====== General ======
**Names:** Vallick Stargazer / Ivellios Galastacia (Starwhisper)\\
Som så mange andre halvelvere, har Vallick påtaget sig to navne. Et menneske navn han bruger blandt mennesker, og et elver navn han bruger blandt elvere.\\
**Background:** Sage Astronom.\\
Med hans fascination for det smukke i naturen, har Vallick altid været optaget af lys. Især det fra stjernerne.\\
\\
**Appearence:** \\
Height: ~ 180 cm\\
Hair: Black, with a dark bluish hue.\\
Eyes: Almond brown \\
**Speed:** 30 Ft\\
**Race:** Half-elf\\
Hans elver instinkter får ham til at søge mod smukke ting i naturen. Hans særlige fascination med lys har ført\\
ham til at blive astronom for at beskue stjernerne. Han har også en dyb respekt for Raya, solens gud.\\
En dag begyndte en stjerne at viske tilbage til Vallick, og den fortalte ham om sære ting som han\\
næsten ikke forstod, men han syntes at have lært et par ting omkring magi. Vallick har sidan da hørt\\
stemmen igen og igen. Den har ikke været ubehagelig, bare fjern og udefinerbar.
**Languages:** Common, Elven, Gnomish {{:random:characters:nwn_half_elf_mage_by_wycked.jpg?200}}
====== Progression by level ======
**Vallick**
^Level ^Class ^Proficiency Bonus ^Features ^Cantrips Known ^Spells Known ^Spell Slots ^Slot Level ^Invocations |
^1 |Warlock 1 |+2 |Otherworldly Patron, Pact Magic |2 |2 |1 |1st |- |
^2 |Warlock 2 |+2 |Eldritch Invocations |2 |3 |2 |1st |2 |
^3 |Warlock 3 |+2 |Pact Boon |2 |4 |2 |2nd |2 |
^4 |Warlock 4 |+2 |Ability Score Increase (+2 Charisma) |2 |5 |2 |2nd |2 |
^5 |Warlock 5 |+3 | |3 |6 |2 |3rd |3 |
^6 |Warlock 6 |+3 |Otherworldly Patron Feature |3 |7 |2 |3rd |3 |
\\
====== Background: ======
**Sage** \\
\\
**Speciality:** Researcher, Astronomy, Star maps and navigation\\
**Personality Trait:** Vegetarian, and has a strange fondness for mushrooms.\\
**Ideal:** Beauty. What is beautiful in this world, will eventually lead to what is true.\\
**Bond:** My teacher, Istian, taught me many things about the stars and the night sky, and I will always honor his wisdom.\\
**Flaw:** Most of the stories I tell are true, but are so incredible that no one believes them.
====== Attributes: ======
^Attribute ^Score ^Modifier ^Save |
^Strength |8 |-1 |-1 |
^Dexterity |14 |+2 |+2 |
^Constitution |14 |+2 |+2 |
^Intelligence |12 |+1 |+1 |
^Wisdom |10 |0 |**+2** |
^Charisma |18 |+4 |**+6** |
\\
**HP:** 45\\
**Proficiency Bonus:** +3\\
**Attack:** Light crossbow +5, 1d8+2.\\
**AC:** With leather armor: 13
\\
====== Spellcasting: ======
**Pact Magic:** Your arcane research and the magic bestowed on you by your patron have given you facility with spells\\
\\
**Cantrips:** 3\\
**Known spells:** 6\\
**Spells per short rest:** 2
Evocation cantrip\\
**Casting Time:** 1 action\\
**Range:** 120 feet\\
**Components:** V, S\\
**Duration:** Instantaneous\\
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the\\
target. On a hit, the target takes 1d10 force damage.\\
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at\\
11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones.\\
Make a separate attack roll for each beam.
Conjuration cantrip\\
**Casting Time:** 1 action\\
**Range:** 30 feet\\
**Components:** V, S\\
**Duration:** 1 minute\\
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 magic\\
items, or carry more than 10 pounds.
Transmutation cantrip\\
**Casting Time:** 1 action\\
**Range:** 10 feet\\
**Components:** V, S\\
**Duration:** Up to 1 hour\\
This spell is a minor m agical trick that novice spellcasters use for practice. You create one of the following magical effects within range:\\
\\
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.\\
- You instantaneously light or snuff out a candle, a torch, or a small campfire.\\
- You instantaneously clean or soil an object no larger than 1 cubic foot.\\
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.\\
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.\\
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.\\
\\
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
1st level abjuration\\
**Casting Time:** 1 action\\
**Range:** Self\\
**Components:** V, S, M (a cup of water)\\
**Duration:** 1 hour\\
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear.\\
You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have\\
these hit points, the creature takes 5 cold damage.\\
**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, both the temporary\\
hit points and the cold damage increase by 5 for each slot level above 1st.
