0% found this document useful (0 votes)
80 views1 page

Merla Tinkerlow: Proficiencies

Merla Tinkerlow is a level 1 halfling wizard with above average intelligence and dexterity. She has proficiency in arcana, history, insight and investigation. As a wizard, she can cast cantrips and first level spells. Her spellbook contains charm person, comprehend languages, detect magic, mage armor, magic missile and thunderwave. Her background is a sage focusing on research.
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)
80 views1 page

Merla Tinkerlow: Proficiencies

Merla Tinkerlow is a level 1 halfling wizard with above average intelligence and dexterity. She has proficiency in arcana, history, insight and investigation. As a wizard, she can cast cantrips and first level spells. Her spellbook contains charm person, comprehend languages, detect magic, mage armor, magic missile and thunderwave. Her background is a sage focusing on research.
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/ 1

Merla Tinkerlow

Level 1 F Stout Halfling F Wizard F Lawful Neutral


Strength

-1

Dexterity

14

+2

Constitution

14

+2

Intelligence

15

+2

Wisdom

12

+1

Charisma

13

+1

art by
Wayne Reynolds

Languages:
Common, Dwarvish,
Elvish, Halfling
Passive Insight:
13
Passive Perception:
11

Proficiencies (proficiency bonus +2)

Armor: None.
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows.
Tools: None.
Saving Throws: Intelligence, Wisdom
Skills: Arcana, History, Insight, Investigation

Racial Traits

Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being
frightened.
Halfling Nimbleness: You can move through the space of any
creature that is of a size larger than yours.
Stout Resilience: You have advantage on saving throws against
poison, and you have resistance against poison damage.

Class Features

Spellcasting Ability: Intelligence is your spellcasting ability for


your spells. The saving throw DC to resist a spell you cast is 12.
Your attack bonus when you make an attack with a spell is +4.
Arcane Recovery: Once per day during a short rest, you can
choose to recover expended spell slots with a combined level
equal to or less than half your wizard level (rounded up).
Cantrips: You know the fire bolt, light and minor illusion cantrips, and can cast them at will.
Spell Slots: You have two 1st-level spell slots you can use to cast
your prepared spells.
Prepared Spells: You prepare four 1st-level spells from your
spellbook and make them available to cast.
Spellbook: Your spellbook contains the 1st-level spells charm
person, comprehend languages, detect magic, mage armor, magic
missile and thunderwave.

Background: Sage (Researcher)

Researcher: When you attempt to learn or recall a piece of lore,


if you do not know that information, you often know where and
from whom you can obtain it (usually from a library, scriptorium
or another learned person or creature). The DM might rule that
some informations deserve major quests of their own!
Personality trait: Theres nothing I like more than a good mystery; I enjoy solving puzzles and riddles.
Ideal: Emotions must not cloud our logical thinking.
Bond: I want to prove my skill as a spellcaster, since my family
went through hard sacrifices to allow me to study magic.
Flaw: I overlook obvious solutions in favor of complicated ones.

Combat Statistics

Initiative: +2
Armor Class: 12
Size: Small
Speed: 25 feet (5 squares on a tactical grid)
Hit Points Maximum: 8 hp; Hit Dice: 1d6

Weapons and Equipment

F Dagger: Melee attack; +4 to hit; targets one creature. On a hit,


you deal 1d4+2 piercing damage to the target.
F Dagger (thrown): Ranged thrown attack; range 20/60 ft. (4/12
squares on a tactical grid); +4 to hit; targets one creature. On a
hit, you deal 1d4+2 piercing damage to the target.
Other equipment: Arcane focus (wooden wand), backpack, bedroll, belt pouch, black ink (1 bottle), mess kit, quill, 10 sheets of
parchment, small knife, spellbook, tinderbox, waterskin.
Trinket: You own a glass orb filled with water, in which swims a
clockwork goldfish.
Money: You have 9 gold pieces (gp) with you.
Trail rations: You carry 10 days of rations with you.

Cantrips and 1st-level Spells (simplified)

Fire Bolt: 1 action; Range 120 ft. (24 squares on a tactical grid);
ranged spell attack (one target). Hit: 1d10 fire damage.
Light: 1 action; Touch an object no larger than 10 ft. in any dimension. It sheds bright light in a 20-foot radius for 1 hour.
Minor Illusion: 1 action; Range 30 ft. (6 squares); you create the
illusion of a sound or object. It lasts 1 minute. Discerning the
illusion requires a DC 12 Intelligence (Investigation) check.
Charm Person: 1 action; Range 30 ft. (6 squares); the target (a
humanoid) must make a DC 12 Wis saving throw (with advantage if youre fighting it) or become friendly for 1 hour.
Comprehend Languages: 1 action; for 1 hour, you understand
any written or spoken language.
Detect Magic: 1 action; concentration spell (up to 10 minutes);
you detect magic sources within 30 ft. (6 squares) of you.
Mage Armor: 1 action; you or an ally you touch without armor
has its AC become 13 + Dex modifier for 8 hours.
Magic Missile: 1 action; you create three magic darts; each dart
hits a creature of your choice within 120 ft. (24 squares) and deals 1d4+1 force damage.
Thunderwave: 1 action; each creature in a 15-ft. cube originating from you must make a DC 12 Con saving throw. Failed: 2d8
thunder damage and the creature is pushed 10 ft. away from you.
Success: Half damage, and no push.
Unattended objects in the area of effect are pushed, too.

You might also like