Morgan Astravelle
Morgan Astravelle
Sheet
AC 13 · HP 141 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
16 featuresBonus action
- Greater PortentLevel 10
As a bonus action, Morgan can extend her senses for 1 minute, gaining darkvision, the ability to see invisible creatures and objects, the ability to automatically detect visual illusions and succeed on saving throws against them, or the ability to see into the Ethereal Plane within 60 feet. She can use this feature once per short or long rest.
Always on
- PortentLevel 2
When Before a creature Morgan can see makes an attack roll, saving throw, or ability check
Morgan replaces a visible creature's attack roll, saving throw, or ability check with one of her recorded d20 results.
- The Third EyeLevel 6
When As a bonus action
Morgan extends her senses, gaining one of several supernatural perception benefits for 1 minute.
- Arcane RecoveryLevel 1
When During a short rest
Morgan restores expended spell slots during a short rest, up to a combined slot level of 10, excluding slots of 6th level or higher.
- Spell MasteryLevel 14
When When casting a prepared signature spell
Morgan casts a prepared 1st-level or 2nd-level signature spell without expending a spell slot.
- SpellcastingLevel 1
Morgan can cast wizard spells using Intelligence as her spellcasting ability. She has a spellbook containing her known wizard spells and can use it as an arcane focus when appropriate.
- Arcane Tradition, School of DivinationLevel 1
Morgan gains proficiency in Intelligence saving throws and Wisdom saving throws.
- Expert DivinationLevel 2
Morgan can add half her proficiency bonus, rounded down, to any Intelligence, Wisdom, or Charisma ability check that does not already include her proficiency bonus.
- Signature SpellsLevel 18
Morgan chooses one 1st-level wizard spell and one 2nd-level wizard spell in her spellbook. She can cast those spells at their lowest level without expending a spell slot, provided they are prepared.
- ArchwizardLevel 20
Morgan has achieved the pinnacle of wizardly power and can prepare a large number of spells from her spellbook. Her Intelligence score is already at its natural mortal maximum before magical enhancements.
- Ability Score IncreaseHumanAll ability scores increase by 1.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language.
- VersatileHumanHumans adapt readily to varied training and circumstances.
- ResearcherSage
Morgan can usually locate books, sages, libraries, universities, and other repositories of knowledge, and can secure access to specialized information with time and courtesy.
Spells
41 spellsSpellcasting. Morgan Astravelle casts with Intelligence (spell save DC 19, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): , , , , ,
2nd level (3 slots): , , , , ,
3rd level (3 slots): , , , ,
4th level (3 slots): , , , ,
5th level (3 slots): , , , ,
6th level (2 slots): , ,
7th level (2 slots): , ,
8th level (1 slot): ,
9th level (1 slot): ,
Gear
12 itemsWeapons
- QuarterstaffA carved wooden staff capped with a silver astrolabe, used as an arcane focus.
- DaggerA small knife suitable for utility and defense.
Gear
- SpellbookA finely bound arcane spellbook containing Morgan's recorded spells and notes.
- Component pouchA component pouch containing the mundane materials required for spellcasting.
- Scholar's packA scholar's pack containing a backpack, books, ink, quills, parchment, a small knife, and a pouch.
- InkA bottle of black ink.
- QuillA quill for writing magical formulae and research notes.
- 10×ParchmentA bundle of parchment.
- Small knifeA small pocket knife.
- Letter from a dead colleagueA letter from a deceased colleague posing a question Morgan has not yet answered.
- Common clothesA set of common clothes.
Purse
- 10×Gold piecesGold pieces saved from tutoring, research, and academic patronage.
Appearance
Morgan is a 5'9" human woman with a lithe frame, blonde hair falling in loose waves to her shoulders, piercing blue eyes, high cheekbones, full lips, and an aquiline nose. She wears a robe of deep blue silk embroidered with silver constellations and arcane symbols. Simple silver rings adorn several fingers, while a polished moonstone pendant glows softly against her chest. She carries the faint scent of ozone, old parchment, and lavender.
Mannerisms
Morgan speaks in measured, precise tones and rarely interrupts. She traces invisible geometric patterns in the air while thinking, pauses before answering as though consulting several possible futures, and tilts her head slightly when someone says something she already foresaw. When concentrating, she taps one silver ring against another in a quiet, rhythmic pattern.
Personality
Morgan is intensely curious, profoundly patient, and quietly warm. She regards time as a tapestry to be studied rather than a river to be rushed. Her words are deliberate and exact, and she dislikes both needless cruelty and careless speculation. Beneath her composure is a fierce determination to use her knowledge to spare others from suffering.
Ideals
Knowledge should illuminate the future, not control it. Every truth carries a responsibility to those who learn it, and no prophecy is an excuse to surrender compassion.
Bonds
Morgan's tower and its library contain the life's work of her late mentor, and she will risk almost anything to protect them. She is also bound to a recurring vision of a faceless figure standing beneath a red moon, a portent she believes is connected to a catastrophe that has not yet happened.
Flaws
Morgan is dangerously confident in her ability to anticipate consequences. When events contradict her visions, she can become cold, obsessive, and unwilling to admit uncertainty. She sometimes treats people as variables in a prediction rather than as individuals with the right to choose their own path.
Quirks
Background
Morgan was born beneath a rare conjunction of stars, an event that local astrologers interpreted as an omen of impossible significance. Her parents, ordinary and practical people, could not explain the strange flashes of insight that came to their daughter. Before she could read, Morgan was correcting the calculations of visiting scholars. Before she was twenty, she had discovered that her dreams occasionally showed events that had not yet occurred. A traveling archmage recognized the danger and promise of that gift, taking her as an apprentice and teaching her that foresight was not prophecy, but the disciplined study of possibility. After years spent in universities, sealed archives, and forgotten observatories, Morgan established her own wizard tower on a lonely hill above a silverwood forest. The tower is part laboratory, part library, and part observatory, filled with enchanted instruments that chart the movement of time itself. Her studies eventually led her to the School of Divination, where she learned to bend probability through Portent and to glimpse truths hidden beyond the senses. Morgan now travels when the patterns of the future become too tangled to ignore. She seeks neither fame nor conquest, but the knowledge necessary to prevent disasters she has already seen in fragments. She is young by the standards of the greatest archmages, yet her calm certainty often makes others wonder whether she has lived the same moment more than once.
“Her parents, ordinary and practical people, could not explain the strange flashes of insight that came to their daughter.”
- Background
- Sage
Connections
Species
Human
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