0% found this document useful (0 votes)
18 views9 pages

Emma Jotinha

The document details the character sheet for Emma Jotinha, a High Elf Noble with a Chaotic Good alignment, specializing in the School of Evocation. It includes her abilities, spells, and features, such as the Magic Missile Master ability and various spells she can cast. Additionally, it outlines her equipment, including a Wand of Magic Detection, and her proficiency in various skills and languages.

Uploaded by

schiehlllucas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
18 views9 pages

Emma Jotinha

The document details the character sheet for Emma Jotinha, a High Elf Noble with a Chaotic Good alignment, specializing in the School of Evocation. It includes her abilities, spells, and features, such as the Magic Missile Master ability and various spells she can cast. Additionally, it outlines her equipment, including a Wand of Magic Detection, and her proficiency in various skills and languages.

Uploaded by

schiehlllucas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 9

High Elf Noble

Emma Jotinha 4
Chaotic Good Milestone
School of Evocation

+2 13
14 +4 30ft
- 11

29 When you cast an evocation spell that affects other creatures that
you can see, you can choose a number of them equal to 1 + the

-
-1
spell's level. The chosen creatures automatically succeed on their

9 29
-1
saving throws against the spell, and they take no damage if they
would normally take half damage on a successful save.

-1
+4

19
+4

+4
0 3
+4

+4
Chill Touch +6 1d8
+1

Ray of Frost +6 1d8/-10ft no hit


12 Burning Hands DEX14 3d6 / 15ft-cone
+1
◆ +6

19
+6

+6 14 4 7

● +6

● +6

+4
+4

+4

+3

12
+1

+1

+1

+1 ● +3

+1

+0

11
+0

+0

● +2

+0 ● +2

You can see in darkness (shades of gray)


up to 60 ft
you have advantage on saves against ◆ Shield Ray of Frost

Mage Armor Create Bonfire


being charmed, and magic cant put

◆ Shatter ◆ Ligth

you to sleep. ◆ Sugestion ◆ Chill Touch

◆ Knock

◆ Burning Hands

◆ Feather Fall

Common, Deep Speech,


Draconic, Elvish

● ●

Crossbow, Light, Dagger, Dart, Longbow, ● ●


Longsword, Quarterstaff, Shortbow,

Shortsword, Sling

You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
Your walking speed increases by 10 feet.
You have advantage on Dexterity (Acrobatics) checks.
You gain a bonus to any Constitution saving throw you make to maintain your concentration on a
spell. The bonus equals your Intelligence modifier (minimum of +1).
you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee
weapon of your choice.
Magic Missile Master.
- You may cast magic missile as a
cantrip, creating a single dart. At
5th level you create two darts, at
11th level you create three, and at
17th level you create four.

- When you cast magic missile


using a spell slot, you create one
additional dart. When you cast
magic missile using a spell slot of
2nd level or higher, you create an
additional dart for every two slot
levels above 1st.

- During a long rest, you may


change the damage of all your
magic missile spells to Acid, Cold,
Fire, Force, Lightning, Necrotic, or
Radiant.
FAMILIAR NAME
SIDEKICK NAME
Wand of Magic Detection

Wand Uncomom None

Yes -
0 3
-

This wand has 3 charges. While holding


it, you can expend 1 charge as an action
to cast the detect magic spell from it.
The wand regains 1d3 expended charges
daily at dawn.

+6 14 4 4 ●

Wand of Magic Detection

Chill Touch 0 Create Bonfire 0 Ligth 0


120ft 1A - 60ft 1A DEX14 Touch/20ft radius 1A DEX14
● ●

1 round V, S ● Concentration, up to 1 minute


V, S 1 hour V, M ●


You create a ghostly, skeletal hand in the space of You create a bonfire on ground that you can see You touch one object that is no larger than 10 feet
a creature within range. Make a ranged spell within range. Until the spell ends, the magic in any dimension. Until the spell ends, the object
attack against the creature to assail it with the chill bonfire fills a 5-foot cube. Any creature in the sheds bright light in a 20-foot radius and dim light
of the grave. On a hit, the target takes 1d8 necrotic bonfires space when you cast the spell must for an additional 20 feet. The light can be colored
damage, and it can't regain hit points until the succeed on a Dexterity saving throw or take 1d8 as you like. Completely covering the object with
start of your next turn. Until then, the hand clings fire damage. A creature must also make the saving something opaque blocks the light. The spell ends
to the target. throw when it moves into the bonfires space for if you cast it again or dismiss it as an action.
the first time on a turn or ends its turn there.
If you hit an undead target, it also has If you target an object held or worn by a hostile
disadvantage on attack rolls against you until the The bonfire ignites flammable objects in its area creature, that creature must succeed on a
end of your next turn. that arent being worn or carried. Dexterity saving throw to avoid the spell.

