Sie sind auf Seite 1von 1

Merla Tinkerlow

Level 1 F Stout Halfling F Wizard F Lawful Neutral


Strength

-1

Dexterity

14

+2

Constitution

14

+2

Intelligence

15

+2

Wisdom

12

+1

Charisma

13

+1

art by
Wayne Reynolds

Languages:
Common, Dwarvish,
Elvish, Halfling
Passive Insight:
13
Passive Perception:
11

Proficiencies (proficiency bonus +2)

Armor: None.
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows.
Tools: None.
Saving Throws: Intelligence, Wisdom
Skills: Arcana, History, Insight, Investigation

Racial Traits

Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being
frightened.
Halfling Nimbleness: You can move through the space of any
creature that is of a size larger than yours.
Stout Resilience: You have advantage on saving throws against
poison, and you have resistance against poison damage.

Class Features

Spellcasting Ability: Intelligence is your spellcasting ability for


your spells. The saving throw DC to resist a spell you cast is 12.
Your attack bonus when you make an attack with a spell is +4.
Arcane Recovery: Once per day during a short rest, you can
choose to recover expended spell slots with a combined level
equal to or less than half your wizard level (rounded up).
Cantrips: You know the fire bolt, light and minor illusion cantrips, and can cast them at will.
Spell Slots: You have two 1st-level spell slots you can use to cast
your prepared spells.
Prepared Spells: You prepare four 1st-level spells from your
spellbook and make them available to cast.
Spellbook: Your spellbook contains the 1st-level spells charm
person, comprehend languages, detect magic, mage armor, magic
missile and thunderwave.

Background: Sage (Researcher)

Researcher: When you attempt to learn or recall a piece of lore,


if you do not know that information, you often know where and
from whom you can obtain it (usually from a library, scriptorium
or another learned person or creature). The DM might rule that
some informations deserve major quests of their own!
Personality trait: Theres nothing I like more than a good mystery; I enjoy solving puzzles and riddles.
Ideal: Emotions must not cloud our logical thinking.
Bond: I want to prove my skill as a spellcaster, since my family
went through hard sacrifices to allow me to study magic.
Flaw: I overlook obvious solutions in favor of complicated ones.

Combat Statistics

Initiative: +2
Armor Class: 12
Size: Small
Speed: 25 feet (5 squares on a tactical grid)
Hit Points Maximum: 8 hp; Hit Dice: 1d6

Weapons and Equipment

F Dagger: Melee attack; +4 to hit; targets one creature. On a hit,


you deal 1d4+2 piercing damage to the target.
F Dagger (thrown): Ranged thrown attack; range 20/60 ft. (4/12
squares on a tactical grid); +4 to hit; targets one creature. On a
hit, you deal 1d4+2 piercing damage to the target.
Other equipment: Arcane focus (wooden wand), backpack, bedroll, belt pouch, black ink (1 bottle), mess kit, quill, 10 sheets of
parchment, small knife, spellbook, tinderbox, waterskin.
Trinket: You own a glass orb filled with water, in which swims a
clockwork goldfish.
Money: You have 9 gold pieces (gp) with you.
Trail rations: You carry 10 days of rations with you.

Cantrips and 1st-level Spells (simplified)

Fire Bolt: 1 action; Range 120 ft. (24 squares on a tactical grid);
ranged spell attack (one target). Hit: 1d10 fire damage.
Light: 1 action; Touch an object no larger than 10 ft. in any dimension. It sheds bright light in a 20-foot radius for 1 hour.
Minor Illusion: 1 action; Range 30 ft. (6 squares); you create the
illusion of a sound or object. It lasts 1 minute. Discerning the
illusion requires a DC 12 Intelligence (Investigation) check.
Charm Person: 1 action; Range 30 ft. (6 squares); the target (a
humanoid) must make a DC 12 Wis saving throw (with advantage if youre fighting it) or become friendly for 1 hour.
Comprehend Languages: 1 action; for 1 hour, you understand
any written or spoken language.
Detect Magic: 1 action; concentration spell (up to 10 minutes);
you detect magic sources within 30 ft. (6 squares) of you.
Mage Armor: 1 action; you or an ally you touch without armor
has its AC become 13 + Dex modifier for 8 hours.
Magic Missile: 1 action; you create three magic darts; each dart
hits a creature of your choice within 120 ft. (24 squares) and deals 1d4+1 force damage.
Thunderwave: 1 action; each creature in a 15-ft. cube originating from you must make a DC 12 Con saving throw. Failed: 2d8
thunder damage and the creature is pushed 10 ft. away from you.
Success: Half damage, and no push.
Unattended objects in the area of effect are pushed, too.

Das könnte Ihnen auch gefallen