Morwin Starkan

He is a member of the guild and acts as a liaison for the second mission. He is well known and well liked in the village as he grew up in it.
  He is a sorcerer with a divine soul connected to Pekira, The Purifing Flame. She is a divine fire elemental with Good Lawful alignment.
 
Species
Age
195
Children
Aligned Organization

Character Portrait image: by Artbreeder

Morwin Starkan

6 Level (0/23000 XP for level-up) Guild Artisan (Herbalist) Background Dwarf Race / Species / Heritage Lawful Good Alignment
Sorcerer, Divine Soul of Pekira the Purifying Flame
Level 6
Hit Dice: 6/6
1d6+3 Class 1

STR
8
-1
DEX
13
+1
CON
16
+3
INT
10
+0
WIS
13
+1
CHA
16
+3
44
Hit Points
+1
Initiative (DEX)
12
Armor Class (AC)
+3
Prof. Bonus
25/50/0
Speed (walk/run/fly)
11
Passive Perception
6 / 6
Sorcery Points
Spellcasting ...
+8 Attack mod
CHA Ability
+3 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+2 Dexterity
+7 Constitution
+1 Intelligence
+2 Wisdom
+7 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
-1 Athletics STR
+3 Deception CHA
+0 History INT
+4 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+3 Performance CHA
+6 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Battleaxe +2 STR 1d8-1 slashing
 Versatile (1d10)
Battleaxe +2 STR 1d10-1 slashing
 Versatile (1d10)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Fire Bolt +8 1 action 12 sq. Instantaneous 1d10 VS
 Notes:You hurl a mote of purifying fire at a creature or object within range. Make a ranged spell attack against the target, a friendly creature can decide to let the fire hit them automatically. On a hit, the target takes 1d10 fire damage or restores 1d6 hit points at your desicion. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage and healing increases by 1d10 / 1d6 when you reach 5th level ( 2d10 , 2d6 ), 11th level ( 3d10 , 3d6 ), and 17th level ( 4d10 , 4d6 ).
Guidance 1 action Touch Concentration, 1 minute VS
 Notes:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Spare the Dying 1 action Touch Instantaneous VS
 Notes:You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
1 minute Touch Instantaneous VSM yes
 Notes:This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 30 cm in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Mold Earth 1 action 6 squares Instantaneous or 1 hour S
 Notes:You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 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.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Shield of Faith 1 bonus 12 sq. Concentration, 10 minute VSM yes
 Notes: A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Sanctuary 1 bonus 6 sq. 1 minute VSM yes
 Notes:You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Healing Word +8 1 bonus 12 sq. Instantaneous 1d4+5 V
 Notes:A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Cure Wounds +8 1 action Touch Instantaneous 1d8+5 VS
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Healing Word +8 1 bonus 12 sq. Instantaneous 1d4+5 + V
 Notes:A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Cure Wounds +8 1 action Touch Instantaneous 1d8+5 + VS
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Pekira's Flame Stride 1 bonus Touch 1 minute VS
 Notes:Cover the feet of one creature with the flames of Pekira, granting them explosive speed. The restorative flames burn through any restrictions affecting them that reduce their movement. For the duration, their speed increases by 2 squares and removes any movement restrictions that reduce or prevent movement.

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Healing Word +8 1 bonus 12 sq. Instantaneous 1d4+5 + V
 Notes:A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Cure Wounds +8 1 action Touch Instantaneous 1d8+5 + VS
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Darkvision. Accustomed to life underground, 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.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Favored by the Gods Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.

Magical Guidance. You can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Empowered Healing. The divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.


Twinned Spell: When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.


Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 3 squares of you. The creature must succeed on a DC 16 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 16 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 3 squares away from you, or if you use this tattoo on a different creature.

Features & Traits
Herbalist's Kit (Proficiency), Brewer's Supplies (Proficiency), two lodestones (mending), piece of copper (message), a small silver mirror (sanctuary),

2 Potion of Healing

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 200, Platinum: 0 Money
Cantrips known 5

Spells known 7
Spellcasting
Aurelian, Ashvattan

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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