Rosevyne Brightmoon
Halfling Divination Wizard (Lucky Feat)
Born in a small hut on the shore near Lapu, Rosevyne's early life was very chaotic. Between her family's extreme poverty and not knowing when her next meal would be, to random raids from the Devil's Teeth Range, her daily life was extremely unpredictable. However, Rosevyne managed to survive these conditions, and found herself a job at a local temple to Thalor.
Commuting daily back and forth across the lake, Rosevyne had a lot of time to sit and think. Day by day she watched the top of the water constantly changing and shifting, and her meditations eventually started to compare the challenges in her life to those waves. Seeking answers, she sought out the priest she worked for, who introduced her to Estalian Ethos and The Grand Plan. Rosevyne was extremely enraptured by the potential of control, and dove right into it. Every spare moment she had was filled with studying the Plan or conducting her own experiments. After several years, her studies had paid off, and she had managed to gain admission to The Grand College.
A relatively old student, Rosevyne found companionship with Professor Qimaris Wintervale, who taught her the basics of Divination magic.
Returning to Estalia, Rosevyne serves the government, researching the Grand Plan.
saving throws
skills
Skills
Attacks
Features & Traits
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
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.
Rosevyne Brightmoon
5 Level (0/14000 XP for level-up) Sage Background Lightfoot Halfling Race / Species / Heritage None Alignment
Wizard
Level 5
Hit Dice: 5/5
1d6+2 Class 1
Level 5
Hit Dice: 5/5
1d6+2 Class 1
STR
8
8
-1
DEX
15
15
+2
CON
14
14
+2
INT
15
15
+2
WIS
12
12
+1
CHA
11
11
+0
32
Hit Points
Hit Points
+2
Initiative (DEX)
Initiative (DEX)
12
Armor Class (AC)
Armor Class (AC)
+3
Prof. Bonus
Prof. Bonus
30
Speed (walk/run/fly)
Speed (walk/run/fly)
Spellcasting ...
+5
Attack mod
INT
Ability
+2
Abi Mod
13
Save DC
+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
-1 | Strength | |
+2 | Dexterity | |
+2 | Constitution | |
+5 | Intelligence | |
+4 | Wisdom | |
+0 | Charisma |
+2 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+5 | Arcana | INT | |
-1 | Athletics | STR | |
+0 | Deception | CHA | |
+5 | History | INT | |
+1 | Insight | WIS | |
+0 | Intimidation | CHA | |
+5 | Investigation | INT |
+1 | Medicine | WIS | |
+2 | Nature | INT | |
+4 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+2 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Quarterstaff | +2 | STR | 1d6-1 | Bludgeoning | |
Versatile |
Spell Book
Lucky. You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Divination Savant. Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.
Portent. Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Arcane Recovery. You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Cantrip Formulas. At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Divination Savant. Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.
Portent. Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Arcane Recovery. You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Cantrip Formulas. At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
Features & Traits
Quarterstaff, Ink (1 ounce bottle), Backpack, Clothes Common, Spellbook, Small Knife, Book, Ink (1 ounce bottle), Ink Pen, Parchment (one sheet), Little Bag of Sand, Small Knife
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Common, Halfling, Elvish, Dwarvish
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.
Children
Comments