Florian Phineas Horatio Aldebrand Esquire
Pronouns He/Him
Heritage Highborne Human
Highborne
Being part of a highborne community means you're accustomed to a life of elegance, opulence, and prestige within the upper echelons of society.   Privilege: You have advantage on rolls to consort with nobles, negotiate prices, or leverage your reputation to get what you want.
Human
Humans are most easily recognized by their dexterous hands, rounded ears, and bodies built for endurance.   High Stamina: Gain an additional Stress slot at character creation.   Adaptability: When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.
Level 2
Class Wizard, School of Knowledge
Domains
Attributes
AGI
+1
Sprint
Leap
Maneuver
STR
0
Lift
Smash
Grapple
FIN
-1
Control
Hide
Tinker
INS
0
Perceive
Sense
Navigate
PRE
+1
Charm
Perform
Deceive
KNO   
+2
Recall
Analyze
Comprehend
Damage and Health
Evasion 11
Armor
Stress
Minor
Damage
11 Major
Damage
22 Severe
Damage
HP:
Wizard Hope
Hope
Hope FeatureNot This Time: Spend 3 Hope to force an adversary within Far range to reroll an attack or damage roll.
Experience
Experience Score
Weather Report 3
Eye for Talent 2
Science is elegant (engineer edition) 3
Class Feature
Prestidigitation: You can perform harmless, subtle magical effects at will. For example, you can change an object’s color, create a smell, light a candle, cause a tiny object to float, illuminate a room, or repair a small object. Strange Patterns: Choose a number between 1 and 12. When you roll that number on a Duality Die , gain a Hope or clear a Stress. You can change this number when you take a long rest.
Weapons
Proficiency
  Wepaon P/S Trait Range Dam. Dice Type Size
Wand P Knowledge Far d6+1 mag 1h
Round Shield S Strength Melee d4 phy 1h
Feature: Feature: Protective: +1 to Armor Score
Armor
  Armor Base Thresholds Base Score
Improved Leather Armor 9/20 4
Gold
Handfuls:       Bags:       Chest:  
Inventory
Torch
50 ft of rope
Basic Supplies
Wand
A tiny, harmless elemental Pet
Minor Health Potion
Round Shield
Improved Leather Armor
Domain Cards
Book of Tyfar - Level 1 Grimoire, Codex 2
Wild Flame: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flames erupt from your hand.   Magic Hand: You conjure a magical hand with the same size and strength as your own within Far range.   Mysterious Mist: Make a Spellcast Roll (13) to cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it.
Book of Tyfar
Book of Ava - Level 1 Grimoire, Codex 2
Power Push: Make a Spellcast Roll against a target within Melee range. On a success, they’re knocked back to Far range and take d10+2 magic damage using your Proficiency.   Tava’s Armor: Spend a Hope to give a target you can touch a +1 bonus to their Armor Score until their next rest or you cast Tava’s Armor again.   Ice Spike: Make a Spellcast Roll (12) to summon a large ice spike within Far range. If you use it as a weapon, make the Spellcast Roll against the target’s Difficulty instead. On a success, deal d6 physical damage using your Proficiency.
Book of Ava
Book of Sitil - Level 2 Grimoire, Codex 2
Adjust Appearance: You magically shift your appearance and clothing to avoid recognition.   Parallela: Spend 2 Hope to cast this spell on yourself or an ally within Close range. The next time the target makes an attack, they can hit an additional target within range that their attack roll would succeed against. You can only hold this spell on one creature at a time.   Illusion: Make a Spellcast Roll (14). On a success, create a temporary visual illusion no larger than you within Close range that lasts for as long as you look at it. It holds up to scrutiny until an observer is within Melee range.
Book of Sitil
Healing Hands - Level 2 Spell, Splendor 1
Make a Spellcast Roll (13) and target a creature other than yourself within Melee range. On a success, mark a Stress to clear 2 Hit Points or 2 Stress on the target. On a failure, mark a Stress to clear a Hit Point or a Stress on the target. You can’t heal the same target again until your next long rest.
Healing Hands
Book of Illiat - Level 1 Grimoire, Codex 2
Slumber: Make a Spellcast Roll against a target within Very Close range. On a success, they’re Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.   Arcane Barrage: Once per rest, spend any number of Hope and shoot magical projectiles that strike a target of your choice within Close range. Roll a number of d6s equal to the Hope spent and deal that much magic damage to the target.   Telepathy: Spend a Hope to open a line of mental communication with one target you can see. This connection lasts until your next rest or you cast Telepathy again.
Book of Illiat
Vault
This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License.
More information can be found at https://www.daggerheart.com.
There are no previous modifications by others. - Character Sheet v1.01 made by Tillerz - Updated: 2026-01-23

Created by

Yunhon.

System

Daggerheart

Statblock Type

Character

Link/Embed