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Steven Schiavone in Dungeons & Dragons 5e

Steven Schiavone

High Elf/Elf Race
Elven Imperial 2nd class Origin
Wizard 2 Class & Level
Neutral Good Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 12
+1
constitution 10
+0
intelligence 18
+4
wisdom 13
+1
charisma 8
-1
Total Hit Dice 4
Hit Die
1d6+0
+2 proficiency bonus
+0 Strength
+2 Dexterity
+0 Constitution
+6 Intelligence
+3 Wisdom
-1 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+6 Arcana
+2 Athletics
-1 Deception
+6 History
+1 Insight
-1 Intimidation
+4 Investigation
+3 Martial
+3 Medicine
+4 Nature
+3 Perception
-1 Performance
-1 Persuasion
+4 Religion
+2 Sleight of Hands
+2 Stealth
+1 Survival
skills

 
-1
MV

Prestige
3
Attunement Slots
12
Armor Class
4
Hit Points
+2
Initiative
30
Speed
Attacks
Arcana, Athletics, History, Medicine
Proficiences
Fire Bolt, 1 action, 120ft, instant, 1d10 fire damage, (5th level 2d10, 11th level 3d10, 17th level 4d10)
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Chill Touch, 1 action, 120 ft, 1 round, 1d8 necrotic damage (5th level 2d8, 11th level 3d8, 17th level 4d8)
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

Shape Water, 1 action, 30ft, 5x5x5ft, instant, You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
1.You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
2.You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
3.You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
4.You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Charm Person
Expeditious Retreat
Feather Fall
Mage Armor
Magic Missile
(not prepared) Unseen servant


Spellcasting
Spell book
Equipment
Hawk 3 hp 1d1 slashing damage (Badass)
Class/Racial Features & Traits

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

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


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