[Sblock=level 6 changes]
Level up Sorcerer from 2 to 3
+1 magic points (total 3)
Metamagic: Quicken spell (2sp to cast 1 action spell in bonus round), Empowered spell (use 1sp to reroll up to 5 damage dice after roll)
+4hp
+1 spell known:
1 additional level 1 slot
2 additional level 2 slots
Holiday bonus feat: Ritual caster, replace book of ancient secrets warlock invocation to repelling blast
[/sblock]
Name: Thaliss Eviastarim
Sex: Male
Race: Half elf
Class/Level: Sorcerer 3/warlock 3
Alignment: Neutral
Size: Medium
Type (Subtype): Humanoid (Human, elf)
Init: +4
Senses: Darkvision (60 ft.)
Passive Perception: 15 (note owl familiar has 13 Passive Perception and advantage on checks that rely on hearing and sight
DEFENSE
AC: 17 (+3 draconic resilience, +4 dex)
HP: 48 (sor: 3d6 (12) +3+3+3 con +1+1+1 draconic resilience, warlock: 3d8: (3x5)+3+3+3)
Saves: Constitution & Charisma
Special Defenses:
- Fey Ancestry: advantage on saving throws against being charmed, and magic can't put you to sleep.
- Resistance to fire damage (from cloak of water)
- Resistance to lightning (from leather armor of lightning resistance)
OFFENSE
Speed: 30ft
Melee:
Dagger +7 Attack, 1d4+4 Piercing
Staff +4 attack, 1d6+1 bludgeoning
Special Attacks: Spells & invocations:
Spell attcak modifier: +8
Spell save DC: 16
known: 4 cantrips from sorcerer (Mage hand, frostbite, shocking grasp, minor illusion), 2 cantrips from warlock (eldrich blast, prestigitation), 3 cantrips from book of shadows (Guidance, vicious mockery, mold earth), 1 cantrip from spell sniper feat (eldrich blast - already known so took create bondfire)
4 level 1 spells slots from sorceror & 2 level 2: (4 known: shield, mirror image, levitate (replaces sleep), featherfall)
2 level 2 spell slots from warlock 3 (4 known: hex, protection from good and evil, invisibility, misty step)
(0) minor illusion SM (A bit of fleece) up to 1 min duration, 30 ft range. note no concentration. [sblock=Minor Illusion]
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit o f fleece)
Duration: 1 minute
You create a sound or an image o f 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
w hisper to a scream . It can be your voice, so m e o ne
else’s voice, a lion’s roar, a beating o f drums, or any
other sound you cho o se . 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 o f 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 sen sory 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 su cce ssful Intelligence (Investigation) check
against your spell save DC. If a creature discerns the
illusion for what it is, the illusion b e co m e s faint to
the creature[/sblock]
(0) Create Bondfire VS, conc, up to 1 min duration, 60 ft range, 5x5x5 fire appears on ground, dex save or 2d8 damage [sblock]Create Bonfire
Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a bonfire on ground that you can see within
range. Until the spells ends, the bonfire fills a 5-foot
cube. Any creature in the bonfire’s space when you cast
the spell must succeed on a Dexterity saving throw or
take 1d8 fire damage. A creature must also make the
saving throw when it enters the bonfire’s space for the
first time on a turn or ends its turn there.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8)[/sblock]
(0) mage hand VS, 1 min duration, 30 ft range, spectral hand appears, use action to control it, 10 lb limit, can move the hand 30 ft when using it. [sblock=Mage_Hand]
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you ch o o se
within range. The hand lasts for the duration or until
you dism iss it as an action. The hand vanishes if it is
ever m ore than 30 feet away from you or if you cast
this spell again.
You can use your action to control the hand. You can
use the hand to manipulate an object, open an unlocked
d o o r or container, stow or retrieve an item from an open
container, or pour the contents out o f a vial. You can
move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magic items, or carry
m ore than 10 pound[/sblock]
(0) shocking grasp VS touch 1d8 electricity, advantage if metal armor, no reactions till start of next turn [sblock=Shocking_Grasp]
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from your hand to deliver a sh o ck to
a creature you try to touch. Make a melee spell attack
against the target. You have advantage on the attack roll
if the target is wearing armor made o f metal. On a hit,
the target takes 1d8 lightning damage, and it can’t take
reactions until the start o f its next turn.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).[/sblock]
(0) prestigitation VS, up to 1h duration, 10 ft range. note no concentration.[sblock=Prestidigitation]
Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a m inor m agical trick that novice
spellcasters use for practice. You create one o f the
follow ing m agical effects within range:
• You create an instantaneous, harm less sensory effect,
such as a show er o f sparks, a puff o f wind, faint musi
cal notes, o r an odd odor.
