Adreatta
Adreatta[edit]
- Player Name: Lysus
Portrait[edit]
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 | ||||||||
d | ||||||||
d |
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. |