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rpg:r4i-phandelver:characters:myra

Myra Reed


Half-elf Divine soul sorcerer level 2
XP: 0
Background: Inheritor
Proficiency bonus: +2
Alignment: Chaotic Good
Player: Jake/Kunisagi

Ac Initiative Speed HP/MaxHP Hit Dice Inspiration
13 +3 30 24/24 3d8 Myra is currently inspired!

Ability Scores
Strength: 12 (+1)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 19 (+4)

Saving throws
Strength: +1
Dexterity: +3
Constitution: +4
Intelligence: +2
Wisdom: +2
Charisma: +6

Skill Name Proficency Bonus
Acrobatics No 3
Animal Handling No 2
Arcana Yes 4
Athletics No 1
Deception No 4
History No 2
Insight Yes 4
Intimidation No 4
Investigation No 2
Medicine No 2
Nature No 2
Perception Yes 4
Performance Yes 6
Persuasion Yes 6
Religion No 2
Sleight of hand No 3
Stealth No 3
Survival Yes 4
Story Bonuses +1 to ability checks regarding owlbears
Racial Features Class Features
Darkvision:
Thanks to your elf blood, 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.
Divine Magic:
Your link to the divine allows you to learn spells normally associated with the Cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list
Chosen Source:
Good (Grants Cure Wounds)
Fey Ancestory:
You have advantage on saving throws against being Charmed, and magic can’t put you to sleep
Favoured Soul:
Starting at 1st Level, 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
Font of Magic:
you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels\\Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. You can create Spell Slots no higher in level than 5th.Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level
Metamagic:
At 3rd level, you gain the ability to twist your Spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
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, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.
Languages Known Tool Proficencies Gaming Proficencies Musical Instrements Weapons
Common, Elvish, Dwarvish, Celestial None Dragonchess None Daggers, darts, slings, quarterstaffs, light crossbows

Magic
Sorcerers use Charisma as their spell-casting Modifier
Spell Attack Modifier: 6
Spell Save DC: 14

Spellslots Current/Remaining Sorcery Points
1st 4/4 3/3
2nd 2/2
Spell Level Spell name Memorised?
Cantrip Firebolt N/A
Light N/A
Poison Spray N/A
Frostbite N/A
1st Cure Wounds
Magic Missile
Guiding Bolt
Burning Hands
2nd Spiritual Weapon

Phandelver main|Character Sheets

rpg/r4i-phandelver/characters/myra.txt · Last modified: 2018/06/24 11:41 by kunisagi

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