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Luna Argentis

This document provides character details for Luna Argentis, a level 5 half-elf sorcerer. Key details include: - Luna is a chaotic good half-elf sorcerer with 11 strength, 13 dexterity, 13 constitution, 16 intelligence, 10 wisdom, and 16 charisma. - Her class is sorcerer level 5 and wizard level 1. She has 32 hit points and proficiencies with light armor, daggers, darts, quarterstaffs, and slings. - Her known cantrips are fire bolt, light, and mage hand. Her 1st level spells prepared are counterspell and misty step.

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ZachFarmer
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0% found this document useful (0 votes)
26 views9 pages

Luna Argentis

This document provides character details for Luna Argentis, a level 5 half-elf sorcerer. Key details include: - Luna is a chaotic good half-elf sorcerer with 11 strength, 13 dexterity, 13 constitution, 16 intelligence, 10 wisdom, and 16 charisma. - Her class is sorcerer level 5 and wizard level 1. She has 32 hit points and proficiencies with light armor, daggers, darts, quarterstaffs, and slings. - Her known cantrips are fire bolt, light, and mage hand. Her 1st level spells prepared are counterspell and misty step.

Uploaded by

ZachFarmer
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 9

Sorcerer (5) / Wizard (1) Zach Farmer

CLASS & LEVEL BACKGROUND PLAYER NAME


Luna Argentis Half-Elf Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
11 +1 30
-1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 32


-1 Strength
DEXTERITY
+1 Dexterity

+1 ●
+4 Constitution
+3 Intelligence
CURRENT HIT POINTS IDEALS

13 0 Wisdom

+6 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+1 +1 Acrobatics (Dex) SUCCESSES

13 0 Animal Handling (Wis)


6x(1d6+1)
FAILURES

+6 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
-1

+3 +3 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE

16 ●
+3 Insight (Wis)
Dagger +4 1d4+1 piercing
Backpack
WISDOM ●
+3 Intimidation (Cha)
+6 Investigation (Int)
Quarterstaff +2 1d6-1 bludgeoning
Bedroll
0 Medicine (Wis) Clothes, common
0 ●
+6 Nature (Int)
Crystal
0 Perception (Wis) Number of
10
+3 Performance (Cha)
Attacks: 1 Mess kit
CHARISMA
+3 Persuasion (Cha)
+3 Religion (Int)
Rations (1 day)
+3 +1 Sleight of Hand (Dex) x10
16
+1 Stealth (Dex)
Survival (Wis)
Rope, hempen
0

SKILLS ATTACKS & SPELLCASTING


Spyglass
Tinderbox
10 PASSIVE WISDOM (PERCEPTION)
CP Torch x10
SP
Waterskin
Weapon Proficiencies:
Crossbow, light; Dagger; EP
Dart; Quarterstaff; Sling

Language Proficiencies:
GP
10
Abyssal; Celestial; PP

Common; Elvish;
Primordial
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
19 5' 10" 130 lbs
AGE HEIGHT WEIGHT
Luna Argentis Green Pale Blonde
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Sorcerer Charisma 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Fire Bolt Counterspell
Light
Mage Hand

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

2 3
Enhance Ability

Misty Step

5

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
Intelligence 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Minor Illusion

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Charm Person

Comprehend Languages
4
Detect Magic

False Life
SPELLS KNOWN

Feather Fall

Find Familiar
Magic Missile

2 3

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

Darkvision: 60 ft.

----------Bonus Actions----------
Flexible Casting. You can convert sorcery points into spell slots
(level - point cost: 1st - 2, 2nd - 3, 3rd - 5, 4th - 6, 5th - 7). You
can also convert spell slots into sorcery points equal to the slot's
level.

-----------Other Traits------------
Arcane Recovery. When you finish a short rest, regain spell
slots totalling no more than 1, and each must be 5th level or
lower. (use once/day).

Empowered Spell. Spend 1 sorcery pt. to reroll up to 3 spell


damage dice.

Fey Ancestry. Advantage on charmed saves and immune to


sleep magic.

Quickened Spell. Spend 2 sorcery pts. to convert a casting of a


spell with 1 action casting time to 1 bonus-action.

