Aviana Nightsunder: Character Level, Race, & Class Experience

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Level 6 High Elf Wizard, Bladesinging 14000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Aviana Nightsunder
Lyceum Student Chaotic Neutral Rillifane Rallathil Acrid Outcast
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as
STRENGTH Unarmored (15) 15 if it were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +3
16
SHIELD Fey Ancestry. Advantage on saving throws against being
AC charmed, and magic can’t put you to sleep.

N
CIE C
Trance. Elves don’t need to sleep. Instead, they meditate
+3 Strength
Y
PROFI

deeply, remaining semiconscious, for 4 hours a day.


+3
+5 Dexterity War Caster. You have advantage on Constitution saving
+1 Constitution ARMOR CLASS throws that you make to maintain your concentration on a
spell when you take damage.You can perform the somatic
DEXTERITY
✘ +7 Intelligence components of spells even when you have weapons or a
MAXIMUM HIT DICE TEMPORARY shield in one or both hands.When a hostile creature’s
20 ✘ +4 Wisdom

-1 Charisma
32 6d6 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
CONDITIONAL
casting time of 1 action and must target only that creature.
+5
Spellcasting. You can prepare 10 spells from the your
CURRENT HIT POINTS spellbook. You use an arcane focus to cast spells. and can
also cast wizard spells as a ritual.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS
Arcane Recovery. Once per day when you finish a short
12 N
CIE C

+5 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
rest, you can choose expended spell slots to recover. The
spell slots can have a combined level that is equal to or less
Y
PROFI

than half your wizard level (rounded up).


RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+1 ✘ +7 Arcana (Int) Darkvision Arcane Tradition.
Bladesinging. Bladesingers are elves who bravely defend
their people and lands.
+3 Athletics (Str)
INTELLIGENCE -1 Deception (Cha) Bladesong (2/Short Rest). You can use a bonus action to
start the Bladesong, which lasts for 1 minute. +4 AC, +10

18 ✘ +7 History (Int)
+1 Insight (Wis)
speed, advantage on Acrobatics checks, +4 to concentration
checks.

-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Extra Attack. You can attack twice, instead of once,
+4 ✘ +7 Investigation (Int)
whenever you take the Attack action on your turn.

+1 Medicine (Wis) 1 Scholar’s Pack


WISDOM 1 Clothes, Fine
+4 Nature (Int)
1 Calligrapher’s Supplies

12 ✘


+4 Perception (Wis)
+2 Performance (Cha)
1
1
Vicious Rapier
Ruby of the War Mage
✘ +2 Persuasion (Cha) 1 Orb of Shielding
+1 +4 Religion (Int) 2 Potion of Healing (2)

+5 Sleight of Hand (Dex)


CHARISMA +5 Stealth (Dex)

8 +1 Survival (Wis)
SKILLS

-1 14 PASSIVE PERCEPTION

ADVANTAGE
CP SP EP GP PP WEIGHT
0 0 0 0 0 23.5 lb.
INITIATIVE +5 2 Attacks / Attack Action EQUIPMENT

NAME RANGE ATTACK DAMAGE / TYPE


Vicious Rapier 5 ft +8 vs AC 1d8 + 5 piercing
Finesse
FEATURES & TRAITS
Orb of Shielding 5 ft +3 vs AC +3

Armor Proficiencies. Light Armor

Weapon Proficiencies. Longsword, Shortsword, Shortbow,


Longbow, Rapier, Dagger, Dart, Sling, Quarterstaff,
Crossbow, Light

Tool Proficiencies. –

Languages. Common, Elvish, Goblin, Dwarvish, Orc

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 485 5'11 145
GENDER AGE HEIGHT WEIGHT
Aviana Nightsunder Red Brown Red
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You most likely came up through money or a family of social prestige somewhere in the world, as tuition at the
Alabaster Lyceum is not inexpensive. Your interests and pursuits have brought you to the glittering halls of Tal’Dorei’s
highest place of learning, soaking in all and every lesson you can to better make your mark on the world (or at least you
I’ve read every book in the world’s greatest should be, but every class has its slackers). However, the call to adventure threatens to pull you from your studies, and
libraries— or I like to boast that I have. now the challenge of balancing your education with the tide of destiny sweeping you away is looming.
I am horribly, horribly awkward in social situations.
You may have come to better research and understand the history and lore of Exandria and the lands you now call
home, perhaps seeking a future here at the Lyceum as a professor. You could also have been drawn by the promise of
prosperity in politics, learning the inner workings of government and alliances to better position yourself as a future
PERSONALITY TRAITS
writer of history. Perhaps you’ve discovered a knack for the arcane, coming here to focus on refining your spellcraft in
the footsteps of some of the finest wizards and sorcerers in days of yore.
Self-Improvement. The goal of a life of study is the
betterment of oneself. (Any)

IDEAL

I have an ancient text that holds terrible secrets that


must not fall into the wrong hands.