• You instantaneously light or snuff out a candle, a
torch, or a small campfire.
• You instantaneously clean or soil an object no larger
than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot o f nonliv
ing material for 1 hour.
• You make a color, a small mark, or a symbol appear
on an object or a surface for 1 hour.
• You create a nonm agical trinket or an illusory image
that can fit in your hand and that lasts until the end o f
y our next turn.
If you cast this spell multiple times, you can have up to
three o f its non-instantaneous effects active at a time,
and you can dismiss such an effect as an action.[/sblock]
(0) Frostbite VS, 60ft, con save or target takes 1d6 cold damage and has disadvantage on the next weapon attack roll before the end of its next turn[sblock=Frostbite]
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You cause numbing frost to form on one creature that
you can see within range. The target must make a
Constitution saving throw. On a failed save, the target
takes 1d6 cold damage, and it has disadvantage on
the next weapon attack roll it makes before the end of
its next turn.
The spell’s damage increases by 1d6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).[/sblock]
(0) eldrich blast: VS 240 ft range, 1d10+5 force damage
When book of shadows is on person:
(0) vicious mockery. V, 60 ft range, target must be able to hear you (but not necessarily understand) save vs wisdom or 2d4 psychic damage and disadvantage on the next attack roll it makes before the end o f its next turn
(0) Guidance[sblock=Guidance]
Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one w illing creature. O nce before the spell
ends, the target can roll a d4 and add the number rolled
to one ability che ck o f its choice. It can roll the die before
or after making the ability check. The spell then ends[/sblock]
(0) mold earth[sblock=Mold_Earth]
Transmutation cantrip
Casting Time:1 action
Range:30 feet
Components:S
Duration:Instantaneous or 1 hour (see below)
You choose a portion of dirt or stone that you can see
within range and that fits within a 5-foot cube. You
manipulate it in one of the following ways:
• If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and
deposit it up to 5 feet away. This movement doesn’t
have enough force to cause damage.
• You cause shapes, colors, or both to appear on the dirt
or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
• If the dirt or stone you target is on the ground, you
cause it to become difficult terrain. Alternatively, you
can cause the ground to become normal terrain if it is
already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no
more than two of its non-instantaneous effects active at
a time, and you can dismiss such an effect as an action.[/sblock]
(1) shield VS 1 reaction when hit, 1 round duration, +5 to AC[Sblock=Shield]
1st-level abjuration
Casting Time:1 reaction, which you take when you are
hit by an attack or targeted by the magic missilespell
Range:Self
Components:V, S
Duration:1 round
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.
[/sblock]
(1) Hex VSM (petrified eye of a newt), range 90ft concentration, up to 1h. until the spell ends, deal additional 1d6 necrotic damage when hit target with an attack. Also target has disadvantage on ability checks of 1 ability. If target drops to 0 hp before end of spell, use a bonus action to curse new creature.
(1) Protection from Evil and good, V, S, M (holy water or powdered silver and iron, which the spell consumes), concentration, up to 10 minutes, aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against the target. The target also can ’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or p o sse sse d by such a creature, the target has advantage on any new saving throw against the relevant effect.
(1) Featherfall, V, M (a small feather or pie ce of down), 1 min duration, 60 ft range, choose up to 5 falling creatures, fall slows to 60ft/rnd.
(2) Invisibility [sblock=Invisibility]
2 nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased
in gum arabic)
Duration: Concentration, up to 1 hour
A creature you touch b e co m e s invisible until the spell
ends. Anything the target is w earing or carrying is
invisible as long as it is on the target’s person. The spell
ends for a target that attacks or casts a spell.
A t H ig h er L ev els.W hen you cast this spell using
a spell slot o f 3rd level or higher, you can target one
additional creature for each slot level above 2nd[/sblock]
(2)
Levitate VSM (small leather loop) range 60 ft, up to 500kg, unwilling tatget has con save. Up and down 20 ft/rnd
(2) Misty Step [sblock=Misty Step]
2nd-level conjuration
Casting Time: 1 bonus action
Range: S e lf
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30
feet to an unoccupied space that you can see.[/sblock]
(2)
Mirror image VS, 1min duration, 3 illusory duplicates
Invocations known: agonizing blast (add +cha damage to EB), book of ancient secrets (alarm and unseen servant rituals)
Rituals in book of shadows
Alarm, 11min casting time, VSM, 30 ft range, 8h duration, choose a door, a window, or an area within range that is no larger than a 20-foot cube. Alarm is mental (will wake you) or audible (hand bell rings for 10 seconds, range of 60 ft).
