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05 Ardwar

Ardwar is a human wizard with a focus on spellcasting, possessing spells like Charm Person, Magic Missile, and Sleep, which he can cast with advantages due to his abilities. He has an Intelligence score of 16, allowing him to learn spells from scrolls and cast them effectively. Equipped with a dagger and basic supplies, Ardwar is characterized by his ambition and mastery of spells at a novice level.

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Juarez Tanure
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0% found this document useful (0 votes)
14 views2 pages

05 Ardwar

Ardwar is a human wizard with a focus on spellcasting, possessing spells like Charm Person, Magic Missile, and Sleep, which he can cast with advantages due to his abilities. He has an Intelligence score of 16, allowing him to learn spells from scrolls and cast them effectively. Equipped with a dagger and basic supplies, Ardwar is characterized by his ambition and mastery of spells at a novice level.

Uploaded by

Juarez Tanure
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Ardwar WEAPONS: Dagger, Staff; ARMOR: None

www.shadowdarklings.net LANGUAGES: Common, Diabolic, Draconic, Dwarvish, Giant, Reptilian

Human: AMBITIOUS: Extra Talent at level 1

Wizard: LEARNING SPELLS: You can learn a wizard spell from a scroll with DC 15 INT
check
8 -1 16 +3 Human Wizard: WIZARD SPELLCASTING: To cast a Wizard spell, roll 1d20+3 vs a DC equal to 10
+ the spell's tier.

Human Ambition-1: SPELL MASTERY: Gain advantage when casting Sleep

Wizard-1: STAT BONUS: +2 to Intelligence

11 +0 8 -1 SPELLS: Charm Person, Magic Missile (ADV), Sleep (ADV)


Wizard

9 -1 13 +1 1 0 10

24 1 9
Shaman
3 10 Dagger

Flask or bottle Backpack


Bag of coins (34)
Flint and steel

Neutral Oil, flask

Torch

DAGGER: +0 (N), 1d4 (FIN) Torch

Torch
SPELLS: To cast a Wizard spell, roll 1d20+3 vs a
DC equal to 10 + the spell's tier. Banished

Gede

Ardwar p.1
Spells Known

CHARM PERSON (Tier 1, Wizard), DC 11 to cast


Duration: 1d8 days, Range: Near
You magically beguile one humanoid of level 2 or less within near range, who regards you as a friend for the duration.
The spell ends if you or your allies do anything to hurt it that it notices.
The target knows you magically enchanted it after the spell ends.

MAGIC MISSILE (Tier 1, Wizard), DC 11 to cast (always cast with advantage)


Duration: Instant, Range: Far
You have advantage on your check to cast this spell.
A glowing bolt of force streaks from your open hand, dealing 1d4 damage to one target.

SLEEP (Tier 1, Wizard), DC 11 to cast (cast with advantage due to Spell Mastery)
Duration: Instant, Range: Near
You weave a lulling spell that fills a near-sized cube extending from you. Creatures in the area of effect fall into a deep sleep if they are LV 2
or less.
Vigorous shaking or being injured wakes them.

Ardwar p.2

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