BOND

I speak without really thinking through my words,


invariably insulting others.

FLAW BACKGROUND STORY

Student Privilege
You’ve cleared enough lessons, and gained an ally or two on
staff, to have access to certain chambers within the Lyceum
(and some other allied universities) that outsiders would not.
This allows use of any Tool Kit, so long as Chapter 3: Character
Options 107 tal’dorei campaign guide the Tool Kit is used on
the grounds of the Lyceum and is not removed from its
respective chamber (each tool kit is magically marked and will
sound an alarm if removed). More dangerous kits and
advanced crafts (such as use of a Poisoner’s Kit, or the
enchanting of a magical item) might require staff supervision.
You may also have access to free crafting materials and
enchanting tables, so long as they are relatively inexpensive, or
your argument for them is convincing (up to the staff’s
approval and DM’s discretion).
BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES ADDITIONAL TREASURE

This character sheet was generated by the Aurora Builder.


Intelligence +7 15 10

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Wizard, Bladesinging

CANTRIPS Blade Ward Green-Flame Blade


Lightning Lure Ray of Frost

1ST LEVEL 4 SPELL SLOTS ● Burning Hands ● Feather Fall


● Mage Armor ● Shield Black Lotus Assault
Detect Magic Spider's Kiss Witch Bolt

2ND LEVEL 3 SPELL SLOTS ● Dissociative Edge ● Invisibility


● Shadow Blade Shatter

3RD LEVEL 3 SPELL SLOTS ● Blink ● Counterspell


● Lightning Bolt Fireball
Blade Ward Green-Flame Blade Lightning Lure
Abjuration Cantrip Evocation Cantrip Evocation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE 5 feet RANGE 15 feet
DURATION 1 round DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, M (a weapon) COMPONENTS V

You extend your hand and trace a sigil of warding in the air. Until the As part of the action used to cast this spell, you must make a melee You create a lash of lightning energy that strikes at one creature of
end of your next turn, you have resistance against bludgeoning, attack with a weapon against one creature within the spell's range, your choice that you can see within range. The target must succeed
piercing, and slashing damage dealt by weapon attacks. otherwise the spell fails. On a hit, the target suffers the attack's on a Strength saving throw or be pulled up to 10 feet in a straight line
normal effects, and green fire leaps from the target to a different toward you and then take 1d8 lightning damage if it is within 5 feet
creature of your choice that you can see within 5 feet of it. The of you.
second creature takes fire damage equal to your spellcasting ability This spell's damage increases by 1d8 when you reach 5th level
modifier. (2d8), 11th level (3d8), and 17th level (4d8).
This spell's damage increases when you reach higher levels. At 5th
level, the melee attack deals an extra 1d8 fire damage to the target,
and the fire damage to the second creature increases to 1d8 + your
spellcasting ability modifier. Both damage rolls increase by 1d8 at
11th level and 17th level.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Sword Coast Adventurer’s Guide Spellcasting (Wizard) Sword Coast Adventurer’s Guide

Ray of Frost Black Lotus Assault Burning Hands


Evocation Cantrip 1st-level illusion 1st-level evocation

CASTING TIME 1 action CASTING TIME Special CASTING TIME 1 action


RANGE 60 feet RANGE Self RANGE Self (15-foot cone)
DURATION Instantaneous DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (a melee weapon) COMPONENTS V, S

