Pria Driscoll Half Elf

Description:

St – 10 (0)
Dex – 20 (+5)
Con – 12 (+1)
Int – 12 (+1)
Wis – 10 (0)
Cha – 16 (+3)
AC 19 = 13 (Draconic Resilience) + Dex mod (5) + Cloak of Protection +1
HP 80
Speed 30
Proficiency Bonus: +4

Darkvision
Fey Ancestry
Draconic Ancestry Black Acid
Languages. Common, Elvish Draconic Dwarvish Infernal
Saving Throws: Constitution, Charisma
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Spell attack modifier: +7 = your proficiency bonus (4) + your Charisma mod (3)

Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Skill Proficiencies: Arcana,( +5 ) History,( +5 ) Insight,( +4 ) Investigation,( +5 ) Stealth ( +9 ) Religion,( +5 )
When you cast a spell that deals damage o f the type associated with your draconic ancestry, add your Charisma modifier to that damage.

Allies have advantage on spells made by you and are resistant to your effects.

Equipment:
200 gold pieces
• light crossbow and 20 bolts 1d8 piercing
• component pouch
• an explorer’s pack Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Book and Calligraphy tools
• Two daggers 1d4
Cloak of Protection +1 AC (requires attunement)
Mage Lens
Wondrous Item, uncommon
This crystal lens is held in a frame like a magnifying glass. Looking through it reveals the presence of magic as though detect magic were in effect. In addition, if you are a wizard copying a spell into your spellbook, using a mage lens halves the length of time for the process (i.e. 1 hour instead of 2 hours).

Background Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch

D r a c o n i c Resilience
When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Scholar
You spent years learning the lore o f the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields o f study.

F e a t u r e : D r a g o n S c h o l a r
You have studied dragons and their lore for many years. You can automatically identify locations built or used by dragons and can identify dragon eggs and scales by sigh t. If you fail an Intelligence check to recall lore relating to dragons, you know someone or some book you can consult for the answer unless the DM rules that the lore is unknown .

Scribe
Personality I’ve read every book in the world’s greatest libraries— or I like to boast that I have.
Ideal No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
Bond I’ve been searching my whole life for the answer to a certain question.
Flaw I can’t keep a secret to save my life, or anyone else’s.

Bio:

Spell save DC = 8 + your proficiency bonus + your Charisma modifier 15
Spell attack modifier = your proficiency bonus + your Charisma modifier 7

Black Snake

M e t a m a g i c
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Q u i c k e n e d Sp e l l
When you cast a spell that has a casting time o f 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Tw i n n e d Sp e l l
When you cast a spell that targets only one creature and doesn’t have a range o f self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

D i s t a n t S p e l l
When you cast a spell that has a range o f 5 feet or greater, you can spend 1 sorcery point to double the range o f the spell. When you cast a spell that has a range o f touch, you can spend 1 sorcery point to make the range o f the spell 30 feet.

E l e m e n t a l A f f i n i t y
Starting at 6th level, when you cast a spell that deals damage o f the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Cantrips:
Acid Splash Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet o f each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Fire Bolt Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote o f fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Poison Spray Conjuration cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
You extend your hand toward a creature you can see within range and project a puff o f noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Prestidigitation Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff o f wind, faint musical notes, or 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 nonliving 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 nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your 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.

Ray of Frost Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam o f blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Shocking Grasp Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from your hand to deliver a shock 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).

1st Level
Feather Fall 1st-level transmutation
Casting Time: 1 reaction, which you take when you or a
creature within 60 feet of you falls
Range: 60 feet
Components: V, M (a small feather or p iece o f down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate o f descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Magic Missile 1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts o f magical force. Each dart hits a creature o f your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Ray of Sickness 1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At Higher Levels. When you cast this spell using aspell slot o f 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Thunderwave 1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave o f thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

2nd Level
Darkness 2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, M (bat fur and a drop of pitch or
piece o f coal)
Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source o f the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Scorching Ray 2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot o f 3rd level or higher, you create one additional ray for each slot level above 2nd.

See Invisibility
2nd-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch o f talc and a small sprinkling o f powdered silver)
Duration: 1 hour
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly
and translucent.

3rd Level
Counterspell 3rd-level abjuration
Casting Time: 1 reaction, which you take when you see a creature within 60 feet o f you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot o f 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Dispel Magic 3rd-level abjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot o f 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

Fireball 3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion o f flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire
damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot o f 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

4th Level
Dimension Door 4th-level conjuration
Casting Time: 1 action
Range: 500 feet
Components: V
Duration: Instantaneous
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distanceand direction, such as “ 200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature o f your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet o f you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Greater Invisibility 4th-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You or a creature you touch becomes 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.

Ice Storm 4th-level evocation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a pinch o f dust and a few drops o f water)
Duration: Instantaneous
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed
save, or half as much damage on a successful one.
Hailstones turn the storm’s area of effect into difficult terrain until the end o f your next turn.
At Higher Levels. When you cast this spell using a spell slot o f 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

5th Level
Cloudkill 5th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th

Cone of Cold 5th-level evocation
Casting Time: 1 action
Range: Sel f (60-foot cone)
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous
A blast o f cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th

6th level**
C h a i n L i g h t n i n g
6 th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a bit o f fur; a p iece o f amber,
glass, or a crystal rod; and three silver pins)
Duration: Instantaneous
You create a bolt o f lightning that arcs toward a target of
your choice that you can see within range. Three bolts
then leap from that target to as many as three other
targets, each o f which must b e within 30 feet o f the first
target. A target can be a creature or an object and can
be targeted by only one o f the bolts.
A target must make a Dexterity saving throw. The
target takes 10d8 lightning damage on a failed save, or
half as much damage on a successful one.
At Higher Levels. When you cast this spell using
a spell slot o f 7th level or higher, one additional bolt
leaps from the first target to another target for each slot
level above 6th.

Pria Driscoll Half Elf

Crucible: The Wartorn World tacilyn_burke