Charakterübersicht
Name Rasse Klasse Initiative HP / Max HP XP - Level Bio
Dragahr Gith (Githzerai) Hexenmeister 1 10 / 10 0 - Lvl 1 männlich, 31 Jahre alt, 1,80m groß, 60kg schwer, schwarze Augenfarbe, weiße Haarfarbe, medium Charaktergröße, gesetzestreu neutral
Temp HP Geschwindigkeit Armor Class Spellslots / max. Spellslots
0 30 Fuß / 9 m 12 1 / 1
STR DEX CON INT WIS CHA
8 12 12 14 16 14

Fähigkeiten
Sprachen Professionalitäten Rasse sonstige Fähigkeiten
Gemeinsprache, Gith Leichte Rüstung
Einfache Waffen
Kartografenwerkzeug
Fahrzeuge (Land)
Tiere (WIS)
Arkana (INT)
Religion (INT)
Überleben (WIS)
Mentale Disziplin:
Vorteil bei fürchten und verführen Rettungswürfen

Githzerai Psionik:
Ich kenne Magierhand und die Hand ist unsichtbar
auf LVL 3 kann ich Schild einmal nach langer Rast zaubern
auf LVL 5 kann ich Gedanken erkennen einmal nach langer Rast zaubern
Heilendes Licht
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Zauber
Name Level Range Cast Time Info
Magierhand Cantrip 30 Fuß / 9 m 1 Aktion 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.
Heilige Flamme Cantrip 60 Fuß / 18 m 1 Aktion Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Licht Cantrip Berührung 1 Aktion You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Eldritch Blast Cantrip 120 Fuß / 30 m 1 Aktion 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.
Frostbiss Cantrip 60 Fuß / 15 m 1 Aktion You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Rüstung von Agathys 1 1 Aktion Selbst 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.
Höllischer Tadel 1 1 Reaktion (60 Fuß) 60 Fuß / 15 m You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.


Inventar
Name Anzahl Gewicht Info
GM 999.500 0 lb Goldmünzen
Leichte Armbrust 1 5 lb Fernkampfwaffe: 1d8 Stich, DEX,
einfach
Bolzen 20 0,075 lb
Kristall (arkaner Fokus) 1 1 lb Erlaubt das Wirken von Warlock-Zaubern ohne Materialkomponenten
Gelehrtentasche 1 10 lb Rucksack, Geschichtsbuch, Tinte, Schreibfeder, kleines Messer, kleiner Beutel mit Sand
Lederrüstung 1 10 lb 11 Base AC
Pergamente 11 0 lb zum Kartieren
Kampfstab 1 4 lb Nahkampfwaffe: 1d6 Stumpf, STR,
einfach
Kartografenwerkzeug 1 6 lb Schreibfeder, Tinte, ein paar Kompasse, Zirkel, Lineal
Schwarzer Spiegel 1 2 lb ein schwarzer runenverzierter Spiegel. Questgegenstand
Quests
Name Beschreibung
Der schwarze Spiegel Finde den Spiegel im Besitz der "Grauen Eule" (Tavernenbesitzer in Baldur’s Gate) und dokumentiere, was du darin siehst.
Belohnung 500 GM
Vergessene Schulden Ein Mann namens Lorric Dain (Notizen hinzufügen!) behauptet, du hättest ihm 200 GM geschuldet – doch du erinnerst dich nicht. Kläre dies auf (mit Diplomatie, Gewalt oder Investigation).
Belohnung 500 GM