Sorcery Points. You have 5 sorcery points (use 5 times/long


rest).
Page 1

Fire Bolt Light Mage Hand


Sorcerer Cantrip Evocation DC 14 Spell Mod +6 Sorcerer Cantrip Evocation DC 14 Spell Mod +6 Sorcerer Cantrip Conjuration DC 14 Spell Mod +6
1 Act. 120 ft V,S Inst 1 Act. Touch V,M 1 hr 1 Act. 30 ft V,S 1 min
A firefly or phosphorescent moss

You hurl a mote of fire at a creature or object You touch one object that is no larger than 10 A spectral, floating hand appears at a point
within range. Make a ranged spell attack feet in any dimension. Until the spell ends, the you choose within range. The hand lasts for
against the target. On a hit, the target takes object sheds bright light in a 20-foot radius the duration or until you dismiss it as an
1d10 fire damage. A flammable object hit by and dim light for an additional 20 feet. The action. The hand vanishes if it is ever more
this spell ignites if it isn’t being worn or light can be colored as you like. Completely than 30 feet away from you or if you cast this
carried. This spell’s damage increases by 1d10 covering the object with something opaque spell again. You can use your action to control
when you reach 5th level (2d10), 11th level blocks the light. The spell ends if you cast it the hand. You can use the hand to manipulate
(3d10), and 17th level (4d10). again or dismiss it as an action. If you target an object, open an unlocked door or container,
an object held or worn by a hostile creature, stow or retrieve an item from an open
that creature must succeed on a Dexterity container, or pour the contents out of a vial.
saving throw to avoid the spell. You can move the hand up to 30 feet each time
you use it. The hand can't attack, activate
magic items, or carry more than 10 pounds.

Minor Illusion Charm Person Comprehend Languages (ritual)


Wizard Cantrip Illusion DC 14 Spell Mod +6 Wizard Level 1 Enchantment DC 14 Spell Mod +6 Wizard Level 1 Divination DC 14 Spell Mod +6
1 Act. 30 ft S,M 1 min 1 Act. 30 ft V,S 1 hr 1 Act. Self V,S,M 1 hr
A bit of fleece A pinch of soot and salt

You create a sound or an image of an object You attempt to charm a humanoid you can see For the duration, you understand the literal
within range that lasts for the duration. The within range. It must make a Wisdom saving meaning of any spoken language that you
illusion also ends if you dismiss it as an action throw, and does so with advantage if you or hear. You also understand any written
or cast this spell again. If you create a sound, your companions are fighting it. If it fails the language that you see, but you must be
its volume can range from a whisper to a saving throw, it is charmed by you until the touching the surface on which the words are
scream. It can be your voice, someone else's spell ends or until you or your companions do written. It takes about 1 minute to read one
voice, a lion's roar, a beating of drums, or any anything harmful to it. The charmed creature page of text. This spell doesn't decode secret
other sound you choose. The sound continues regards you as a friendly acquaintance. When messages in a text or a glyph, such as an
unabated throughout the duration, or you can the spell ends, the creature knows it was arcane sigil, that isn't part of a written
make discrete sounds at different times before charmed by you. At Higher Levels. When you language.
the spell ends. If you create an image of an cast this spell using a spell slot of 2nd level or
object—such as a chair, muddy footprints, or a higher, you can target one additional creature
small chest—it must be no larger than a 5-foot for each slot level above 1st. The creatures
cube. The image can't create sound, light, must be within 30 feet of each other when you
smell, or any other sensory effect. Physical target them.
interaction with the image reveals it to be an
illusion, because things can pass through it. If
a creature uses its action to examine the sound
or image, the creature can determine that it is

Detect Magic (ritual) False Life Feather Fall


Wizard Level 1 Divination DC 14 Spell Mod +6 Wizard Level 1 Necromancy DC 14 Spell Mod +6 Wizard Level 1 Transmutation DC 14 Spell Mod +6
1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M 1 hr 1 reAct. 60 ft V,M 1 min
A small amount of alcohol or distilled spirits A small feather or piece of down

For the duration, you sense the presence of Bolstering yourself with a necromantic Choose up to five falling creatures within
magic within 30 feet of you. If you sense magic facsimile of life, you gain 1d4 + 4 temporary range. A falling creature's rate of descent
in this way, you can use your action to see a hit points for the duration. At Higher Levels. slows to 60 feet per round until the spell ends.
faint aura around any visible creature or When you cast this spell using a spell slot of If the creature lands before the spell ends, it
object in the area that bears magic, and you 2nd level or higher, you gain 5 additional takes no falling damage and can land on its
learn its school of magic, if any. The spell can temporary hit points for each slot level above feet, and the spell ends for that creature.
penetrate most barriers, but it is blocked by 1 1st.
foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt.
Page 1 (reverse)

