Rosevyne Brightmoon Character in Wyrring | World Anvil
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Rosevyne Brightmoon

Halfling Divination Wizard (Lucky Feat)   Born in a small hut on the shore near Lapu, Rosevyne's early life was very chaotic. Between her family's extreme poverty and not knowing when her next meal would be, to random raids from the Devil's Teeth Range, her daily life was extremely unpredictable. However, Rosevyne managed to survive these conditions, and found herself a job at a local temple to Thalor.   Commuting daily back and forth across the lake, Rosevyne had a lot of time to sit and think. Day by day she watched the top of the water constantly changing and shifting, and her meditations eventually started to compare the challenges in her life to those waves. Seeking answers, she sought out the priest she worked for, who introduced her to Estalian Ethos and The Grand Plan. Rosevyne was extremely enraptured by the potential of control, and dove right into it. Every spare moment she had was filled with studying the Plan or conducting her own experiments. After several years, her studies had paid off, and she had managed to gain admission to The Grand College.   A relatively old student, Rosevyne found companionship with Professor Qimaris Wintervale, who taught her the basics of Divination magic.   Returning to Estalia, Rosevyne serves the government, researching the Grand Plan.  

Rosevyne Brightmoon

5 Level (0/14000 XP for level-up) Sage Background Lightfoot Halfling Race / Species / Heritage None Alignment
Wizard
Level 5
Hit Dice: 5/5
1d6+2 Class 1

STR
8
-1
DEX
15
+2
CON
14
+2
INT
15
+2
WIS
12
+1
CHA
11
+0
32
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+5 Attack mod
INT Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+2 Dexterity
+2 Constitution
+5 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
+0 Deception CHA
+5 History INT
+1 Insight WIS
+0 Intimidation CHA
+5 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +2 STR 1d6-1 Bludgeoning
 Versatile
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
True Strike 1 Action 30 feet Concentration up to 1 Round S 1
 Notes:You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.
Ray of Frost +5 1 Action 60 feet 2d8 VS 1
 Notes:A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Message 1 Action 120 ft VSM
 Notes:You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Mage Hand 1 Action 30 ft 1 Minute VS
 Notes:A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Silvery Barbs 1 Reaction 60 ft V
 Notes:You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Lucky. You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.

Divination Savant. Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.

Portent. Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Arcane Recovery. You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Cantrip Formulas. At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

Features & Traits
Quarterstaff, Ink (1 ounce bottle), Backpack, Clothes Common, Spellbook, Small Knife, Book, Ink (1 ounce bottle), Ink Pen, Parchment (one sheet), Little Bag of Sand, Small Knife

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Common, Halfling, Elvish, Dwarvish

Languages & Proficiencies


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