Unseen servant: 10 min casting time, duration 1h. range 60ft, invisible, mindless, shapeless force, AC 10, 1 hp, 2 str (carry: 30 lbs, Push, Drag, or Lift: 60lbs speed becomes 5). On each o f your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do. spell ends if servant moves more than 60ft from you.
Comprehend Languages 11min casting time, VSM (a pinch of soot and salt), self range, 1h duration, For the duration, you understand the literal meaning of any spoken language that you hear and read (1 page per minute)[sblock]Comprehend Languages
1st-level divination (ritual)
Casting Time:10 minutes + 1 action
Range:Self
Components:V, S, M (a pinch of soot and salt)
Duration: 1 hour
For the duration, you understand the literal meaning of
any spoken language that you hear. You also understand
any written language that you see, but you must be
touching the surface on which the words are written. It
takes about 1 minute to read one page of text.
This spell doesn’t decode secret messages in a text
or a glyph, such as an arcane sigil, that isn’t part of a
written language.[/sblock]
Find Familiar, 1h10 minutes casting time, VSM (10gp worth of M). Gain service of familiar
familiar acts independently of you, but it always obeys your commands
rolls its own initiative and acts on its own turn
can’t attack, but it can take other actions as normal
If it drops to 0 HP, it disapears and spell needs to be recast
While within 100 feet of you, can communicate with it telepathically
as an action, you can se e through your familiar’s eyes and hear what it hears until the start of your next turn,
gaining the benefits o f any special senses. During this time, you are deaf and blind
with regard to your ow n senses.
temporarily dismiss your familiar as an action (disappears into a pocket dimension)
As an action cause it to reappear in any unoccupied space within 30 ft
familiar can deliver spells with range of touch as if it had cast the spell - familiar must be within 100 ft, and uses its reaction to deliver the spell when cast - use your attack roll if spell requires one
Tenser's Floating Disk, 10 minutes + 1 action casting time, 30 ft range, VSM (a drop o f mercury), 1h duration, circular planne of force d=3ft appears in unoccupied space. Disc immobile if within 20 ft, follows if move beyond 20 ft and stays within 20 ft of you. Can move across uneven terrain, up or down stairs, etc., but can’t cross an elevation changes of 10 ft or more.
If you move m ore than 100 feet from the disk the spell ends.
feats
Bonus feat: Spell sniper
- double spell range of spell that requires an attack roll
- Ranged spell attacks ignore all but full cover
- learn extra cantrip that requires an attack roll (EB overlap - create bondfire)
Ritual caster (wizard)
STATISTICS
Str 13 (+1),
Dex 18 (+4) ,
Con 16 (+3),
Int 14 (+2),
Wis 16 (+3),
Cha 20 (+5)
base array: 18,17,16,15,14,13
SKILLS Proficiencies in bold: 2 half elf, 2 Sorcerer, 2 noble background: history & persuation
Mod Attribute Name of Skill
+4 (dex) Acrobatics
+3 (wis) Animal Handling
+2 (int) Arcana
+1 (str) Athletics
+8 (cha) Deception - from sorcerer
+5 (int) History - from Noble
+3 (wis) Insight
+8 (cha) Intimidation - from sorcerer
+2 (int) Investigation
+3 (wis) Medicine
+2 (int) Nature
+6 (wis) Perception - From half elf
+5 (cha) Performance
+8 (cha) Persuasion - From Noble
+2 (int) Religion
+4 (dex) Sleight of Hand - From half elf
+8 (dex) Stealth
+3 (wis) Survival
Languages:Common, Elvish, Goblin, Orc, Sylvan, Draconic
RACE FEATURES
Darkvision: Can see in dim light within 60' as if it were bright light, and in darkness as if it was dim light
Fey Ancestry: Advantage on saving throws against being charmed, and magic can't put you to sleep
Skill Versatility: proficient in two skills of your choice
Languages: Common, Elven, +1 additional (Goblin)
BACKGROUND FEATURES Noble & sage hybrid
Feature: Position of privilege As noble
Skill Proficiencies: History, persuation
Tool Proficiencies: None
Language: 2 extra language (Orc, Sylvan)
CLASS FEATURES - Sorcerer
- Spellcasting: Charisma is your spellcasting ability for your spells. The saving throw DC to resist a spell you cast is 16. Your attack bonus when you make an attack with a spell is +8.
- Draconic Ancestry: You can speak, read, and write Draconic. Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
- Draconic Resilience: +1 HP per sorcerer level, AC 13 + dex when not wearing armor
Font of Magic : 3 sorcery points.
