ft Piercing Ammunition, Light, Range, Loading +6 to-hit 1d6+4
Longbow 150 ft // 600 ft Piercing Ammunition, Heavy, Range, Two-Handed +6 to-hit 1d8+4
Magical
Conjure Bonfire 60 ft Fire Lights up flammables DC 13 Dex 1d8
Green-Flame Blade 5 ft Fire Damages adjacent enemy Melee weapon attack Weapon damage + 3 fire to adjacent
           

 

Spell Save DC: 13
Spell Attack Bonus: +5
Spell Slots: 2/2

Spells Known

Cantrips
Conjure Bonfire | Minor Illusion | Mold EarthYou choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
| Green-Flame BladeEvocation cantrip

Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).


Spellbook

Level 1
Find Familiar | Unseen Servant
 | Sleep | Detect Magic | Mage Armor | Shield | Hex | False Life


 


 

Gear

Currency: 2gp

 

Worn Gear (2 lbs):

Traveller's Clothes

 


 

Carried Gear (21 lbs):

Backpack
Hand Crossbow
Bolts (x20)
Shortsword (x2)
Longbow
Arrows (x40)
Component Pouch

Inside Backpack (55lb):

Bottle of coloured ink
Ink Pen
Lens
Oil (flask), 10
Caltrops (4x)
Ball Bearings (5x)
Torch (10x)
Rations (10x)
Small Knife
Mess kit
Tinderbox
Bedroll
Spellbook
Waterskin
Incense for Summon Familiar

 

Eldariel

Eldariel

  

Moricarn Cursewielder (sheet linked)

"The tides of time shall wash my kind away lest we change. I shall not let that happen."

[img]https://i.imgur.com/3GsCjHD.jpg[/img]
3GsCjHD.jpg

Class and Level: Wizard 1
Alignment: CN
Deity: Nuitari
Background: Mage of High Sorcery
Proficiency Bonus: +2

INIT: +4
AC: 13
HD: 1d6
HP: 8/8

STR: 10 (+0) [+0]
DEX: 18 (+4) [+4]
CON: 14 (+2) [+2]
INT: 17 (+3) [+5]
WIS: 13 (+1) [+3]
CHA: 12 (+1) [+1]

Speed: 35ft

Passive Perception: 11

Skills
+4 Acrobatics (Dex)
+3 Animal Handling (Wis)
+5 Arcana (Int)
+0 Athletics (Str)
+1 Deception (Cha)
+5 History (Int)
+1 Insight (Wis)
+1 Intimidation (Cha)
+5 Investigation (Int)
+1 Medicine (Wis)
+3 Nature (Int)
+1 Perception (Wis)
+1 Performance (Cha)
+1 Persuasion (Cha)
+3 Religion (Int)
+4 Sleight of Hand (Dex)
+6 Stealth (Dex)
+1 Survival (Wis)

Wood Elf Features:
Keen Senses | Languages | Fey Ancestry | Darkvision 60' | Elf Weapon Training | Fleet of Foot  | Mask of the Wilds | Trance

 Mage of High Sorcery Features:
Skills | Languages | Initiate of High Sorcery (Nuitari) 

Wizard Features:
Arcane Recovery | Spellcasting

Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows, longbows, shortswords, rapiers, hand crossbows
Tools: none

Languages: Common, Elvish, Draconic, Primordial

 


 

Attacks
Unarmed 5 ft Bludgeoning   +1 to-hit 1
Shortsword 5 ft Piercing Finesse, Light +6 to-hit 1d6+4
Hand Crossbow 30 ft // 120 ft Piercing Ammunition, Light, Range, Loading +6 to-hit 1d6+4
Longbow 120 ft // 600 ft Piercing Ammunition, Heavy, Range, Two-Handed +6 to-hit 1d8+4
Magical
Conjure Bonfire 60 ft Fire Lights up flammables DC 13 Dex 1d8
           
           

 

Spell Save DC: 13
Spell Attack Bonus: +5
Spell Slots: 2/2

Spells Known

Cantrips
Conjure Bonfire | Minor Illusion | Mold EarthYou choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
| Green-Flame BladeEvocation cantrip

Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).


Spellbook

Level 1
Find Familiar | Unseen Servant
 | Sleep | Detect Magic | Mage Armor | Shield | Hex | False Life


 


 

Gear

Currency: 2gp

 

Worn Gear (2 lbs):

Traveller's Clothes

 


 

Carried Gear (21 lbs):

Backpack
Hand Crossbow
Bolts (x20)
Shortsword (x2)
Longbow
Arrows (x40)
Component Pouch

Inside Backpack (55lb):

Bottle of coloured ink
Ink Pen
Lens
Oil (flask), 10
Caltrops (4x)
Ball Bearings (5x)
Torch (10x)
Rations (10x)
Small Knife
Mess kit
Tinderbox
Bedroll
Spellbook
Waterskin
Incense for Summon Familiar

 

Eldariel

Eldariel

Reserved...

 

EDIT: Question moved to OOC thread.

Eldariel

Eldariel

@Brian Skies Question regarding races. You say all races other than Humans add +2 to one stat and +1 to another, or +1 to three stats: what about half-elves and mountain dwarves, who natively get +2/+1/+1 or +2/+2 respectively?

Also, regarding humans, is PHB Variant Human is allowed?

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