Rylintara, Elf female, cast as Wizard 13, Challenge 7
Medium humanoid (high elf), lawful good
Armor Class 13 or 16 (mage armor)
Hit Points 58 (Hit Dice 13d8)
Speed 30 ft.
STR DEX CON
10 (0) 16 (+3) 12 (+1)
INT WIS CHA
20 (+5) 13 (+1) 8 (-1)
Proficiencies (+4 proficiency bonus)
Saving Throws Int +9, Wis +5;
advantage on saves against
being charmed.
Skills Arcana +9, History +9,
Investigation +9, Perception +5,
Persuasion +3
Armor None.
Weapons Daggers, darts, slings,
quarterstaffs, longswords,
shortswords, shortbows, longbows.
Tools Playing cards.
Senses Darkvision, Passive Perception 15
Languages Common, Elvish, Draconic.
Actions
Attack. You can attack when you take
this action, using the following:
+1 Shortsword. Melee Weapon Attack:
+8 to hit, reach 5 ft., one target.
Hit: 1d6 + 4 piercing damage.
Fire bolt. Ranged Spell Attack:
+9 to hit, range 120 ft., one target.
Hit: 2d10 fire damage.
Options
Fey Ancestry. High elf trait
Sculpt Spells. Arcane Tradition feature.
Spellcasting. Wizard feature.
Spell Save DC: 17
Spell Attack Modifier: +9
Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th-level (3), 5th-level (2) 6th level (1) 7th level (1)
Arcane Recovery. 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 equal to
or less than 5.
Arcane Tradition: School of
Evocation
Evocation Savant. The gold and time you
must spend to copy an evocation spell
into your spellbook is halved.
Sculpt Spells. You can create pockets
of relative safety within the effects of
your evocation spells. When you cast
an evocation spell that affects other
creatures that you can see, you can
choose a number of them equal to 1 +
the spell’s level. The chosen creatures
automatically succeed on their saving
throws against the spell, and they take no
damage if they would take half damage
on a successful save.
Potent Cantrip. Your damaging cantrips
affect even creatures that avoid the brunt
of the effect. When a creature succeeds
on a saving throw against your cantrip,
the creature takes half the cantrip’s
damage (if any) but suffers no additional
effect from the cantrip.
Spells Known
Cantrips (at-will): acid splash, fire bolt, poison spray, ray of frost, shocking grasp
1st-level spells: burning hands, detect magic, identify, mage armor, magic missile, shield, thunderwave
2nd-level spells: arcane lock, flaming sphere, misty step, shatter, web
3rd-level spells: dispel magic, fireball, fly, lightning bolt
4th-level spells: dimension door, ice storm, stoneskin, wall of fire
5th-level spells: cone of cold, wall of stone
- 6th level (1 slots): irresistible dance*, chain lightning
- 7th level (1 slot): prismatic spray
Equipment
Spellbook, shortsword, component
pouch, wand, scholar’s pack, Three-
Dragon Ante set, potion of healing (1),
gold dust worth 50 gp, pearl worth 100
gp (2), diamond dust worth 300 gp,
money (14 gp)
High Elf Traits
Fey Ancestry. You have advantage on
saving throws against being charmed,
and magic can’t put you to sleep.
Darkvision. You can see in dim light
within 60 feet of you as if it were bright
light, and in darkness as if it were dim
light. You can’t discern color in darkness,
only shades of gray.
Trance. You don’t require sleep. Instead,
you meditate deeply, semiconscious, for 4
hours a day. After resting in this way, you
gain the same benefit that a human does
from 8 hours of sleep.
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