Morgan Astravane
Morgan Astravane
Sheet
AC 13 · HP 122 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Languages
Features
21 featuresBonus action
- Third EyeLevel 10
When Bonus action, once per short or long rest
Morgan uses a bonus action to gain one of several enhanced senses, including darkvision, ethereal sight, greater comprehension, or the ability to see invisible creatures.
Always on
- PortentLevel 2
When Before a creature Morgan can see makes a d20 roll
Morgan replaces a visible creature's attack roll, ability check, or saving throw with one of the d20 results she recorded after her last long rest.
- Arcane RecoveryLevel 1
When During a short rest
Morgan recovers expended spell slots with a combined level of 10 or less during a short rest, excluding slots of 6th level or higher.
- SpellcastingLevel 1
Morgan is a 20th-level spellcaster. Her spellbook serves as the repository for the wizard spells she knows. She can prepare a number of wizard spells equal to her Intelligence modifier plus her wizard level, and she uses Intelligence as her spellcasting ability.
- Divination SavantLevel 2
The gold and time Morgan must spend to copy a divination spell into her spellbook is halved.
- Expert DivinationLevel 6
When Morgan casts a divination spell of 2nd level or higher using a spell slot, she regains one expended spell slot. The slot must be of a level lower than the spell cast and cannot be 6th level or higher.
- Greater PortentLevel 14
Morgan rolls three d20s for Portent after each long rest instead of two.
- Ability Score ImprovementLevel 4
Morgan gains the Ability Score Improvement feature at this level. She may increase one ability score by 2, two ability scores by 1, or select an eligible feat, subject to the campaign's character-building choices.
- Ability Score ImprovementLevel 8
Morgan gains the Ability Score Improvement feature at this level. She may increase one ability score by 2, two ability scores by 1, or select an eligible feat, subject to the campaign's character-building choices.
- Ability Score ImprovementLevel 12
Morgan gains the Ability Score Improvement feature at this level. She may increase one ability score by 2, two ability scores by 1, or select an eligible feat, subject to the campaign's character-building choices.
- Ability Score ImprovementLevel 16
Morgan gains the Ability Score Improvement feature at this level. She may increase one ability score by 2, two ability scores by 1, or select an eligible feat, subject to the campaign's character-building choices.
- Ability Score ImprovementLevel 19
Morgan gains the Ability Score Improvement feature at this level. She may increase one ability score by 2, two ability scores by 1, or select an eligible feat, subject to the campaign's character-building choices.
- Spell MasteryLevel 18
Morgan has mastered the art of spell preparation. She can prepare one 1st-level wizard spell and one 2nd-level wizard spell in her spellbook without counting them against her prepared spells, and she can cast each of those spells once per long rest without expending a spell slot.
- Spell MasteryLevel 18
Morgan can cast a 1st-level wizard spell and a 2nd-level wizard spell from her spellbook at their lowest level without expending a spell slot. She must choose the spells when gaining this feature and can change them after eight hours of study.
- Signature SpellsLevel 20
Morgan can cast a wizard spell of 3rd level or lower from her spellbook without expending a spell slot. After using this feature, she cannot use it again until she finishes a long rest.
- Ability Score IncreaseHuman+1 to all ability scores
- SizeHumanMedium
- SpeedHuman30 feet
- LanguagesHumanCommon and one additional language
- Human VersatilityHumanHumans gain broad adaptability and are suitable for any class or background.
- ResearcherSage
Morgan can usually find information, books, lore, or a scholarly contact, assuming the information exists somewhere. Other sages, libraries, academies, and learned individuals recognize her as a serious scholar and may provide assistance.
Spells
24 spellsSpellcasting. Morgan Astravane 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
8 itemsWeapons
- QuarterstaffA polished ash staff capped with a small silver star, used as an arcane focus and walking aid.
Gear
- Component pouchA leather pouch containing prepared material components for wizard spells.
- Scholar's packA scholar's pack containing a backpack, book of lore, bottle of ink, ink pen, ten sheets of parchment, a little bag of sand, and a small knife.
- SpellbookA leather-bound spellbook containing Morgan's extensive collection of wizard spells.
- Common clothesA simple set of common clothes suitable for travel and scholarly work.
- Wizard towerA private wizard tower containing an observatory, library, laboratory, guest rooms, and magical instruments. This is a narrative possession rather than standard starting equipment.
- Moonstone pendantA polished moonstone pendant that glows faintly and serves as a personal symbol of Morgan's studies.
Purse
- 10×Gold piecesCoin kept in a small belt pouch.
Appearance
Morgan is a 5'9" human woman with a lithe, graceful frame. She wears deep blue silk robes embroidered with silver constellations and arcane symbols. Her dark hair falls in loose waves to her shoulders, framing an elegant face with high cheekbones, full lips, an aquiline nose, and piercing blue eyes. Several simple silver rings adorn her long-fingered hands, and a polished moonstone pendant rests against her chest, glowing with a soft inner light. She carries the faint scent of ozone, old parchment, and lavender.
Mannerisms
Morgan speaks in measured, precise tones and pauses before answering even simple questions, as if consulting several possible futures. While thinking, she traces invisible geometric patterns in the air with one finger. She often turns her moonstone pendant between her fingers when discussing prophecy, and her knowing smile grows most pronounced when someone insists that an event is impossible.
Personality
Morgan is intensely curious, profoundly patient, and quietly warm. She views time as a tapestry rather than a river, studying its patterns without rushing to impose her will upon them. She listens carefully, remembers small details, and rarely raises her voice. Her calm can be comforting, although her penetrating gaze and precise questions sometimes make people feel as if their secrets have already been read.
Ideals
Knowledge should illuminate the path forward, not become a chain that binds people to a predetermined fate. Every person deserves the chance to choose differently from what prophecy expects.
Bonds
Morgan's wizard tower, library, and observatory are her life's work, and she will defend them as fiercely as she would defend a living companion. She is also bound to her former mentor's unfinished prophecy, which she believes contains a warning about a future calamity.
Flaws
Morgan is so confident in her ability to understand the pattern of events that she sometimes treats other people's warnings as incomplete data. She can become coldly fascinated by dangerous phenomena, risking herself and others to observe them more closely. She also struggles to accept that some mysteries may be meant to remain unsolved.
Quirks
Background
Morgan was born beneath an unusually clear winter sky, in a quiet human settlement where the stars seemed bright enough to touch. From childhood, she displayed an unnerving talent for noticing patterns others missed. She could predict storms from the behavior of candle flames, identify visitors before they reached the door, and describe dreams that had not yet been dreamed. Her family eventually sent her to study under a reclusive diviner, who taught her that prophecy was not a command from the gods, but a language written across possibility. Years of study carried Morgan through forgotten libraries, sealed observatories, and dangerous expeditions into ruins whose maps contradicted themselves. She became a Sage of considerable renown, specializing in the relationship between fate, memory, and magical causality. After uncovering a fragmented prophecy concerning a catastrophe that could be prevented only by understanding its earliest signs, Morgan established her own wizard tower on a lonely hill surrounded by silver birch and mist. There she studies the movements of the heavens, welcomes worthy students, and watches the world through crystal lenses and pools of enchanted water. She is not old, but her knowledge and patience often make her seem timeless. Morgan now travels when the future presents a question that cannot be answered from within her tower, or when her visions reveal someone whose fate has become entangled with her own.
“From childhood, she displayed an unnerving talent for noticing patterns others missed.”
- Background
- Sage
Connections
Species
Human
Media
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