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Alara Nightshade

1 Level (0/300 XP for level-up) Scholar Background High Elf Race / Species / Heritage Lawful Good Alignment
Wizard
Level 1
Hit Dice: 1/1
1d6+0 Class 1

STR
8
-1
DEX
12
+1
CON
10
+0
INT
16
+3
WIS
14
+2
CHA
10
+0
8 (3d6 + 0)
Hit Points
+2
Initiative (DEX)
0
Armor Class (AC)
d4
Prof. Dice
30
Speed (walk/run/fly)
2 / 18
Spellcasting
3 / 5
Cantrips
5 / 10
Spellbook
1 / 10
Ritual Casting
5 / 5
Arcane Recovery
8 / 10
Spell Mastery
Spellcasting ...
0 Attack mod
WIS Ability
++2 Abi Mod
12 Save DC
2d4 Expertise Bonus
d4 Proficiency Bonus
-1 Strength
+1+d4 Dexterity
+0 Constitution
+8+d4 Intelligence
+4+d4 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+8+d4 Arcana INT
-1 Athletics STR
+0 Deception CHA
+8+d4 History INT
+4+d4 Insight WIS
+0 Intimidation CHA
+5+d4 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +2+d4 DEX 1D4+1 pierce
 It has the finesse and light properties, allowing Alara to use her Dexterity modifier for attack and damage rolls, and allowing her to wield it in her off-hand without penalty.
Quarterstaff +2+d4 DEX 1D6/1D8+1 Bludg.
 A versatile melee weapon that deals 1d6 bludgeoning damage when wielded with both hands, or 1d8 bludgeoning damage when wielded in one hand. Alara can choose to use it one-handed or two-handed based on her preference and situation.
fire bolt +6+d4 INT 1d10 Fire damage
 Thrown fire at short/close range
Mage hand -1+d4 STR 0-1 0
  spectral, floating hand that she can manipulate to interact with objects at a distance. hile it doesn't deal damage, it can be useful for various tasks and interactions.
Prestidiation +2+d4 WIS 0 0
 small sensory effects, harmless sparks, causing objects to change color, or creating small illusions. Non-combat skill
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Researcher - You have an extensive network of contacts within academic circles. When visiting libraries or other places of learning, you can usually gain access to restricted information or find someone knowledgeable to assist you.


Features & Traits
Spellbook
Quarterstaff
Dagger
Explorer's Pack
Scholar's Robes
Herbalism Kit
15 gold pieces

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Cantrips: Fire Bolt, Mage Hand, Prestidigitation
1st Level Spells: Mage Armor, Identify, Sleep
Spellcasting
Proficiencies:
Armor: None
Weapons: Dagger, Quarterstaff
Tools: Herbalism Kit
Skills: Arcana, History, Insight, Investigation


Languages: Common, Elvish, Draconic


Languages & Proficiencies
Alara is intensely curious and seeks knowledge above all else.
She is meticulous in her studies and always keeps her spellbook well-organized.

Personality Traits
Alara believes that knowledge should be freely shared to benefit all.
She is driven by a thirst for discovery and understanding.

Ideals
Alara's family is known for their long lineage of esteemed mages, and she wishes to honor their legacy.
She has a deep respect for her mentor, an elderly wizard who taught her the foundations of magic

Bonds
Alara can be socially awkward and struggles to connect with others on an emotional level.
She has a tendency to become lost in her own thoughts and may overlook practical consideration

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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[block: 776619 lara Nightshade's race is High Elf]

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[block: 1456911 043226]

Planeshift Tarkir

Apprentice Wizard CR: 1/4

Medium humanoid (any race), any
Armor Class: 10 (13 with mage armor)
Hit Points: 13 (3d8) 3d8
Speed: 30 ft

STR

10 +0

DEX

10 +0

CON

10 +0

INT

14 +2

WIS

10 +0

CHA

11 +0

Skills: Arcana +4, History +4
Senses: passive Perception 10
Languages: Common plus any two languages
Challenge Rating: 1/4

Spellcasting. The apprentice casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 12)

  • At will: mage hand, prestidigitation
  • 1/day each: burning hands, disguise self, mage armor

Actions

Arcane Burst. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2) force damage.

Shadow Spawn

Medium , any
Armor Class: AC<27
Hit Points: ~9
Speed: 15 ft

STR

-5

DEX

+2 -4

CON

+2 -4

INT

-5

WIS

+2 -4

CHA

-5

Skills:
Damage Vulnerabilities: Radiant
Damage Immunities: Necrotic

Psychic Attack - Target makes a charisma save DC 16 on fail gain 2 madness on success gain 1.


when killed a 15ft. sphere of curse is created around it. taking a CHR saving throw, with a fail being 2 Madness and 1 Madness on success

A shadowy creature, spawns curse around it when it dies, an interesting property, perhaps there is a way to condense the curse and disperse it.   not very deadly by themselves, but can cause issues with multiple.

Suggested Environments

Found on the way to the Horrible Pit and the Godsword, Southern ruins E13, E15, E16, E20

Statblocks for your spells.

Level 0 Spells

Player's Handbook p242

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
At higher levels: This spell's damage increases by 1d10 when you reach 5th level ( 2d10 ), 11th level ( 3d10 ), and 17th level ( 4d10 )
Available for: Artificer, Sorcer, Wizard

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