Ray of Frost 0 Detect Magic 1 Shield 1


60ft 1A - Self/30ft radious 1A - Self 1 reaction -
● ●

Instantaneous V, S ● Concentration, up to 10 minutes


V, S ● 1 round V, S ●

● ● ●

A frigid beam of blue-white light streaks For the duration, you sense the presence of magic
An invisible barrier of magical
toward a creature within range. Make a within 30 feet of you. If you sense magic in this
way, you can use your action to see a faint aura force appears and protects you.
ranged spell attack against the target. On a
hit, it takes 1d8 cold damage, and its speed is
around any visible creature or object in the area
Until the start of your next turn,
that bears magic, and you learn its school of magic,
reduced by 10 feet until the start of your if any. you have a +5 bonus to AC,
next turn.
including against the triggering
The spell can penetrate most barriers, but it is
At Higher Levels. The spells damage blocked by 1 foot of stone, 1 inch of common attack, and you take no damage
increases by 1d8 when you reach 5th level metal, a thin sheet of lead, or 3 feet of wood or
from magic missile.
(2d8), 11th level (3d8), and 17th level (4d8). dirt.
(Da minha varinha)

Burning Hands 1 Feather Fall 1 Magic Missile 1


Burning Hands 1A DEX14 60ft 1 react - 120ft 1A -

Instantaneous V, S 1 min V, M (uma pena) ●


Instantaneous V, S
● ●
As you hold your hands with thumbs touching and fingers spread, a
Choose up to five falling creatures You create three glowing darts of magical force.
thin sheet of flames shoots forth from your outstretched fingertips.
Each dart hits a creature of your choice that you
Each creature in a 15-foot cone must make a Dexterity saving within range. A falling creatures rate
throw. A creature takes 3d6 fire damage on a failed save, or half as can see within range. A dart deals 1d4 + 1 force
much damage on a successful one. of descent slows to 60 feet per round damage to its target. The darts all strike
The fire ignites any flammable objects in the area that arent
until the spell ends. If the creature lands simultaneously and you can direct them to hit one
being worn or carried. before the spell ends, it takes no falling creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd damage and can land on its feet, and the
At Higher Levels. When you cast this spell using a
level or higher, the damage increases by 1d6 for each slot level
above 1st.
spell ends for that creature. spell slot of 2nd level or higher, the spell creates
one more dart for each slot level above 1st.
(A cada nível par add 1 dardo a mais)
Suggestion 2 Knock 2 Shatter 2
30ft 1A WIS14 60ft 1A - 60ft/ 10 radious 1A CON14

Concentration, up to 8 hours
V, M Instantaneous V ●
Instantaneous V, S, M

● ●
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you Choose an object that you can see within range. The object can be a door, a box, a chest, a set of
A sudden loud ringing noise, painfully intense, erupts from a point
can see within range that can hear and understand you. Creatures that can't be charmed are immune manacles, a padlock, or another object that contains a mundane or magical means that prevents
to this effect. The suggestion must be worded in such a manner as to make the course of action sound access. of your choice within range. Each creature in a 10-foot-radius
reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some
sphere centered on that point must make a Constitution saving
other obviously harmful act ends the spell. 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. throw. A creature takes 3d8 thunder damage on a failed save, or
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you
half as much damage on a successful one. A creature made of
described to the best of its ability. The suggested course of action can continue for the entire duration. If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes,
If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes during which time the target can be opened and shut normally. inorganic material such as stone, crystal, or metal has disadvantage
what it was asked to do.
on this saving throw.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target
You can also specify conditions that will trigger a special activity during the duration. For example, you object. A nonmagical object that isn't being worn or carried also takes the
might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met
damage if it's in the spell's area.
before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.

Invisibility 2 Misty Step 2 Snilloc's Snowball Swarm 2


Touch 1A - Self 1Ba - 90ft 1A 14DEX

Concentration, up to 1 hour V, S, M (an eyelash encased in gum arabic) Instantaneous V Instantaneous V, S, M (a piece of ice or a small white rock chip)

A creature you touch becomes invisible until the


Briefly surrounded by silvery
A flurry of magic snowballs erupts from a point you choose within
range. Each creature in a 5-foot-radius sphere centered on that
spell ends. Anything the target is wearing or
mist, you teleport up to 30 feet
point must make a Dexterity saving throw. A creature takes 3d6
carrying is invisible as long as it is on the targets cold damage on a failed save, or half as much damage on a
person. The spell ends for a target that attacks or
to an unoccupied space that you
successful one.

casts a spell.
can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d6 for each slot level
At Higher Levels. When you cast this spell using a above 2nd.

spell slot of 3rd level or higher, you can target one


additional creature for each slot level above 2nd.

You might also like