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Strength 8 -1

Dexterity 16 +3
Constitution 14 +2
Intelligence 16 +3
Wisdom 8 -1
Charisma 12 +1
HP: 8

AC
13
Ideal
If I can attain more power, then I can reach a
position of unquestioned authority, a position I
deserve.
Init.
+3|
Speed
30|
HD
1d6+2
Personality Traits
I believe my power comes from divine right,
granted to me by my noble birth, and putting me
above the unwashed masses.

I dont care how many toes I have to step on to
get what I want.
Bond
I will defend to the death my family, our honor,
and our noble title.
Equipment
Longbow
Shortsword
Spellbook
Arcane focus (crystal
Fine clothes
Arrows (20)
Components for Find Familiar
Explorers Pack
4 GP



Hera Sunsworn
Class Features
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 recover 1 expended spell
slot.
Racial Traits
Darkvision: See in dim light up to 60 as if
bright light and in darkness as if dim light.
Colorblind in darkness.
Fey Ancestry: Advantage on saving throws
against charmed and sleep
Trance: Meditate for 4 hours instead of sleep
Proficiencies (+2)
Weapons: Longsword, shortsword, shortbow,
longbow, daggers, darts, slings, quarterstaffs,
light crossbows
Saving Throws: Intelligence, Wisdom
Skills: Arcana, History, Perception, Persuasion
Tools: Dragonchess
Languages: Common, Elvish, Draconic,
Primordial
Background Features
Position of Privilege: Thanks to your noble
birth, people are inclined to think the best of
you. You are welcome in high society, and
people assume you have the right to be
wherever you are. The common folk make every
effort to accommodate you and avoid your
displeasure, and other people o f high birth treat
you as a member o f the same social sphere.
You can secure an audience with a local noble if
you need to.
Flaw
I grow furious when not treated with the respect
I deserve.
Shield (V, S) 1
Reaction when hit by an attack or Magic
Missile
Effect: Until the start of my next turn, +5
AC and take no damage from Magic Missile
Find Familiar (V, S, M)
1 hour (ritual)
Effect: Gain an animal familiar
Component: 10 gp of charcoal, incense, and
herbs that must be consumed by fire in a
brass brazier
Silent Image (V, S, M)
Action
Range: 60
Duration: Concentration up to 10 minutes
Effect: Create a visible phenomenon up to
15 cube. Intelligence (Investigation) check to
see through the illusion
Components: a bit of fleece
Detect Magic (V, S)
Action (ritual)
Range: Close 30
Duration: Concentration up to 10 minutes
Effect: Sense the presence of magic and
learn the school of magic.
Burning Hands (V, S) 1
Action
Area: Close 15 Cone
Attack: Dexterity Saving Throw
Fail: 3d6 fire damage
Save: Half damage
Effect: Any flammable objects not worn or
carried catch fire
Mage Armor (V, S, M) 1
Action
Range: Touch
Duration: 8 hours
Target: Willing creature who isnt wearing
armor
Effect: Targets AC becomes 13+ Dex
Component: A piece of cured leather
Blade Ward (V, S) 0
Action
Duration: 1 round
Effect: Until end of my next turn, resistance
against bludgeoning, piercing, and slashing
damage from weapon attacks
Fire Bolt (V, S) 0
Action
Attack: +5 vs AC
Effect: 1d10 fire damage. Ignites flammable
objects hit by the spell
Prestidigitation (V, S) 0
Action
Duration: Up to 1 hour
Effect: Minor shenanigans
Minor Illusion (S, M) 0
Action
Duration: 1 minute
Effect: 5 Cube illusion or a sound.
Spell Slots
1
Ranged Basic Attack
Attack: +5 vs AC
Hit: 1d8 + 3 piercing damage
Melee Basic Attack
Attack: +5 vs AC
Hit: 1d6 + 3 piercing damage

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