Dungeons & Dragons
Note: This page is currently under construction as the character is being created. It has been published to
facilitate the character creation process with the DM. Please disregard this page.
Character Profile: Merrick Ravenfall
Basic Information
System
Dungeons & Dragons - 5th Edition (5e)
Campaign
Faith and Destruction
Race
Shadar-kai
Class
Shadow Sorcerer
Level
9
Alignment
Chaotic Neutral
Stats
The stats for a character in D&D represent their physical and mental capabilities. They are used to
determine how well the character can perform in a given scenario. Here are the stats for Merrick:
Abilities
-
Strength
-1
-
Dexterity
4
-
Constitution
3
-
Intelligence
1
-
Wisdom
1
-
Charisma
5
Saving Throws
-
Strength
-1
-
Dexterity
3
-
Constitution
6
-
Intelligence
1
-
Wisdom
1
-
Charisma
9
Skills
-
Acrobatics (DEX)
3
-
Animal Handling (WIS)
1
-
Arcana (INT)
1
-
Athletics (STR)
-1
-
Deception (CHA)
9
-
History (INT)
1
-
Insight (WIS)
0
-
Intimidation (CHA)
9
-
Investigation (INT)
1
-
Medicine (WIS)
1
-
Nature (INT)
1
-
Perception (WIS)
5
-
Performance (CHA)
5
-
Persuasion (CHA)
9
-
Religion (INT)
1
-
Sleight of Hand (DEX)
3
-
Stealth (DEX)
7
-
Survival (WIS)
1
Passive Senses
-
Passive Perception
15
-
Passive Investigation
11
-
Passive Insight
10
Chronological Backstory
TEMPORARILY REDACTED
Spells
Cantrips
Mage Hand
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.
Mind Sliver
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range.
The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from
the next saving throw it makes before the end of your next turn.
This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6),
and 17th level (4d6).
Minor Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also
ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone
else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues
unabated throughout the duration, or you can make discrete sounds at different times before the spell
ends.
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no
larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect.
Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an
illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature
discerns the illusion for what it is, the illusion becomes faint to the creature.
Prestidigitation
This spell is a minor magical 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.
Chill Touch
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack
against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic
damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to
the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your
next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level
(4d8).
1st Level
Feather Fall
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet
per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage
and can land on its feet, and the spell ends for that creature.
Magic Missile
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can
see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously,
and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell
creates
one more dart for each slot level above 1st.
Disguise Self
You make yourself--including your clothing, armor, weapons, and other belongings on your person--look
different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter
or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a
form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this
spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel
nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand
of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must
succeed on an Intelligence (Investigation) check against your spell save DC.
2nd Level
Shadow Blade
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic
sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It
deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In
addition, when you use the sword to attack a target that is in dim light or darkness, you make the
attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell
persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage
increases to
3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast
it using a spell slot of 7th level or higher, the damage increases to 5d8.
Tasha's Mind Whip
You psychically lash out at one creature you can see within range. The target must make an Intelligence
saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until
the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action,
or a bonus action; it gets only one of the three. On a successful save, the target takes half as much
damage and suffers none of the spell's other effects.
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. The creatures must be within 30 feet of each other
when you target them.
Hold Person
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be
paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving
throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can
target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of
each other when you target them.
Invisibility
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.
Detect Thoughts
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your
action on each turn until the spell ends, you can focus your mind on any one creature that you can see
within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any
language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an
action, you can either shift your attention to another creature's thoughts or attempt to probe deeper
into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it
fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large
in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either
way, the target knows that you are probing into its mind, and unless you shift your attention to another
creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested
by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this
spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast
the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The
spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet
of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't
speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the
duration as described above, even if you can't see it, but it must still be within range.
This spell requires no spell slot or components.
Darkness
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the
duration. The darkness spreads around corners. A creature with darkvision can't see through this
darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the
darkness emanates from the object and moves with it. Completely covering the source of the darkness with
an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the
spell that created the light is dispelled.
3rd Level
Major Image
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a
20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It
seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You
can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or
deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the illusion, you can use your action to cause the image to move to
any other spot within range. As the image changes location, you can alter its appearance so that its
movements appear natural for the image. For example, if you create an image of a creature and move it,
you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make
different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A
creature that uses its action to examine the image can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the
illusion for what it is, the creature can see through the image, and its other sensory qualities become
faint to the creature.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the spell
lasts
until dispelled, without requiring your concentration.
Enemies Abound
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A
creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses
the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the
spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on
itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random
from among the creatures it can see within range of the attack, spell, or other ability it's using. If
an enemy provokes an opportunity attack from the affected creature, the creature must make that attack
if it is able to.
Whenever the affected creature chooses another creature as a target, it must choose the target at random
from among the creatures it can see within range of the attack, spell, or other ability it's using. If
an enemy provokes an opportunity attack from the affected creature, the creature must make that attack
if it is able to.
Fireball
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms
with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that
point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as
much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or
carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage
increases by 1d6 for each slot level above 3rd.
4th Level
Banishment
You attempt to send one creature that you can see within range to another plane of existence. The target
must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless
demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at
which point the target reappears in the space it left or in the nearest unoccupied space if that space
is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished
with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed,
the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Otherwise, the target doesn't return.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can
target one
additional creature for each slot level above 4th.
5th Level
Hold Monster
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be
paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the
target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target one
additional creature for each slot level above 5th. The creatures must be within 30 feet of each other
when you target them.
Proficiencies & Languages
Armor
None
Weapons
Crossbow - Hand
Merrick is proficient with a hand crossbow, allowing him to add his proficiency bonus to the attack roll
for any attack made with it.
Crossbow - Light
Merrick is proficient with a light crossbow, allowing him to add his proficiency bonus to the attack roll
for any attack made with it.
Dagger
Merrick is proficient with a dagger, allowing him to add his proficiency bonus to the attack roll for any
attack made with it.
Dart
Merrick is proficient with a dart, allowing him to add his proficiency bonus to the attack roll for any
attack made with it.
Quarterstaff
Merrick is proficient with a quarterstaff, allowing him to add his proficiency bonus to the attack roll for
any attack made with it.
Sling
Merrick is proficient with a sling, allowing him to add his proficiency bonus to the attack roll for any
attack made with it.
Tools
Dice Set
Merrick is proficient with a gaming set, and can add his proficiency bonus to ability checks made to play a
game with that set.
Forgery Kit
This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold
and silver leaf, and other supplies necessary to create convincing forgeries of physical documents.
Merrick is proficient with this kit, allowing him to add his proficiency bonus to any ability checks made
to create a
physical forgery of a document.
Thieves' Tools
This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle,
a set of narrow-bladed scissors, and a pair of pliers. Merrick is proficiency with these tools, allowing
him to add his proficiency bonus to any ability checks made to disarm traps or open locks.
Languages and Communication
Common
Common is a language spoken by most races and creatures in D&D. Merrick's native language is Common.
Abyssal
The language of demons. Once part of another language, Primordial, Abyssal deviated over time to
become its own distinct language. Merrick learned Abyssal during his studies as a shadow sorcerer.
Telepathy (60 ft)
You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic
utterances are in a language you know, and the creature understands you only if it knows that language.
Your communication doesn't give the creature the ability to respond to you telepathically.
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