1st level enchantment\\
**Casting Time:** 1 bonus action\\
**Range:** 90 feet\\
**Components:** V, S, M (the petrified eye of a newt)\\
**Duration:** Concentration, up to 1 hour\\
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6\\
necrotic damage to the target whenever you hit it with an attack. A lso, choose one ability when you cast the\\
spell. The target has disadvantage on ability checks made with the chosen ability.\\
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn\\
of yours to curse a new creature. A remove curse cast on the target ends this spell early.\\
**At Higher Levels.** When you cast this spell using a spell slot o f 3rd or 4th level, you can maintain your\\
concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain\\
your concentration on the spell for up to 24 hours.
1st-level enchantment\\
**Casting Time:** 1 action\\
**Range:** 30 feet\\
**Components:** V, S\\
**Duration:** 1 hour\\
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does\\
so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until\\
the spell ends or until you or your companions do anything harmful to it. The charmed creature regards\\
you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.\\
**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can target one\\
additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
2nd-level illusion\\
**Casting Time:** 1 action\\
**Range:** Touch\\
**Components:** V, S, M (an eyelash encased in a gum arabic)\\
**Duration:** Concentration, up to 1 hour\\
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is\\
invisible as long as it is on the target's person. the spell ends for a target that attacks or casts a spell.\\
**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can target one\\
additional creature for each slot level above 2nd.\\
2nd-level illusion\\
**Casting Time:** 1 action\\
**Range:** Self\\
**Components:** V, S\\
**Duration:** 1 minute\\
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.\\
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.\\
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.\\
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.\\
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
3rd-level transmutation \\
**Casting Time:** 1 action\\
**Range:** Touch\\
**Components:** V, S, M (a wing feather from any bird)\\
**Duration:** Concentration, up to 10 minutes\\
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.\\
**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.\\
3rd-level abjuration \\
**Casting Time:** 1 action\\
**Range:** 120 feet\\
**Components:** V, S\\
**Duration:** Instantaneous\\
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends.
For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The
DC equals 10 + the spell’s level. On a successful check, the spell ends.\\
**At Higher Levels.** When you cast this spell using a spell slot o f 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.\\
Spell save DC = 8 + 3 + 4 = **15** \\
Spell attack modifier = 3 + 4 = **+7**
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\\
\\
**Agonizing Blast** \\
//Prerequisite:// Eldritch Blast //cantrip.// \\
When you cast //eldritch blast,// add your Charisma modifier to the damage it deals on a hit.\\
\\
**Gaze of Two Minds** \\
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of\\
existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving\\
through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
====== Abilities: ======
**Keen Mind** \\
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.\\
\\
• Increase your Intelligence score by 1, to a maximum of 20.\\
• You always know which way is north.\\
• You always know the number of hours left before the next sunrise or sunset.\\
• You can accurately recall anything you have seen or heard within the past month.
**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 o f gray.\\
**Fey Ancestry:** You have advantage on saving throws against being charmed, and magic can’t put you to sleep.\\
**Researcher:** When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.\\
**Skill Versatility:** You gain proficiency in two skills of your choice (perception and stealth).\\
**Otherworldly Patron:** The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence — not gods, but almost godlike in their power.\\
Great Old One: Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality.\\
**Awakened Mind:** Your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any\\
creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your\\
telepathic utterances, but the creature must be able to understand at least one language.\\
**Pact Boon:** Pact of the Chain. Gain a familiar, Sprite. \\
**Entropic Ward:** When a creature attacks you, you can use your reaction to impose disadvantage. If the attack misses, you have advantage on your next attack against that creature on your next turn. 1/ short rest.\\
====== Proficiencies: ======
**Armor:** Light armor\\
**Weapons:** Simple weapons\\
**Tools:** Navigator's Tools, Artisan's Tools (Cartography)\\
\\
**Skills:** \\
+4 Arcana (Int)\\
+7 Deception (Cha)\\
+4 Investigation (Int)\\
+3 Perception (Wis)\\
+7 Persuasion (Cha)\\
+5 Planes (Int)\\
+5 Stealth (Dex)\\
\\
**Equipment:** \\
**Circlet of Warm Approach:** While wearing this circlet, in regular social situations, you appear to others as someone who belongs there. You easily fit in with new groups of people, unless there is some particular reason for others to be suspicious. The circlet has no power in unusual social situations.\\
**Rayne's Sacred Stick (staff):** 1/day, cast either of these: Revivify, Protection from Energy (Cold). 1/week, cast either of these: Water walk. Quirk: Sees the hands of the gods operating subtly through the natural and social world, and makes others aware of it.\\
Light Crossbow 1d8+dex piercing damage (range 80/320), loading, two-handed\\
20 crossbow bolts\\
Leather Armor AC 11+dex\\
2x Daggers 1d4+dex piercing damage, finesse, light, thrown (range 20/60)\\
Quarterstaff 1d6+strength bludgeoning damage, versatile (1d8)\\
Arcane Focus\\
Scholars Pack\\
Backpack\\
Book of Lore (astronomy)\\
Bottle of Ink\\
Ink pen\\
10 sheets of parchment\\
Small bag of sand\\
A small knife