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Emily "Red" Penhew

Punainen Historia

Personality I sleep wilh my back to a wall or tree, with everylhing I own wrapped in a bundle in my arms.
Ideal Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of lhings. (Chaolic)
Bond I owe a debt I can never repay to the person who took pity on me.
Flaw It's not stealing if I need It more than someone else.

Modified Ability Scores Half Elf Favored Soul 7 mc Warlock 3 Urchid
STR 10 [+0]; CON 15 [+2]; DEX 18 [+4]; INT 13 [+1]; WIS 15 [+2]; CHA 20 [+5]
Hit Points (8+6x5+3x7)= 57
AC : 13+4 = 17
Saving Throws: Strength +0, Constitution +5, Dexterity +4, Intelligence +1, Wisdom +2, Charisma +8

Sorcerer Levels Proficiency Bonus Features Cantrips Known 1st Level 2nd Level 3rd Level Invokations Sorcery Points
1st +2 Spellcasting, Sorcerous Origin 3 2
2nd +2 Font of Magic 3 3 2
3rd +2 Metamagic 3 4 2 3
4th +2 Feat/Ability 5 4 3 4
5th +3 - 5 4 3 2 5
6th +3 Warlock 5 4 3 2 - 5
7th +3 Warlock 5 4 +2 3 2 2 5
8th +3 Warlock 5 4 3 + 2 2 2 5
8th +4 Sorcerer 5 4 3 + 2 3 2 6

P r o f i c ie n c i e s
Skill Proficiencies: Stealth +8, Sleight of Hand +8. Arcana +5, intimidation +9, Deception +9, Persuasion +9
Tool Proficiencies: Disguise kit, thieves’ tools
Saving Throws : Constitution, Charisma
Equipment: A small knife, a map o f the city you grew up in, a pet mouse, a token to remember your parents by, a set o f common clothes, and a belt pouch containing 10 GP, club simple weapon (a) acomponent pouch or (b)an explorer's pack Twodaggers

Blissfull, Harmonious, Sinister
Advantage Perception (Wisdom), Far sight.

Darkvision. Thanks to your elfblood, you have superior vision in dark and dim conditions. Vou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim lighl. Vou can't discern color in darkness, only shades of gray.
Fey Ancestry. Vou have advantage on saving throws against being charmed, and magic can't put you to sleep.
Skill VersatiJity. Vou gain proficiency in two skilIs of your choice.
Languages. Vou can speak, read, and write Common, EIvish, and one extra language of your choice,

F e a t u r e : C i t y Se c r e t s
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Favored by the Gods
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.

QUICKENED SPELL When youcast aspell that has acasting time of 1action, you can spend 2sorcery points tochange the casting time to 1bonus action forthis casting.

you cast aspell, you can spend 1sorcery point to cast itwithout any somatic ar verbal

AGONIZING BLAST Prerequisite: eldritch blast cantrip When you cast eldritch blast, add your Charisma modifier to the damage itdeals on a hit

MASK OF MANY FACES VOUcan cast disguise self at will, without expending a spell slol.

1st-levei iIIusion ,
Casting Time: 1action Range:
Self Components: V,S
Duration: 1hour
Vou make yourself-including your clothing, armor, weapons, and other belongings on your person-Iook different until the spell ends ar until you use your action to dismiss it.Voucan seem 1footshorter or taller and can appear thin, fat,or in belween. Voucan't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent ofthe illusion is up toyou. The changes wrought by this spell fail to hold up lo physical inspection. For example, ifyou use this spell to add a hat toyour oUlfit,objects pass through the hat, and anyone who touches itwould feel nothing or would feelyour head and hair. Ifyou use this spell toappear thinner than you are, lhe hand ofsomeone who reaches out lOtouch you would bump into you while itwas seemingly still in midair. Todiscern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save De.

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

S o r c e r e r S p e l l s
C a n t r i p s (0 L e v e l ) - (10 known)
Mage Hand [Conjuration] (V,S) (casting time: 1 action)
Minor Illusion
Elrdrich Blast
Green Flame Blade

Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a living fiea)
Duration: Instantaneous
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity
attacks, and if the direction rolled is blocked, the target doesn't move.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3016), and 17th level (4d6).

Evocation cantrip
Casting Time: I aetion
Range: Toueh
Components: V,M(a firelly or phosphorescent moss)
Duration: I hour
Vou touch one objeet that is no larger than lO feet in any dimensiono Until the spell ends, the objeet sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light ean be eolored as you like. Completely eovering the objeet with something opaque bloeks the light. The spell ends ifyou east it again or dismiss it as an aetion.
lf you target an objeet held or worn by a hostile creature, that ereature must sueeeed on a Dexterity saving throw to avoid the spell.

Transmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: I round
Vou point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
Vou can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travei freely around corners or throllgh openings.

lIlusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: 5, M(a bit of fleece)
Duration: 1 minute
Voucreate a sound or an image of 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. lf you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
lf you create an image of 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 sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
lf a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save De. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V.S
Duration: Up to I hour
This spell is a minor magical trick that novice
spellcasters use for practice. Voucreate one of the
following magical effects within range:
Vou create an instantaneous. harmless sensory effect. such as a shower of sparks. a puff of wind. faint musical notes. or an odd odor.
Vou instantaneously light or snuff out a candle. a torch. or a small camptire.
Vou instantaneously dean or soil an object no larger than 1 cubic fool.
Vouchill. warm. or flavor up to I cubic foot of nonliving material for I hour.
Voumake a color. a small mark. or a symbol appear on an object ar a surface for I hour.
Vou create a nonmagical trinket or an iIlusory image that can tit in your hand and that lasts until the end of your next turno
lfyou cast this spell multiple times. YOll can have IIp to three of its non-instantaneous effects aclive at a time. and you can dismiss such an effect as an action.

