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Morgan Astravell

Human · Wizard (School of Divination) · Level 20 · Sage

Morgan Astravell

Morgan is intensely curious, profoundly patient, and unfailingly observant.
AC12
HP102/102
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 102 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge68 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Weapons

Daggers,
Darts,
Slings,
Quarterstaffs,
Light crossbows

Tools

Calligrapher's supplies

Languages

Common,
Draconic,
Celestial,
Elvish

Features

19 features

Always on

  • SpellbookLevel 1

    Morgan has a spellbook containing six 1st-level wizard spells of her choice. She can use the spellbook as the focus for her wizard spells and can copy additional wizard spells into it according to the normal rules.

  • Preparing and Casting SpellsLevel 1

    Morgan can prepare wizard spells from her spellbook. Her prepared spell limit is Intelligence modifier plus wizard level, for a total of 26 prepared spells.

  • Ritual CastingLevel 1

    Morgan can cast a wizard ritual as a ritual if that spell is in her spellbook and does not need to have it prepared.

  • Spellcasting FocusLevel 1

    Morgan can use an arcane focus as a spellcasting focus for her wizard spells.

  • Arcane RecoveryLevel 2

    Morgan has mastered the school of Divination. She can regain one expended spell slot of 5th level or lower when she finishes a short rest, provided the slot is not 6th level or higher.

  • PortentLevel 2

    When Morgan or a creature she can see makes an attack roll, saving throw, or ability check, she can replace the roll with one of two foretelling rolls made after a long rest. She must decide before the roll, and a foretelling roll can be used only once.

  • Ability Score ImprovementLevel 4

    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.

  • Expert DivinationLevel 6

    Morgan can cast the spell Arcane Eye without expending a spell slot, and she can cast it again in this way after finishing a long rest.

  • Expert DivinationLevel 6

    Morgan can cast Divination as a ritual. When she casts a divination spell of 2nd level or higher using a spell slot, she regains one expended spell slot of a lower level, subject to the normal limits of the feature.

  • Signature SpellsLevel 18

    Morgan can choose one spell from her spellbook when she finishes a long rest and treat it as a signature spell. She can cast each signature spell once at its lowest level without expending a spell slot, provided she has not already used that feature since her last long rest.

  • Signature SpellsLevel 18

    Morgan can choose one additional wizard spell from her spellbook as a signature spell. She can cast each signature spell once at its lowest level without expending a spell slot, provided she has not already used that feature since her last long rest.

  • ArchwizardLevel 20

    Morgan has achieved the pinnacle of wizardly intellect. Her Intelligence score increases by 4, to a maximum of 24. This feature is already reflected in her listed ability score.

  • Ability Score IncreaseHumanAll ability scores increase by 1.
  • AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
  • AlignmentHumanHumans tend toward no particular alignment.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • LanguagesHumanCommon and one additional language.
  • ResearcherSage

    Morgan can usually recall lore or locate a source of information, and she knows where to seek obscure or lost knowledge even when she does not already possess it.

Spells

20 spells

Spellcasting. Morgan Astravell 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

10 items

Weapons

  • Dagger
    A simple dagger suitable for defense and utility.
  • Dagger
    A second dagger kept as a backup and concealed tool.

Gear

  • Spellbook
    A finely bound book containing the principles and history of magic, used during Morgan's studies.
  • Crystal
    A polished arcane focus used to channel wizard spells.
  • Component pouch
    A small pouch containing the material components for certain wizard spells.
  • Scholar's pack
    A scholar's pack containing a backpack, a book of lore, a bottle of ink, an ink pen, ten sheets of parchment, a little bag of sand, and a small knife.
  • Arcane robes
    A robe of deep blue silk embroidered with silver constellations and arcane symbols.
  • Signet ring
    A silver signet ring bearing the emblem of Morgan's wizard tower.
  • Dead scholar's notes
    A fragment of a dead scholar's unfinished notes, written in a cipher Morgan has not yet solved.

Purse

  • Starting gold
    A belt pouch containing the starting wealth granted by the wizard class.

Appearance

Morgan is a 5'9" human woman with a lithe frame and an elegant, scholarly bearing. She wears a robe of deep blue silk embroidered with silver constellations and arcane symbols. Her dark shoulder-length hair is streaked with silver, and her piercing blue eyes peer over spectacles perched on an aquiline nose. She wears simple silver rings, carries a polished moonstone pendant that glows faintly, and often smells of ozone, old parchment, and lavender.

Mannerisms

Morgan speaks in measured, precise sentences and pauses before answering as though consulting an unseen ledger. She adjusts her spectacles when weighing a possibility, traces invisible geometric patterns with one finger while thinking, and occasionally glances toward empty corners as if observing events several seconds ahead.

Personality

Morgan is intensely curious, profoundly patient, and unfailingly observant. She treats time as a tapestry to be studied rather than a river to be rushed. Her warmth is quiet and deliberate, expressed through careful advice, prepared contingencies, and a willingness to listen. She dislikes imprecision, needless cruelty, and people who mistake confidence for wisdom.

Ideals

Knowledge is a responsibility. Truth must be pursued, preserved, and used to protect those who cannot defend themselves, even when ignorance would be more comfortable.

Bonds

Her wizard tower and its vast library are her life's work. She has sworn to protect the apprentices, refugees, and obscure scholars who depend upon it, and she guards a fragment of an ancient prophecy that may concern the fate of the world.

Flaws

Morgan can become so absorbed in solving an intellectual mystery that she overlooks immediate emotional needs. She also has difficulty admitting uncertainty, especially when others are watching, and her confidence in her predictions can make her seem cold or manipulative.

Quirks

She keeps a deck of blank cards and writes a different possible future on one each morning.
She names important magical instruments after extinct constellations.
She leaves small bowls of lavender near spellcasting circles.
She occasionally answers a question several seconds before it is asked.
She records every significant dream in a cipher only she can read.

Background

Morgan was born in a quiet human village where the night sky was clearer than any written page. As a child, she memorized constellations before she could read, then began asking questions no tutor could answer. Her talent for noticing patterns led her to an arcane academy, where she studied history, mathematics, and the hidden grammar of magic. She excelled as a researcher, though her habit of correcting senior scholars made her an occasional unwelcome presence in their halls. In time, Morgan became a diviner, learning to perceive branching possibilities in the movements of stars, the flicker of candle flames, and the subtle tremors of fate. She established her own wizard tower on a lonely hill above an ancient crossroads, filling it with observatories, libraries, enchanted instruments, and records gathered from forgotten civilizations. She now travels when prophecy, lost knowledge, or dangerous magical anomalies demand her attention. Morgan believes that knowledge carries a duty, and that seeing a catastrophe coming is meaningless unless one has the courage to intervene.

“As a child, she memorized constellations before she could read, then began asking questions no tutor could answer.”
From their backstory
Background
Sage

Connections

Species

Human

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