Adreatta

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Adreatta[edit]

  • Player Name: Lysus

Portrait[edit]

http://imgur.com/uGAi9S7

Physical Description[edit]

  • Race/Subrace: Human (Variant)
  • Age, Gender: 22, Female
  • Skin, Hair, Eyes: Dark, Black, Amethyst
  • Height, Weight: 5'8" 145 lbs
  • Size: Medium
  • Speed: 30 ft
  • Vision: Normal

Personal Characteristics[edit]

  • Alignment: Neutral
  • Deity: None
  • Background: Sage (Wizard's Apprentice)
  • Ideal: The path to power and self-improvement is through knowledge.
  • Bond: I've been searching my whole life for the answer to a specific question.
  • Flaw: I am easily distracted by the promise of information.
  • Features & Traits:
  • Personality trait: I use polysyllabic words that convey the impression of great erudition.

Class & Level[edit]

  • Class/Subclass: Fighter 1 / Wizard 2
  • Experience Points: 1300
  • Level: 3
  • XP: 1300
  • Proficiency Bonus: +2
  • HD (Mod): 1d10/2d6 +3

Ability Scores[edit]

Ability Mod. Save
Strength 12 +1 +3
Dexterity 14 +2 +2
Constitution 16 +3 +5
Intelligence 18 +4 +4
Wisdom 14 +2 +2
Charisma 11 0 0

Proficiency Bonus: +2
Passive Perception: 14
Initiative: +2
Armor Class: 18
Total Hit Dice: 1d10/2d6
Used Hit Dice:
Maximum HP: 27
Current HP: 27
Temporary HP:
Death Saves (Successes/Failures):

Feats and Features[edit]

War Caster - You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Fighting Style - Defense

  • While you are wearing armor, you gain a +1 bonus to AC.

Arcane Recovery

  • Once per day when finishing a short rest, recover expended spell slots that have a combined level equal to or less than half your Wizard level. None of the slots can be 6th level or higher.'

Arcane Tradition - Divination

  • Divination Savant - The gold and time you must spend to copy a divination spell into your spellbook is halved
  • Portent - When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll may only be used once. When you finish a long rest, you lose any unused foretelling rolls.

Skills[edit]

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


Languages & Proficiencies[edit]

  • Common
  • Elvish
  • Dwarvish
  • Sylvan

Bonus Actions, Reactions - Combat Notes[edit]

  • Second Wind - bonus action to regain 1d10+1 HP, once per short rest

Equipment[edit]

  • A bottle of black ink
  • A quill
  • A small knife
  • A letter from a dead colleague posing a question I have not yet been able to answer
  • Common clothes
  • Chain mail
  • Rapier and shield
  • Light crossbow and 20 bolts
  • Explorer's pack
  • Arcane Focus (crystal)
  • Spellbook
  • 140 gp

Weapons[edit]

Name Ability To Hit Damage D. Mod Type Range Weight Notes
Hand Crossbow Dex +4 1d6 Piercing 30/120 3 lb Ammunition, light, loading
Rapier Dex +4 1d6 +2 Piercing Melee 2 lb Finesse
d
d
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Spells[edit]

Spellbook:

Name Level Cast Time Range Area Comps Dur Sv/Atk Damage Type Notes
Minor Illusion 0 1 action 30 feet - S, M 1 minute Int(Investigation) - Illusion If a creature uses its action to investigate the illusion, it may check Int(Investigation) against save DC to disbelieve.
Prestidigitation 0 1 action 10 feet - V, S Up to 1 hour - - Transmutation See book
Ray of Frost 0 1 action 60 feet - V, S Instantaneous Attack (Ranged) 1d8 Evocation Reduces target's speed by 10 feet .
Alarm 1 1 minute 30 feet 20-foot cube V, S, M 8 hours - - Abjuration (Ritual) Activates when a Tiny or larger creature touches or enters the warded area.
Comprehend Languages 1 1 action Self - V, S, M 1 hour - - Divination (Ritual) Understand literal meaning of any spoken language. Understand any written language, but must be touching the surface it is written upon.
Detect Magic 1 1 action Self - V, S Concentration, up to 10 minutes - - Divination (Ritual) Sense the presence of magic within 30 feet. Can use action to see a faint aura around magic entinties and learn their school of magic.
Find Familiar 1 1 hour 10 feet - V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed) Instantaneous - - Conjuration (Ritual) Summons a familiar of your choice.
Grease 1 1 action 60 feet 10-foot square V, S, M 1 minute Dexterity - Conjuration Each creature in the area must succeed on a save or fall prone. A creature that enters the area or ends its turn there must also succeed on a save or fall prone.
Shield 1 1 reaction Self - V, S 1 round - - Abjuration Reaction taken when hit by an attack. Until the start of your next turn, you have +5 AC, including against the triggering attack.
Sleep 1 1 action 90 feet 20-foot radius sphere V, S, M 1 minute - 5d8 Enchantment Spell may affect creatures totaling HP equal to amount rolled, starting with the lowest current HP.
Tasha's Hideous Laughter 1 1 action 30 feet - V, S, M Concentration, up to 1 minute Wisdom - Enchantment Target may save again at the end of its turn and each time it takes damage. Saves due to damage have advantage. Creatures with Intelligence 4 or less are unaffected.

Prepared:

Name Level Cast Time Range Area Comps Dur Sv/Atk Damage Type Notes
Comprehend Languages 1 1 action Self - V, S, M 1 hour - - Divination (Ritual) Understand literal meaning of any spoken language. Understand any written language, but must be touching the surface it is written upon.
Detect Magic 1 1 action Self - V, S Concentration, up to 10 minutes - - Divination (Ritual) Sense the presence of magic within 30 feet. Can use action to see a faint aura around magic entinties and learn their school of magic.
Grease 1 1 action 60 feet 10-foot square V, S, M 1 minute Dexterity - Conjuration Each creature in the area must succeed on a save or fall prone. A creature that enters the area or ends its turn there must also succeed on a save or fall prone.
Shield 1 1 reaction Self - V, S 1 round - - Abjuration Reaction taken when hit by an attack. Until the start of your next turn, you have +5 AC, including against the triggering attack.
Sleep 1 1 action 90 feet 20-foot radius sphere V, S, M 1 minute - 5d8 Enchantment Spell may affect creatures totaling HP equal to amount rolled, starting with the lowest current HP.
Tasha's Hideous Laughter 1 1 action 30 feet - V, S, M Concentration, up to 1 minute Wisdom - Enchantment Target may save again at the end of its turn and each time it takes damage. Saves due to damage have advantage. Creatures with Intelligence 4 or less are unaffected.

Links[edit]