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V,5
Duration: lnstantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes ldlO force damage. The spell creates more than one beam when you reach
higher leveis: two beams at 5th levei, three beams at 11th levei, and four beams at 17th leveI. Voucan direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Transmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V,S, M(mistletoe, a shamrock leaf, and a c1ubor quarterstaff)
Duration: 1 minute
The wood of a c1ubor quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the atlack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, ifit isn't already. The spell ends ifyou cast it again or ifyou let go of the weapon.

Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 +your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V,S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration ar until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you ar if you cast this spel1 again.
Vou can use your action to contraI the hand. Voucan use the hand to manipulate an object, open an unlocked doar ar container, stow or retrieve an item from an open container, ar pau r the contents out of a via!' Vou can move the hand up to 30 feet each time you use it. The hand can't atlack, activate magic items, ar carry more than 10 pounds.

Transmutation cantrip
Casting Time: 1 minute
Range: Touch
Components: V. S, M (two lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link. two halves of a broken key, a torn c1oak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

1 s t L e v e l - 1 p r e p a r e d - (4 slots, 8 known)
Shield [Abjuration] (V,S) (casting time: 1 reaction)
Protection from E and Good (Free)
Bless V, S, M
Healing Word
Charm Person
Mage Armor
Hellish Rebuke

Protection from Good and Evil
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types 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 possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

1st-levei evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instanlaneous
Acreature of your choice that you can see within range regains hit points equal to Id4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Leveis. When you cast this spell using a spell slot of 2nd levei or higher, lhe healing increases by ld4 for each slol leveI above 1st.

lst.level enehantment
Casting Time: 1 action
Range: 30 feet
Components: V,S
Duration: 1 hour
Vou attempt to eharm a humanoid you can see within range. It must make a Wisdom saving throw. and does so with advantage ifyou or your companions are tighting it. [f it fails the saving throw. it is charmed byyou until the spell ends or until you or your companions do anything harmful to it. The charmed ereature regards you as a friendly acquaintance. When the spell ends. the creature knows it was eharmed by you.
At Higher Leveis. When you cast this spell using a spell slot of 2nd levei or higher. you can target one additional creature for each slot levei above 1sI. The creatures must be within 30 feet of each other when you target them.

1st-levei abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: SeIf
Components: V,S
Duration: 1 round
An invisible barrier of magical force appears and protects YOU. Until the start ofyour next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

1st-leveI abjuration
Casting Time: 1 action
Range: Touch
Components: V,S, M(a piece of cured leather)
Duration: 8 hours
Vou touch a willing creature who isn't wearing armor, and a pratective magical force surrounds it until the spel1 ends. The target's base ACbecomes 13 + its Dexterity modifier. The spel1ends if the target dons armar ar ifyou dismiss the spell as an action.

1st-/evel evocation
Casting Time: 1 reaction, which you take in response
to being damaged bya creature within 60 feet of you
that you can see
Range: 60 feet
Components: V,5
Duration: Instantaneous
Vou point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2dlO fire damage on a failed save, or half as much damage on a successful one.
At Higher Leveis. When you cast this spell using a spell slot of 2nd levei or higher, the damage increases by ldl0 for each slot levei above 1st.

1st-leveI enchantment
Casting Time: 1 bonus action
Range: 90 feet
Components: V.S. M(the petrified eye of a newt)
Duration: Concentration. up to 1 hour
Vou place a curse on a creature that you can see within range. Until the spell ends. you deal an extra Id6 necrotic damage to the target whenever you hit it with an attack. AIso. choose one ability when you cast the spell. The target has disadvantage on ability checks
made with the chosen ability. If the target drops to O hit points before this spell ends. you can use a bonus action on a subsequent turn
of yours to curse a new creature. Aremove curse cast on the target ends this spell early.
At Higher Leveis. When you cast this spell using a spell slot of 3rd or 4th can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th levei or higher. you can maintain your concentration on the spell for up to 24 hours.

2 n d L e v e l - 3 p r e p a r e d - (3 slots plus 2, 3 Known)
Enhance Ability
Misty Step
Alter self

Alter Self
Concentration 1 hour

**Enhance Ability **
2nd-levei enchantment
Casting Time: 1 action
Advantage to one abiliti test. 1 hour

2nd-levei conjuration
Casting Time: 1 bonus action
Range: 5elf
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

3 r d L e v e l - 3 p r e p a r e d - (2 slots 2 Known)
Spirit Guardians

3rd./eveI evocation
Casting Time: I action
Range: Unlimited
Components: V,S, M(a short piece of tine copper wire)
Duration: I round
Vou send a short message of twenty-tive words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least I to understand the meaning of your message.
Voucan send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

Spirit Guardians
Concentration 10 minutes
3d8 vs WIS save half radiant

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