Full Name |
Alysha the Pale |
Race |
Human |
Classes/Levels |
Divination Wizard 3 | HP: 17/17 | AC: 12 | ST: S -1 D +2 I +5 W +4 C +1 Ch 0 | Spells: 1st/4 2nd/2 | Fortune: 2/3 | Perc +4 Passive 14 | Divinity Rolls 6,7 ] |
Gender |
Female |
Age |
60 |
Alignment |
Neutral Good |
Languages |
Common |
Occupation |
Herbalist |
Strength |
8 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
16 |
Wisdom |
14 |
Charisma |
10 |
About Alysha the Pale
Alysha the Pale
Human Divination Wizard 3
ABILITY SCORES & ABILITIES
(* includes +2 proficiency bonus)
Strength 8
-1 ... Strength Ability Checks/-1 ... Strength Saving Throws/-1 ... Athletics Skill
135 lbs. ... Maximum Carrying Capacity/270 lbs. ... Max. Push or Drag (Speed -5 ft.)/ 270 lbs. ... Maximum Lift
Dexterity 14
+2 ... Dexterity Ability Checks/+2 ... Dexterity Saving Throws /+2 ... Acrobatics Skill /+2 ... Sleight of Hand Skill /+2 ... Stealth Skill
Constitution 12
+1 ... Constitution Ability Checks/+1 ... Constitution Saving Throws
Intelligence 16
+3 ... Intelligence Ability Checks/+5 ... Intelligence Saving Throws /+5 ... Arcana Skill(*) /+3 ... History Skill /+3 ... Investigation Skill/+3 ... Nature Skill /+5 ... Religion Skill *
Wisdom 14
+2 ... Wisdom Ability Checks/+4 ... Wisdom Saving Throws */+2 ... Animal Handling Skill /+2 ... Insight Skill /+4 ... Medicine Skill */+4 ... Perception Skill* /+2 ... Survival Skill
Charisma 10
+0 ... Charisma Ability Checks/+0 ... Charisma Saving Throws /+0 ... Deception Skill /+0 ... Intimidation Skill /+0 ... Performance Skill /+0 ... Persuasion Skill
COMBAT [PHB p. 189]
14 ... Passive Perception +2 ... Initiative Modifier
Armor Class 12 ... Armor worn: None
30 ft. Speed ... Base distance per move
17 hit points ... 3d6+3 Hit Dice
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 1d6+-1 bludgeoning damage. (If used two-handed in melee, does 1d8+-1 damage.)
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 1d4+2 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)
Ray of Frost Cantrip. Ranged Spell Attack: +5 to hit, targets one creature or object within 60 ft. range. Hit: 1d8 frost damage and slows target 10'
Eyes of Minute Seeing - These Crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
FEATURES, TRAITS, SPECIAL ABILITIES
Proficiencies & Languages • Proficiency Bonus: +2 • Armor: none • Weapons: dagger, dart, light crossbow, quarterstaff, sling • Tools: herbalism kit
• Saving Throws: Intelligence, Wisdom • Skills: Arcana, Investigation, Medicine, Religion
• Languages: Common, Elvish, Draconic
Human Traits [PHB p. 29]
• Age: 56-years-old • Medium Size (5' 9", 162 lbs.)
- Variant Human (+1 Int, +1 Wis, Feat)
Class Features [PHB p. 112]
• Ritual Casting,
• Arcane Recovery (regain 2 spell slot after short rest once per day)
-
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.
Feats [PHB p. 112]
• Lucky (or rather Fortune's weave)
Spellcasting [PHB p. 201]
Spell Attack Modifier +5 Spell Save DC 13
Cantrips Known: Ray of Frost, Mage Hand, Prestidigitation
Prepared Spells
1st Level (4 slots): Mage Armor, Detect Magic, Fog Cloud, Sleep, Magic Missile
2nd Level (2 slots): Shatter, Suggestion
Background Features [PHB p. 134] - Hermit
• Discovery (great secret)
Life of Seclusion: I was searching for spiritual enlightenment.
Trait: I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
Ideal: If you know yourself, there’s nothing left to know.
Bond: My isolation gave me great insight into a great evil that only I can destroy.
Flaw: I like keeping secrets and won’t share them with anyone.
EQUIPMENT & TREASURE
Carried Gear: dagger, quarterstaff, herbalism kit (clippers, mortar and pestle, pouches and vials of herbs), set of common clothes, a scroll case stuffed full of notes from your studies or prayers, a winter blanket
Eyes of Minute Seeing. They allow you to read Abyssal and you have advantage on investigation checks for anything you study within one foot of you.
Coin: 34 gp 29 sp
LOG
DDEX 3-12: Hillsfar Reclaimed
DM: Jarred Caldwell (AL DM), DCI 5231443523
XP: 450 Gold: 29.29 Downtime: 10 Renown: 1
Acquired Eyes of Minute Seeing