Minor Illusion (reverse)


an illusion with a successful Intelligence
(Investigation) check against your spell save
DC. If a creature discerns the illusion for what
it is, the illusion becomes faint to the creature.
Page 2

Find Familiar (ritual) Magic Missile Enhance Ability


Wizard Level 1 Conjuration DC 14 Spell Mod +6 Wizard Level 1 Evocation DC 14 Spell Mod +6 Sorcerer Level 2 Transmutation DC 14 Spell Mod +6
1 hr 10 ft V,S,M Inst 1 Act. 120 ft V,S Inst 1 Act. Touch V,S,M Conc, 1 hr.
Charcoal, herbs, and incense (10 gp worth) consumed Fur or a feather from a beast
in a fire in a brass brazier.

You gain the service of a familiar, a spirit that You create three glowing darts of magical You touch a creature and bestow upon it a
takes an animal form you choose: bat, cat, force. Each dart hits a creature of your choice magical enhancement. Choose one of the
crab, frog (toad), hawk, lizard, octopus, owl, that you can see within range. A dart deals 1d4 following effects; the target gains that effect
poisonous snake, fish (quipper), rat, raven, sea + 1 force damage to its target. The darts all until the spell ends. Bear's Endurance. The
horse, spider, or weasel. Appearing in an strike simultaneously, and you can direct target has advantage on Constitution checks.
unoccupied space within range, the familiar them to hit one creature or several. At Higher It also gains 2d6 temporary hit points, which
has the statistics of the chosen form, though it Levels. When you cast this spell using a spell are lost when the spell ends. Bull's Strength.
is a celestial, fey, or fiend (your choice) instead slot of 2nd level or higher, the spell creates The target has advantage on Strength checks,
of a beast. Your familiar acts independently one more dart for each slot level above 1st. and his or her carrying capacity doubles. Cat's
of you, but it always obeys your commands. In Grace. The target has advantage on Dexterity
combat, it rolls its own initiative and acts on checks. It also doesn't take damage from
its own turn. A familiar can't attack, but it can falling 20 feet or less if it isn't incapacitated.
take other actions as normal. When the Eagle's Splendor. The target has advantage on
familiar drops to 0 hit points, it disappears, Charisma checks. Fox's Cunning. The target
leaving behind no physical form. It reappears has advantage on Intelligence checks. Owl's
after you case this spell again. When your Wisdom. The target has advantage on Wisdom
familiar is within 100 feet of you, you can checks. At Higher Levels. When you cast this
communicate with it telepathically. spell using a spell slot of 3rd level or higher,
Additionally, as an action, you can see though you can target one additional creature for each

Misty Step Counterspell


Sorcerer Level 2 Conjuration DC 14 Spell Mod +6 Sorcerer Level 3 Abjuration DC 14 Spell Mod +6
1 B.A. Self V Inst 1 reAct. 60 ft S Inst

Briefly surrounded by silvery mist, you You attempt to interrupt a creature that you
teleport up to 30 feet to an unoccupied space can see casting a spell. If the creature is casting
that you can see. a spell of 3rd level or lower, its spell fails and
has no effect. If it's a spell of 4th level or
higher, make a check using your spellcasting
ability. The DC is 10 + the spell's level. On a
success, the spell is interrupted. At Higher
Levels: The interrupted spell has no effect if its
level is less than or equal to the level of the
spell slot you used.
Page 2 (reverse)

Enhance Ability (reverse) Find Familiar (reverse)


slot level above 2nd. your familiar's eyes and hear what it hears
until the start of your next turn, gaining the
benefits of any special senses that the familiar
has. During this time you are deaf and blind
with regard to your own senses. As an
action, you can temporarily dismiss your
familiar. It disappears into a pocket dimension
where it awaits your summon. Alternatively,
you can dismiss it forever. As an action while
it is temporarily dismissed, you can cause it to
reappear in an unoccupied space within 30
feet of you. You can't have more than one
familiar at a time. If you case this spell while
you already have a familiar, you instead cause
it to adopt a new form. Choose one of the
forms from the above list. Your familiar
transforms into the chosen creature.
Finally, when you cast a spell with a range of
touch, your familiar can deliver the spell as if
it has cast the spell. Your familiar must be
within 100 feet of you, and it must use its
reaction to deliver the spell when you cast it. If
the spell requires an attack roll, you use your
attack modifier for the roll.

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