0% found this document useful (0 votes)
15 views2 pages

AA1C Character Sheet Wizard

Barnaby Talonn is an owlfolk wizard from House Arcane, known for her insatiable curiosity and dedication to studying magic. She discovered a trove of magical texts in a ruined tower, leading her to excel at the Academy and become a prominent figure in her house. Barnaby's skills include proficiency in Arcana, History, and Investigation, and she possesses a variety of spells and abilities that enhance her magical prowess.

Uploaded by

Barse Justine
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)
15 views2 pages

AA1C Character Sheet Wizard

Barnaby Talonn is an owlfolk wizard from House Arcane, known for her insatiable curiosity and dedication to studying magic. She discovered a trove of magical texts in a ruined tower, leading her to excel at the Academy and become a prominent figure in her house. Barnaby's skills include proficiency in Arcana, History, and Investigation, and she possesses a variety of spells and abilities that enhance her magical prowess.

Uploaded by

Barse Justine
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/ 2

Barnaby Talonn

House Arcane - Wizard


It shouldn’t have done that. How exciting!

Barnaby grew up in a treetop community. The owlfolk had a


somewhat strained relationship with the rest of the forest relating
to several particularly opinionated squirrels. While practising
flying during the day, Barnaby found a ruined stone tower. Ever
curious, Barnaby investigated and found a treasure trove of magical
grimoires, scrolls detailing spell components, and journals.

While at the Academy, Barnaby has been, well, a wizard in a


tower filled with magical scrolls! Always with a new collection
of scrolls under one arm and with her beak in another new book.
Her friends are fairly sure she either doesn’t sleep or is actually
three owlfolk who regularly change places. It’s the only way one
creature could study that much. Seemingly intent on learning
every spell she can get her hands on, Barnaby is fast becoming
the poster child of House Arcane.
Name Barnaby Talon Class Wizard Level Skills (Proficient)
Action Reference Guide
In one round you may take
Owlfolk
+6 (INT) Arcana

Heritage Best Friend Rival +6 (INT) History


One Move Action Test all Find all of the missing academy’s
+5 (WIS) Insight
their new spells! founders ‘missing’ artifacts.
Move up to your speed on your turn. Movement can
be interrupted to perform any other action then Short Term Goal Long Term Goal +6 (INT) Investigation

x HP
finished afterwards.
FLY
One Action

Ma
30ft. 7 +2 13
Attack with a weapon or cast a spell.
12 7/ Te
1
( 5) +2 Cur 1

mp HP
1
( d6+1)
Two-Weapon Fighting allows two attacks using a pair 30ft. ren Proficiency Passive Inspiration
of light weapons, using your Bonus Action.
tH Bonus Perception
Grapple a foe with a free hand. Using your Athletics
ArmoUr CLass Initiative Speed P HIT Die (D6) Death Sa ves
vs their Athletics or Acrobatics.

Dash allows you to move up to your speed, in addition


Spellcasting
to your move action.
You can prepare five spells from your spells known. You can
Disengage from your melee with a foe. Your +0 +2 +1 +3 +4 +1 change the spells you have prepared at the end of a long rest.
movement no longer provokes attacks for this turn. 10 14 12 16 18 13 You have two 1st level slots, Long Rest. You know three cantrips.