As a bonus action on your turn:
- convert spell solt to gain same number of sp as slotlevel
- Transform sp into slots: 2sp for level 1 slot, 3 sp for level 2 slot
Metamagic:
Quicken spell (2sp to cast 1 action spell in bonus round)
Empowered spell (use 1sp to reroll up to 5 damage dice after roll)
CLASS FEATURES - Warlock
- Spellcasting: Charisma is your spellcasting ability for your spells. The saving throw DC to resist a spell you cast is 16. Your attack bonus when you make an attack with a spell is +8.
- Otherworldly patron: great old one 30ft telepathy
- Eldritch Invocations: 2 Repelling blast, agonizing blast
Proficiencies Daggers, darts, slings, quarterstaffs, light crossbows
Gear:
A set of fine clothes
Signet ring
Scroll of pedigree
purse containing 25 gp
component pouch (exchanged light crossbow for this, same price)
Two dagger
Arcane focus (Wand), holstered on belt
Arcane focus (staff) - substracted 5gp from starting gold
Dungeoneer`s pack
2x material components to cast find familiar in the future
20 pinches of powered silver and iron (for protection against evil and good spell material component)
file, iron rod and 5sp set aside to make powered silver and iron
100 gp in spare rare inks to transcribe 2 1st level ritual spells or 1 2nd level ritual spell during adventure
Cloak of water[sblock=Cloak_of_Water]CLOAK OF WATER
Wondrous Item, uncommon (requires attunement)
A water elemental is bound to this cloak. Made from sailcloth, this cloak is always wet to the touch.
* You gain resistance to fire damage.
* You can extinguish all non-magical fires within 30 feet as a bonus action.
[/sblock]
Leather armor of lightning resistance
Money: 6 gp, 10sp, 6cp
Physical Appearance:
Thaliss Eviastarim is a half-elf of boyish appearance, 5 feet tall, and weighs 140 pounds. He has pale skin, brown eyes and dark brown hair. He is 19 years old.
Backstory:
Thaliss Eviastarim never knew his elven father, as he died in battle before he was born, and his human mother died when his sorcerous powers started manifesting as a toddler. He later learned that he was responsible for her death, shock-grasping her during a toddler's tantrum. This is a reality that he has difficulty facing, even today. The union between his father and mother had been out of love as well as utility, uniting the two houses, now being led by Thaliss' elven uncle Athael Eviastarim, who adopted and raised him.
From a young age, Thaliss showed himself to be a natural prodigy with magic. Indeed, Thaliss was an extremely gifted boy, amazing his private tutors and learning his first spells several years before the age most who study magic do. He had a comfortable childhood, being of noble blood, and had the best magical mentors available. However, this relatively simple life didn’t satisfy him, and he had a darker yearning deep within him. His elven mentors saw this craving for power as an unhealthy human influence, and did not nurture it.
However, one night when he was 17, still a child according to elven standards, he decided to leave his family in order to satisfy his yearning, and traveled the lands with a caravan of merchants and minstrels.
About a year ago, his caravan was attacked by small black creatures about half the size of gnomes. He was knocked out, and when he awoke, not only was he the sole survivor, but a black book was left in front of him. He studied the ancient tome, and once he finished, it disintegrated, and so did part of him: he had been changed forever.
Thaliss spent some time about one year ago at Rivergard Keep, just after he became a warlock (and was just a level 1 sorcerer, with no standing within the adventuring guild). His noble background allowed him to be accepted within the keep, and he stayed there for about 1 month or so. Thaliss knows Holgar the gatekeeper, and that Jolliver Grimjaw is the leader, sarcastically nicknamed "Jolly". The business at Rivergard Keep is to provide protection to business on the river. Many merchants pay good gold to support this venture, from what you can recall.
He quickly joined The Adventuring Guild, to nurture his newly found powers, and effortlessly grew in ability to reach the silver ranks.
He has recently joined a mercenary company out of Rivengard Keep that had been recruiting all capable adventurers in the land to help route out bandits and highwaymen that have been plaguing travelers and trade.
[Sblock=Owl_Familiar]
Familiar Name: Brownie
Owl
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4 - 1)
Speed 5 ft., fly 60 ft.
STR 3(-4) DEX 13(+1) C O N 8(-1) INT 2(-4) WIS 12(+1) CHA 7(-2)
Skills Perception +3, Stealth +3
Senses darkvision 120 ft., passive Perception 13
Languages —
Challenge 0 (10 XP)
Flyby.The owl provokes no opportunity attacks when it flies
out of an enemy’s reach.
Keen Sight.The owl has advantage on Wisdom (Perception)
checks that rely on sight.
A c t i o n s ____________________________________________
Talons. Melee W eapon Attack: +3 to hit, reach 5 ft., one target.
H i t : 1 slashing damage
[/sblock]
[/sblock]