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Magwynn Ravenbrook

Reputation:

Magwynn is the current caretaker of the headquarters of the Three Mages Adventuring company. She is known as the one holding the Three Mages Adventuring Company headquarters together. Most of this reputation comes from how well their base is despite the well-known rowdy behavior of the company and the tad too frequent parties held there. It is also known that she is also studying magic in her spare time and is decent with her magic.  

Magwynn Ravenbrook

5 Level (0/14000 XP for level-up) Sage Background Elf, City Race / Species / Heritage Neutral Alignment
Wizard
Level 5
Hit Dice: 5/5
1d+1 Class 1

STR
7
-2
DEX
8
-1
CON
12
+1
INT
16
+3
WIS
14
+2
CHA
12
+1
37
Hit Points
-1
Initiative (DEX)
9
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+6 Attack mod
INT Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-2 Strength
-1 Dexterity
+1 Constitution
+6 Intelligence
+5 Wisdom
+1 Charisma
saving throws
-1 Acrobatics DEX
+2 Animal Handling WIS
+6 Arcana INT
-2 Athletics STR
+1 Deception CHA
+6 History INT
+5 Insight WIS
+1 Intimidation CHA
+6 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+5 Perception WIS
+1 Performance CHA
+4 Persuasion CHA
+3 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Race


Darkvision
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Agile Scaler
You gain a climb speed equal to 30 feet.

Mask or the Urban
You can attempt to hide even when you are only lightly obscured by crowds, smoke, structures, and other urban features.

Subclass: School Of Etymology


Rune Knight
When you enter this school, you gain proficiency with your choice of light or medium armor, as well as simple and martial melee weapons that lack the heavy property. You may use a piece of armor or a weapon as an arcane focus.

Arcane Signature
At 2nd level, your rune inscription skills have developed to the point that you can permanently engrave a rune onto the material plane. This is known as your arcane signature, and it represents your skill as an etymancer. You learn one cantrip from any spell list, and it counts as a wizard spell for you. You can engrave this cantrip or a cantrip you already know as a rune onto an arcane focus of your choice (alternatively, you may tattoo it onto your body). This process is identical to logging spells into your spellbook.
So long as you have your arcane focus on your person, you always have this cantrip prepared, and you need not expend material components to cast it. If the cantrip chosen takes an action to cast it, you may instead cast it as a bonus action. The casting time of spells engraved in this way become instantaneous.
You may only have one arcane signature at a time. Once you have engraved the rune in this way, you cannot remove it. You can, however, inscribe a different rune onto the same arcane focus. If you do so, the magic of the old rune fades away, leaving only a faded scar.
When you earn a feature in this subclass, you may engrave an additional cantrip in this way, and they do not cancel out. At 18th level, your options are expanded by your Spell Mastery feature. At the cost of two signatures, you may inscribe the 1st level spell you chose into your arcane focus for use as a signature. At the cost of all four signatures, you may inscribe the 2nd level you chose.

Dialect
You have dedicated your studies to a specific dialect. Whichever language you choose, you can proficiently read, write, and speak in it. When you gain a feature in this subclass, you learn an additional language from this list. These dialects also determine the language in which you speak and write your spells. You gain a feature depending on your choice. You may only use one Dialect feature per round.
Progression begins as soon as you learn the language as opposed to a flat level requirement. For example, say you learn Draconic at 2nd level. By 14th level, you could use this feature to deal an additional 4d4 fire damage with a fireball spell. Say you learn Infernal at 6th level. By 14th level, you would only grant 3d4 temporary hit points (as opposed to 4d4), as you have not spent the same amount of time culminating knowledge of this language as you have Draconic.
Abyssal: You utter a word or phrase in Abyssal, summoning your arcane focus to you from 10 feet away at- will once per round. When you gain a feature in this subclass, this range is extended by 10 feet.
Celestial: You utter a word or phrase in Celestial, increasing or reducing the result of an attack roll made by you or a creature that can hear you by 1d4 at-will once per round. When you gain a feature in this subclass, the die is upgraded.
Draconic: You utter a word or phrase in Draconic, rolling an additional 1d4 damage die at-will once per round. When you gain a feature in this subclass, the die is upgraded.
Deep Speech: You utter a word or phrase in Deep Speech, dealing 1d6 psychic damage to a creature fooled by an illusion at-will once per round. When you gain a feature in this subclass, the die is upgraded.
Infernal: You utter a word or phrase in Infernal, granting you or a creature that can hear you 1d4 temporary hit points at-will once per round. When you gain a feature in this subclass, the die is upgraded.
Orcish: You utter a word or phrase in Orcish, reducing the movement of a nearby creature that can hear you by 5 feet at- will once per round. When you gain a feature in this subclass, their movement is further reduced by 5 feet.
Primordial: You utter a word or phrase in Primordial, reducing the damage taken by you or a creature that can hear by 1d4 at-will once per round. When you gain a level in this subclass, the die is upgraded.
Sylvan: You utter a word or phrase in Sylvan, increasing or decreasing the result of a saving throw made by you or a creature that can hear you by 1d4 at-will once per round. When you gain a feature in this subclass, the die is upgraded.

Background


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, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Feat


Linguist
You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Elvish, Bearic, Goblin, Giant, Draconic, Primordial, Celestial
Armor: light or medium armor
Weapons: simple and martial melee weapons that lack the heavy property
Tools: None

Languages & Proficiencies


™ & © 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.
Race:
Elf, City

Class:
Wizard

Party/Company:
Phoenix Feather Adventuring Company

Age
131
Children

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