Lilitu Shinkara -- Wizard -- Shadow Elf
Name: Lilitu Shinkara
Race/Ancestry/Heritage: Shadar-kai / Shadow Elf
Class & Level: Wizard 1
Background: Sage
Alignment: Neutral Good
Experience: 0 xp
ABILITY SCORES & ABILITIES
(* includes +2 proficiency bonus; ** yincludes expertise, if any)
Strength 10
+0 ... Strength Ability Checks
+0 ... Strength Saving Throws
+0 ... Athletics Skill
150 lbs. ... Maximum Carrying Capacity
300 lbs. ... Max. Push or Drag (Speed -5 ft.)
300 lbs. ... Maximum Lift
Dexterity 11
+0 ... Dexterity Ability Checks
+0 ... Dexterity Saving Throws
+0 ... Acrobatics Skill
+0 ... Sleight of Hand Skill
+0 ... Stealth Skill
Constitution 15
+2 ... Constitution Ability Checks
+2 ... Constitution Saving Throws
Intelligence 18
+4 ... Intelligence Ability Checks
+6 ... Intelligence Saving Throws *
+6 ... Arcana Skill *
+6 ... History Skill *
+6 ... Investigation Skill *
+4 ... Nature Skill
+6 ... Religion Skill *
Wisdom 17
+3 ... Wisdom Ability Checks
+5 ... Wisdom Saving Throws *
+3 ... Animal Handling Skill
+5 ... Insight Skill *
+5 ... Medicine Skill *
+3 ... Perception Skill
+3 ... Survival Skill
Charisma 16
+3 ... Charisma Ability Checks
+3 ... Charisma Saving Throws
+3 ... Deception Skill
+3 ... Intimidation Skill
+3 ... Performance Skill
+3 ... Persuasion Skill
COMBAT [PHB p. 189]
13 ... Passive Perception
+0 ... Initiative Modifier
Armor Class 10 ... Armor worn: none
30 ft. Speed ... Base distance per move
8 hit points ... 1d6 Hit Dice
+3 Magic Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 1d6+3 bludgeoning damage. (If used two-handed in melee, does 1d8+3 damage.)
Spell Attack Modifier: +6
FEATURES, TRAITS, SPECIAL ABILITIES
Sage Background [PHB p. 137]
• Feature: Researcher
• Tech: Medieval / Steel Age.
• Traits: Collects and reads books non-stop. Unkempt appearance.
• Ideal: Truth above all else.
• Bond: Noble patron funds work.
• Flaw: Work seen as blasphemous.
Proficiencies & Languages
• Proficiency Bonus: +2
• Armor: none
• Weapons: dagger, dart, light crossbow, quarterstaff, sling
• Tools: none
• Saving Throws: Intelligence, Wisdom
• Skills: Arcana, History, Insight, Investigation, Medicine, Religion
• Languages: Common, Elvish, Giant, Orc
Shadar-kai Traits [MotM p. 31]
• Creature Type: Humanoid (Elf)
• Age: 130 years old
• Medium Size (5' 10", 202 lbs.)
• Blessing of the Raven Queen (teleport 30 ft. up to 2 times betw. long rests)
• Darkvision (60 feet)
• Fey Ancestry (adv. saves to resist or end charm)
• Keen Senses (Perception)
• Necrotic Resistance (half necrotic damage)
• Trance (4 hrs. as 8 hrs. sleep, change proficiencies)
Wizard Class Features [PHB p. 112]
• Ritual Casting
• Arcane Recovery (regain 1 spell slot after short rest once per day)
Spellcasting [PHB p. 201]
Spell Attack Modifier +6
Spell Save DC 14
EQUIPMENT & TREASURE
Carried Gear [PHB, p. 143]: belt pouch, spellbook, set of common clothes, bottle of black ink, quill, personal papers. (This load is about 9 lbs.; add 1 lb. per 50 coins carried.)
Coins & Gems: 15 gold pieces (gp); 32 silver pieces (sp); 3 copper pieces (cp); 4 gems (worth 10 gp each
MAGIC
Cantrips
Chill Touch
LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
120 ft
COMPONENTS
V, S
DURATION
1 Round
SCHOOL
Necromancy
ATTACK/SAVE
Ranged
DAMAGE/EFFECT
Necrotic
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Ray Of Frost
Ranged Spell Attack: +6 to hit, targets one creature or object within 60 ft. range. Hit: 1d8 cold damage and target's speed reduced by 10 feet for one round.
Sapping Sting
Source: Explorer's Guide to Wildemount
Necromancy cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.
At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Spells
Cause Fear
Source: Xanathar's Guide to Everything
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Inflict Wounds
Necromancy • V, S
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Necromancy
ATTACK/SAVE
Melee
DAMAGE/EFFECT
Necrotic
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
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