Dodge to focus on defense. Attacks made against you


have disadvantage. Strength Dexterity Constitution Wisdom Intelligence Charisma
Help gives an ally advantage to an ability check
or attack. Strength Constitution +5 Wisdom
Character Levelling
Robes. Your robes are an
Sa ving Throws
Hide gives you an advantage to attacking visible foes
and them disadvantage to hit you.
arcane focus. In addition, you
can reroll spell ATTK rolls
Dexterity +6 Intelligence Charisma Level II 1st
of 1.
HP: Increase current and maximum HP by 5 (total of 12), gain 1
Ready an Action performs a single action later in a
additional hit dice (2d6 total).
round, using your Reaction, once a trigger occurs.
Ancestral Item AttackS SpellCasting Features and Abilities:
Search devotes yout turn to finding something. Quarterstaff. 5ft Reach. +2 to hit. Cantrips
Arcane Tradition. Pick one or Evocation:
This may require a Perception or Investigation check. On hit 1d6 BLUDG DMG • Dancing Lights. 1 ACT, 120ft range, Concentration 1 minute, 4 torch
Evocation Savant. Half time and gold to put Evocation spell
(Versatile 1d8 BLUDG DMG). sized light sources dim light 10ft. BA move them on your turn.
Shove lets you push a foe back 5 feet or knock them Languages Talons. 5ft Reach. +4 to hit. • Acid Splash. 1 ACT, 60ft range, 1 or 2 creatures within 5ft of each other,
into spellbook.
Sculpt Spells. 1+ spell level amount of creatures you pick will be
prone using Athletics vs their Athletics or Acrobatics. On hit 1d6+2 SLASH DMG. DEX SAVE throw DC 14, 1d6 ACID damage on FAIL.
safe from your Evocation spells.
• Prestidigitation. 1 ACT, 10 feet, up to 1 hour, You create an
Use an object lets you activate or interact with an item Common and instantaneous, harmless sensory effect. Spellcasting. You can prepare one additional spell from your spells
that takes an entire action to function. 3 additional languages known. You add two spells to your known spells. You can change
Features & Traits 1st level
the spells you have prepared at the end of a long rest. You gain one
additional 1st level slot, Long Rest.
One reaction (if triggered) Equipment
Academy Student. • Identify. 1 minute, RIT, you chose one object you hold, you learn if it is
magical, if it is how many charges it holds, what it does, if any spells
When reduced to 0 HP they can
immediately spend any number of currently affect it and if it is cursed.
You can use a reaction once at any point during the

Level III
hit dice as if during a Short Rest. • Detect Magic. 1 ACT, RIT, Concentration up to 10 minutes, you are able
round until it is your turn again.
• perform a single attack of opportunity.
The student cannot use this feature to sense magic within 30 feet of you. 1st 2 nd
again until they have gained a level. • Comprehend Languages. RIT, 1 ACT, duration 1 hour, For the duration,
• Using a Readied Action that has been triggered. HP: Increase current and maximum HP by 5 (total of 17), gain 1
House Badge. Arcane. you understand the literal meaning of any spoken language that you
• Some spells can only be used as a Reaction.
CP SP GP Once per Short Rest reroll a single
d20 when making a spell ATTK or
hear. You also understand any written language that you see, but you
must be touching the surface on which the words are written.
additional hit dice (3d6 total).
Ancestral Item: When you roll initiative, you can choose to
One interaction a SAVE against a spell, or spell-like • Magic Missile. 1 ACT, 120ft., 3 darts, each dealing 1d4+1 FORCE DMG, immediately cast Mage Armour. You can reroll CHECKS and SAVES
effect. You must use the new result. can target separate creatures or the same one. rolls of 1 if proficient.
A short amount of speaking and a simple action Darkvision. 60ft. • Mage Armour. 1 ACT, AC 13 +2 duration 8 hours.
House Badge Features and Abilities:
(e.g. drawing a weapon). Ancestral Robes, Oversized Hat • Sleep. 1 ACT, range 90ft, duration 1 minute, roll 5d8, starting with the
Winged Arms. Spellcasting: You can prepare one additional spells from your
Quarterstaff creature with the lowest HP, within a 20ft of a point you target, subtract
Arcane Focus Arcane Recovery. spells known. You add two spells to your known spells. You can
the current of the creature from the amount rolled if reduced to 0 the
One Bonus action (when granted) Scholar’s Pack Long Rest. As part of Short Rest, creature falls to sleep, move on to the next creature till you have the
change the spells you have prepared at the end of a Long Rest.
A Spellbook recover spell slots equal to half your You gain two 2nd level slots and one additional 1st level slot,
amount rolled. Undead and creatures immune to being charmed aren’t
Many class and heritage features are performed as a (Collection of Linked Scrolls) level (rounded down). Long Rest.
affected by this spell.
bonus action on your turn. These will be specified as such.

You might also like