A frigid beam of blue-white light streaks toward a creature within The black lotus only blooms during the solar eclipse, when the As you hold your hands with thumbs touching and fingers spread, a
range. Make a ranged spell attack against the target. On a hit, it takes nearest star understands its own mortality. thin sheet of flames shoots forth from your outstretched fingertips.
1d8 cold damage, and its speed is reduced by 10 feet until the start of The first time you take the Attack action during your turn, you can Each creature in a 15-foot cone must make a Dexterity saving throw.
your next turn. The spell’s damage increases by 1d8 when you reach cast this spell to summon a swirl of black lotus petals to surround A creature takes 3d6 fire damage on a failed save, or half as much
5th level (2d8), 11th level (3d8), and 17th level (4d8). your weapon, distracting your foes and enabling you to strike with damage on a successful one. The fire ignites any flammable objects in
great power. Each successful hit you make with this weapon before the area that aren’t being worn or carried.
the spell ends, the target must make a Wisdom saving throw or have At Higher Levels. When you cast this spell using a spell slot of 2nd
a new effect apply. Once you’ve made three weapon attacks, the level or higher, the damage increases by 1d6 for each slot level above
spell ends. 1st.
• 1st Hit:
• If the target fails their saving throw, their movement speed is
halved until the end of their next turn.
• 2nd Hit:
• If the target fails their saving throw, they take 1d6 psychic
damage and cannot take reactions until after the end of your next
turn.
• 3rd Hit:
• If the target fails their saving throw, they take 2d6 psychic
damage and cannot take bonus actions during their next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the psychic damage of the 2nd hit increases by 1d6
per spell slot level above 1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) The Compendium of Forgotten Secrets Spellcasting (Wizard) Player’s Handbook

Detect Magic Feather Fall Mage Armor


1st-level divination (ritual) 1st-level transmutation 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 reaction CASTING TIME 1 action


RANGE Self RANGE 60 feet RANGE Touch
DURATION Concentration, up to 10 minutes DURATION 1 minute DURATION 8 hours
COMPONENTS V, S COMPONENTS V, M (a small feather or piece of down) COMPONENTS V, S, M (a piece of cured leather)

For the duration, you sense the presence of magic within 30 feet of Reaction: When you or a creature within 60 feet of you falls Choose You touch a willing creature who isn’t wearing armor, and a
you. If you sense magic in this way, you can use your action to see a up to five falling creatures within range. A falling creature’s rate of protective magical force surrounds it until the spell ends. The target’s
faint aura around any visible creature or object in the area that bears descent slows to 60 feet per round until the spell ends. If the creature base AC becomes 13 + its Dexterity modifier. The spell ends it if the
magic, and you learn its school of magic, if any. The spell can lands before the spell ends, it takes no falling damage and can land target dons armor or if you dismiss the spell as an action.
penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of on its feet, and the spell ends for that creature.
common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Shield Spider's Kiss Witch Bolt
1st-level abjuration 1st-level illusion 1st-level evocation

CASTING TIME 1 reaction CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE 10 feet RANGE 30 feet
DURATION 1 round DURATION 1 round DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a twig from a tree that has been struck by lightning)

Reaction trigger: You are hit by an attack or targeted by the magic The love of a widow is not made false by the consequences. A beam of crackling, blue energy lances out toward a creature within
missile spell An invisible barrier of magical force appears and protects When you cast this spell, choose a creature you can see within range, forming a sustained arc of lightning between you and the
you. Until the start of your next turn, you have a +5 bonus to AC, range. An illusory veil covers you, making you appear as the perfect target. Make a ranged spell attack against that creature. On a hit, the
including against the triggering attack, and you take no damage from paramour to the target. The target must make a Wisdom saving target takes 1d12 lightning damage, and on each of your turns for the
magic missile. throw. If they fail, they are charmed by you, and move to grapple you duration, you can use your action to deal 1d12 lightning damage to
during their next turn. If they succeed, you can use your reaction to the target automatically. The spell ends if you use your action to do
deliver a deadly corrosive touch, breaking the grapple, ending the anything else. The spell also ends if the target is ever outside the
spell, and dealing 2d10 acid damage to the target. spell’s range or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the acid damage increases by 1d10 per slot level level or higher, the initial damage increases by 1d12 for each slot
above 1st level. level above 1st.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) The Compendium of Forgotten Secrets Spellcasting (Wizard) Player’s Handbook

Dissociative Edge Invisibility Shadow Blade


2nd-level transmutation 2nd-level illusion 2nd-level illusion

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Self (30 feet) RANGE Touch RANGE Self
DURATION Instantaneous DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (any melee weapon) COMPONENTS V, S, M (an eyelash encased in gum arabic) COMPONENTS V, S

