Sweetie Swirl | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Sweetie Swirl

Chronomancer 1 Class & Level
Possessed body Background
Pegasus(Thestral) Race
Chaotic Neutral Alignment

Strength 9
-1
Dexterity 12
+1
constitution 13
+1
intelligence 10
+0
wisdom 17
+3
charisma 16
+3
Total Hit Dice 8
Hit Die
1d8+1
+0 proficiency bonus
+0 Strength
+0 Dexterity
+1 Constitution
+0 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+1 Arcana
+0 Athletics
+2 Deception
+1 History
+3 Insight
+0 Intimidation
+0 Investigation
+0 Medicine
+2 Nature
+0 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills Languages: SRW Common, SRW Pegasian, SRW Celestial proficiencies

 

Armor Class
2
Hit Points
+0
Initiative
25/30
Speed
Attacks
Light Armor, Quarterstaffs, Daggers, Light Crossbows, Cook's utensils, Alchemist's supplies
Proficiences
Spellcasting
As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.

Cantrips
At 1st level, you know three Cantrips of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook
At 1st level, you have a Spellbook containing six 1st-level Wizard Spells of your choice. Your Spellbook is the repository of the Wizard Spells you know, except your Cantrips, which are fixed in your mind.

Preparing and Casting Spells
The Wizard table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
-
You prepare the list of Wizard Spells that are available for you to cast. To do so, choose a number of Wizard Spells from your Spellbook equal to your Intelligence modifier + your Wizard level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.
-
For example, if you're a 3rd-level Wizard, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.
-
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Wizard Spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability
Intelligence is your Spellcasting Ability for your Wizard Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Wizard spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier

Ritual Casting
You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook. You don't need to have the spell prepared.

Spellcasting Focus
You can use an arcane focus as a Spellcasting focus for your Wizard Spells.

Learning Spells of 1st level and Higher
Each time you gain a Wizard level, you can add two Wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Wizard table. On your Adventures, you might find other Spells that you can add to your Spellbook (see “Your Spellbook”).
Spellcasting
Cooks utensils, a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. 50 feet of hempen rope, Two daggers, Leather equestrian armor
Equipment
I feel a constant nervousness that someone will figure me out.
Personality Traits
Hope. I am very much alive, and I intend to stay that way.. (Neutral)
Ideals
"I understand why people fear dying. It's not a pleasant thing."
Bonds
"I constantly keep checking over my shoulders, because it feels like death is coming after me."
Flaws
Wings. You have a pair of wings, with a span equal to twice your shoulder height. You can hover in place if there is sufficient space for your wingspan. You cannot fly if your clothing, armor, or saddlebags are not designed to accommodate wings. You also cannot fly if your wings are bound, if you are encumbered, or if you are wearing medium or heavy armor. If you are paralyzed, rendered unconscious, or knocked prone while in the air, you fall.

Weathercraft. As an action, you can perform one of four minor harmless effects with a single five-foot cube of non-magical cloud (or fog) within reach. First, you can move this cloud up to 30 feet in any direction. Second, you can cause the cloud to release rain (or snow in winter) for 1 round. This action creates half a gallon of water and consumes the cloud. Third, you can have the cloud sound an audible thunderclap which can be heard 50 feet away. Lastly, you can evaporate the cloud to clear the air.

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Keen Senses. You have proficiency in the Perception skill.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Suspending the Aether
Starting at 1st level, when a creature within 20 feet of you, that you can see is casting a spell, you may suspend that one spell for one round of combat. You may not use this feature more than once on a single creature. You are able to use this feature a number of times equal to you Wisdom modifier (minimum of 1), and regain expended uses upon completing a short or long rest. In addition, any spells cast by you can be suspended

Will to Remain
You have exhibited remarkable tenacity in the face of death. This proves your will to go beyond, which many may admire who can see it. You are visibly different from the living due to an odd anomaly with your soul. Creatures that can see your soul (celestials and fiends) are more likely to be friendly to you or at least less hostile. They may choose not to attack you or they may choose to talk with you.

I was killed in a fight, and ended up in this body
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

summers.

Statblock Type

Character Sheet (Legacy)

Link/Embed