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About FornitadoCharacter Sheet
Spoiler:
Fornitado Male Half-Elf Sorcerer 5 Medium humanoid, Neutral -------------------- Armor Class 12 Hit Points 22 (5d6) Speed 30 ft. -------------------- STR 9 (-1), DEX 14 (+2), CON 10 (+0), INT 14 (+2), WIS 11 (+0), CHA 16 (+3) -------------------- Saving Throws Con +3, Cha +6 Skills Arcana +5, History +5, Investigation +5, Nature +5, Persuasion +6, Religion +5 Senses darkvision 60 ft., passive Perception 10 Languages Common, Draconic, Elvish, Infernal, Orc Actions
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80 ft./320 ft., one target.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Personality Traits
Ideals
Bonds
Flaws
Equipment Dagger, Dagger, Light Crossbow, arcane focus (staff), backpack, crossbow bolts (20), crowbar, hammer, piton (2), rations (2), rope, Silk (50 feet), tinderbox, torch (2), waterskin, Bandoleer for bottles, Acid (x2), Alchemist Fire (x2), Holy Water (x2), Potion of Healing (x3), Arcane Scrolls Comprehend Languages, Detect Magic 15 gp Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Spell Descriptions
Spoiler:
(1) First CHAOS BOLT
d8 Damage Type
A creature can be targeted only once by each casting of this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st. Cantrip CHILL TOUCH
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. (3) Third FIRE BALL
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 of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. * - (a tiny ball of bat guano and sulfur) Cantrip FIRE BOLT
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Cantrip GUST
One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze. (2) Second KNOCK
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object. (1) First MAGE ARMOR
Cantrip MAGE HAND
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of 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 more than 10 pounds. (1) First MAGIC MISSILE
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. Cantrip PRESTIDIGITATION
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. (2) Second WEB
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
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