Formerly claimed she’d never touched him. She was truthful. A creature you touch becomes invisible until the spell ends. Anything You weave together threads of shadow to create a sword of solidified
Technically. the target is wearing or carrying is invisible as long as it is on the gloom in your hand. This magic sword lasts until the spell ends. It
When you cast this spell, your weapon hums with violent energy. target’s person. The spell ends for a target that attacks or casts a counts as a simple melee weapon with which you are proficient. It
The first time you could make a melee weapon attack before the end spell. deals 2d8 psychic damage on a hit and has the finesse, light, and
of your current turn, you can launch a scything blade of force from At Higher Levels. When you cast this spell using a spell slot of 3rd thrown properties (range 20/60). In addition, when you use the
your weapon instead. level or higher, you can target one additional creature for each slot sword to attack a target that is in dim light or darkness, you make the
Each creature within a line 5 feet wide and 30 feet long must make level above 2nd. attack roll with advantage.
a Dexterity saving throw, starting from the creature closest to you. If you drop the weapon or throw it, it dissipates at the end of the
The first creature that fails takes 2d8 force damage and suffers turn. Thereafter, while the spell persists, you can use a bonus action
damage and effects as though you had hit them with a successful to cause the sword to reappear in your hand.
attack using that weapon. At Higher Levels. When you cast this spell using a 3rd- or 4th-level
At Higher Levels. When you cast this spell using a spell slot of 3rd spell slot, the damage increases to 3d8. When you cast it using a 5th-
level or higher, the force damage increases by 1d8 per slot level or 6th-level spell slot, the damage increases to 4d8. When you cast it
above 2nd. using a spell slot of 7th level or higher, the damage increases to 5d8.

Spellcasting (Wizard) The Compendium of Forgotten Secrets Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Xanathar’s Guide to Everything

Shatter Blink Counterspell


2nd-level evocation 3rd-level transmutation 3rd-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 reaction


RANGE 60 feet RANGE Self RANGE 60 feet
DURATION Instantaneous DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S, M (a chip of mica) COMPONENTS V, S COMPONENTS S

A sudden loud ringing noise, painfully intense, erupts from a point of Roll a d20 at the end of each of your turns for the duration of the Reaction: When you see a creature within 60 feet of you casting a
your choice within range. Each creature in a 10-foot-radius sphere spell. On a roll of 11 or higher, you vanish from your current plane of spell You attempt to interrupt a creature in the process of casting a
centered on that point must make a Constitution saving throw. A existence and appear in the Ethereal Plane (the spell fails and the spell. If the creature is casting a spell of 3rd level or lower, its spell
creature takes 3d8 thunder damage on a failed save, or half as much casting is wasted if you were already on that plane). At the start of fails and has no effect. If it is casting a spell of 4th level or higher,
damage on a successful one. A creature made of inorganic material you next turn, and when the spell ends if you are on the Ethereal make an ability check using your spellcasting ability. The DC equals
such as stone, crystal, or metal has disadvantage on this saving Plane, you return to an unoccupied space of your choice that you can 10+ the spell’s level. On a success, the creature’s spell fails and has
throw. A nonmagical object that isn’t being worn or carried also takes see within 10 feet of the space you vanished from. If no unoccupied no effect.
the damage if it’s in the spell’s area. space is available within that rang, you appear in the nearest At Higher Levels. When you cast this spell using a spell slot of 4th
At Higher Levels. When you cast this spell using a spell slot of 3rd unoccupied space (chosen at random if more that one space is level or higher, the interrupted spell has no effect if its level is less
level or higher, the damage increases by 1d8 for each slot level above equally near). You can dismiss this spell as an action. While on the than or equal to the level of the spell slot you used.
2nd. Ethereal Plane, you can see and hear the plane you originated from,
which is cast in shades of gray, and you can’t see anything more than
60 feet away.You can only affect and be affected by other creatures
on the Ethereal Plane. Creature that aren’t there can’t perceive you
or interact with you, unless they have the ability to do so.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook
Fireball Lightning Bolt
3rd-level evocation 3rd-level evocation

