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Ásgeir

Ásgeir Alveisgrønn

Social

Family Ties

Twin Brother - Barabor Alveisgrønn
Pet - Corvus
Mount - Lorenzo the Magnificent
Son (Illegitimate): Terrence Giacomo Rouge
Current Location
Species
Children
Gender
Male
Eyes
Blue
Hair
Blonde
Skin Tone/Pigmentation
Lightly Tanned
Belief/Deity

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Ásgeir Alveisgrønn

5 Level (0/14000 XP for level-up) Anthropologist Background Wood Elf Race / Species / Heritage Chaotic Good Alignment
Warlock of the Raven Queen
Level 5
Hit Dice: 5/5
1d8+0 Class 1

STR
15
+2
DEX
17
+3
CON
11
+0
INT
11
+0
WIS
14
+2
CHA
15
+2
25
Hit Points
+6
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
35ft
Speed (walk/run/fly)
Spellcasting ...
+5 Attack mod
CHA Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+3 Dexterity
+0 Constitution
+0 Intelligence
+5 Wisdom
+5 Charisma
saving throws
+6 Acrobatics DEX
+4 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
+4 Deception CHA
+6 History INT
+10 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
+4 Medicine WIS
+6 Nature INT
+10 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+6 Religion INT
+6 Sleight of Hand DEX
+6 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Spear +5 STR 1d8+3+2 Piercing
 Range, Thrown, Versatile
Light Crossbow +6 DEX 1d6+3+3 Piercing
 Loading, Range, Two-Handed
Dagger +6 DEX 1d4+3+3 Piercing
 Finesse, Light, Range, Thrown
Attacks

Spell Book

Darkvision: 60 ft.


Immunities: magical-sleep






-----------Other Traits------------

Adept Linguist. You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures – enough to communicate on a rudimentary level.



Cultural Chameleon. Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs. Choose a race whose culture you've adopted.



Eldritch Invocation: Book of Ancient Secrets. Inscribe and cast rituals.



Eldritch Invocation: Gaze of Two Minds. You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.



Eldritch Invocation: Mask of Many Faces. Cast disguise self at will.



Equipment. A leather-bound diary, a bottle of ink, an ink pen, a set of traveler's clothes, one trinket of special significance, and a pouch containing 10 gp.



Fey Ancestry. Advantage on charmed saves and immune to sleep magic.



Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.



Pact Boon: Pact of the Tome. You have a spellbook with 3 extra cantrips.



Sentinel Raven. Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.



While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.



You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.



In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.



The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.



The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.



At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.



Spear Mastery. Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits.


  • You gain a +1 bonus to attack rolls you make with a spear.

  • When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)

  • You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.

  • As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.



Trance. Trance 4 hrs. instead of sleep 8.

Features & Traits
Spear, Light Crossbow, 20 Crossbow Bolts, Dagger, Leather Armour. A leather-bound diary, a bottle of ink, an ink pen, a set of traveler's clothes, one trinket of special significance, and a pouch containing 10gp.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
When I arrive at a new settlement for the first time, I must learn all its customs.




I would rather observe than meddle.

Personality Traits
Discovery. I want to be the first person to discover a lost culture. (Any)

Ideals
Having lived among the people of a primeval tribe or clan, I long to return and see how they are faring.

Bonds
I talk to myself, and I don't make friends easily.

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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