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Player Characters of

Stephi Valentine

High Elf Wizzard (Bladesinging) 1


Alignment: Lawful Good
Deity: Koth
Religion:
Piety: none
Birthday: 1, Skocanth
Birth Year:
Starsign:
Age: 1322
Social Class: Middle-Upper Class
Secondary Skill:
Spoken Languages and Dialects

Common
Written Languages and Scripts

Common

Hit Points


9 / 9

Hit Dice (HD): 1d6 + your Constitution modifier per wizard level after 1st
Hit Die Type: 1d6 + your Constitution modifier per wizard level after 1st
Hit Point Bonus: per hit die

Wounds:

Experience


Experience Points: Wizzard 0

Experience Point Bonus: 0 %

Armor Class


16

Armor Worn: Studded Leather
Armor Condition: Falling Apart
Armor Movement: "
Shield Used:
Shield Condition: Destroyed
Base Armor Type: Leather/Padded (AC8)
AC Flatfooted: 12
AC Without Shield: 12
Armor Weight:
Armor Value: 2000
Shield Weight:
Shield Value: 2000

Armor Notes:

Glamoured Studded Leather Armor

Magic Item Information

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor.

Justification

Ever since a young age, Stephi has been fighting. But due to her families attempts to hide the fact that she is a bastard. His parents bought them this armor. His parents originally intended for them to use it as a way to hide there features. But Stephi adopted it into his passion for rigging translator fights. As another way he hides the fact that he is a Wizard by trade. Not the fighters and barbarians that populate the arena.

Fun Facts

Because of the magical proprieties of the armor, Stephi always makes it look in presitne condition. But in reality because they always see it like that, they forget the fact that the armor is falling apart.


Ability Scores

Saving Throws

STRENGTH

16.

Hit +0 | Dam +1 | Weight +350
Open Doors 1-3 | Bend Bars 10%
INTELLIGENCE

18

Addtnl Lang 6 | Learn Spell: 75%
Min Spells: 8 | Max Spells: 14
WISDOM

10

DEXTERITY

17

CONSTITUTION

18

CHARISMA

7

Paralysis, Poison
and Death Magic

Roll

Notes:
Petrification
or Polymorph

Roll

Rod, Staff
or Wand

Roll

Breath
Weapon

Roll

Spells and
Other Magic

Roll

General Saving Throw Notes:

Movement Rate


Base Movement Rate: 12"
Heavy: 8"
Very Heavy: 4"
Max Load: 1.3333333333333"
Run (x10): 120"
Normal (x5): 60"
Crawl (50%): 6"

Weapons and Combat

Weapons of Proficiency:
Non-Prof Penalty: [-2] | Slots: /

 
To Hit AC Table:

 

Thief Skills:

Pick Pockets Move Silently Climb Walls
Open Locks Hide in Shadows Read Languages
Find/Remove Traps Hear Noise Backstab

Equipment Carried:


 

Wealth and Property:

Carried Wealth
Other Wealth
Platinum Pieces: (PP)
Gold Pieces: (GP)
Electrum Pieces: 0 (EP)
Silver Pieces: (SP)
Copper Pieces: (CP)
Gemstones:
Total Gem Value: gp
Total Gem Weight: gp
Other:
Total Other Value: gp
Total Other Weight: gp
Total Value: 0 gp
Total Weight: 0 gp
Conversion: PP = 5 GP = 100 SP = 1000 CP
or 1/5 PP = 1 GP = 2 EP = 20 SP = 200 CP


 

Encumbrance

Normal < 700
Heavy 700 - 1250
Very Heavy 1250 - 1600
Maximum 1601


Equip Weight:
Weapon Weight:
Weapon Weight:
Armor Weight:
Wealth Weight: 0
Total Weight: 0

Special Abilities:

Special abilities granted to this character due to race, class or other circumstances. Ability Check D100 Ability Check: D20 Ability Check: D6

 
 

Non Weapon Proficiencies:

Secondary and other skills granted to this character due to experience and background. NWP Check

 
Secondary Skill:
Non-Weapon Proficiency Slots: /

 

Spells and Magic:

Magical casting abilities granted to the character due to class, nature of other experiences.

 
Prepared Spells and Abilities:
 
Spell and Magical Components/Items:
 

 

General Character Notes and Background:


Campaign Notes:

Spellbook

Contents

Cantrips
Minor Illusion

Casting Time: 1 Action

Range: 30 Feet

Components: S, M (a bit of fleece)

Duration: 1 minute

Spell Details

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical 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 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.

Blade Ward

Casing Time: 1 Action

Range: Self

Components: V, S

Duration: 1 Round

Spell Details

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

True Strike

Casting Time: 1 Action

Range: 30 Feet

Components: S

Duration: Concentration, up to 1 round

Spell Details

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.

Spells

Shield

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell

Range: Self

Components: V, S

Duration: 1 Round

Spell Details

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Jim's Magic Missile

Casting Time: 1 Action

Range: 120 Feet

Components: V, S, M (1 gold coin, which is consumed as tax for using the spell)

Duration: Instantaneous

Spell Details

You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart can target a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, the missile does 2d4 force damage.

If the attack roll scores a critical, the missile does 5d4 force damage instead of the 4d4 force that you would normally get on a critical. If any of the attack roll is a natural one, all missiles turn around and hit the caster for 1 force damage per missile.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. This also increases the tax by 1 gp per spell slot over 1st.

Sense Emotion

Casting Time: 1 Action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

Spell Details

You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

Detect Magic

Casting Time: 1 Action

Range: Self

Components: V, S

Duration: Concentration, up to 10 minutes

Spell Details

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Description

The Spell book is made with a fine leather, that has been sanded down to be smooth to the touch. The spell book is not large in size, and can fit in a medium creatures pocket, but large enough so that it does not fall out. It has a chain attached to it that is linked to the wearers pants, making it extremely hard to be stolen.

History

Minor Illusion was added to the Spellbook after Stephi "borrowed" a spell book from a trickier cleric.

Blade Ward was added to the spell book after a long time practicing with a sword in Stephi's chambers. Motivated to get better in the arena.

True Sight was added to the spell book after a revelation in combat when Stephi had finally fought enough to learn how to read there opponents in a split second.

Shield was added to the spell book after years of Stephi attending classes, this was taught to them.

Jim's Magic Missile was added to the spell book after trading spells with another wizard at a high society social function. It was demonstrated to Stephi as a parlor trick, but they found a way to make it more lethal with a big enough wallet.

Detect Emotion was added to the spell book after years of Stephi attending classes, this was taught to them.

Detect Magic was added to the spell book after years of Stephi attending classes, this was taught to them.

Character Sheet by GM Tryggvi

Created by

theTechyTaran.

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