CASTING TIME 1 action CASTING TIME 1 action


RANGE 150 feet RANGE Self (100-foot line)
DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a tiny ball of bat guano and sulfur) COMPONENTS V, S, M (a bit of fur and a rod of amber, crystal, or glass)

A bright streak flashes from your pointing finger to a point you A stroke of lightning forming a line of 100 feet long and 5 feet wide
choose within range and then blossoms with a low roar into an blasts out from you in a direction you choose. Each creature in the
explosion of flame. Each creature in a 20-foot-radius sphere centered line must make a Dexterity saving throw. A creature takes 8d6
on that point must make a Dexterity saving throw. A target takes 8d6 lightning damage on a failed save, or half as much damage on a
fire damage on a failed save, or half as much damage on a successful successful one. The lightning ignites flammable objects in the area
one. that aren’t being worn or carried.
The fire spreads around corners. It ignites flammable objects in the At Higher Levels. When you cast this spell using a spell slot of 4th
area that aren’t being worn or carried. level or higher, the damage increases by 1d6 for each slot above 3rd.
At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d6 for each slot level above
3rd.

Spellcasting (Wizard) Player’s Handbook Spellcasting (Wizard) Player’s Handbook


Scholar’s Pack Clothes, Fine Calligrapher’s Supplies
Equipment Packs Adventuring Gear Tools

Includes a backpack, a book of lore, a bottle of ink, an ink Calligraphy treats writing as a delicate, beautiful art. Calligraphers
pen, 10 sheets of parchment, a little bag of sand, and a produce text that is pleasing to the eye, using a style that is
small knife. difficult to forge. Their supplies also give them some ability to
examine scripts and determine if they are legitimate, since a
calligrapher’s training involves long hours of studying writing and
attempting to replicate its style and design.
Components. Calligrapher’s supplies include ink, a dozen sheets
of parchment, and three quills.
Arcana. Although calligraphy is of little help in deciphering the
content of magical writings, proficiency with these supplies can
aid in identifying who wrote a script of a magical nature.
History. This tool proficiency can augment the benefit of
successful checks made to analyze or investigate ancient writings,
scrolls, or other texts, including runes etched in stone or
messages in frescoes or other displays.
Decipher Treasure Map. This tool proficiency grants you
expertise in examining maps. You can make an Intelligence check
to determine a map’s age, whether a map includes any hidden
messages, or similar facts.
CALLIGRAPHER’S SUPPLIES
Activity DC
Identify writer of nonmagical script 10
Determine writer's state of mind 15
Spot forged text 15
Forge a signature 20

10 lbs. Player’s Handbook 6 lb. Player’s Handbook 5 lbs. Player’s Handbook

Vicious Rapier Ruby of the War Mage Orb of Shielding


Weapons Wondrous Items Wondrous Items

When you roll a 20 on your attack roll with this magic Etched with eldritch runes, this 1—inch-diameter ruby An orb of shielding is made from crystal or stone aligned to
weapon, your critical hit deals an extra 2d6 damage of the allows you to use a simple or martial weapon as a one of the planes. While you are holding the orb of
weapon's type. spellcasting focus for your spells. For this property to work, shielding, it shields you from a particular type of energy.
you must attach the ruby to the weapon by pressing the Any time you take damage of that type, reduce it by 1d4.
ruby against it for at least 10 minutes. Thereafter, the ruby The materials and their associated damage types are listed
can’t be removed unless you detach it as an action or the below.
weapon is destroyed. Not even an antimagic fieid causes it • Fernian basalt:
to fall off. The ruby does fall off the weapon if your • Fire damage.
attunement to the ruby ends. • Irian quartz:
• Radiant damage.
• Kythrian skarn:
• Acid or poison damage.
• Lamannian flint:
• Lightning or thunder damage.
• Mabaran obsidian:
• Necrotic damage.
• Quori celestine, Xorian marble:
• Psychic damage.
• Risian shale:
• Cold damage.
• Shavarran chert:
• Force damage.

2 lb. Dungeon Master’s Guide 0 lb. Xanathar’s Guide to Everything 0 lb. Wayfinder’s Guide to Eberron

Potion of Healing (2)


Potions

You regain 2d4 + 2 hit points when you drink this potion.
Whatever its potency, the potion’s red liquid glimmers
when agitated.

1/2 lb. Dungeon Master’s Guide

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