Moxxi

JJTea

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Created
3 years, 4 months ago
Creator
JJTea
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Profile



Moxxi
wizard
Class
Gambler
Background
15
Level

Goblin
Race
N/a
Alignment
N/A
Exp. Points
Proficiency Bonus +5
Passive Wisdom 20
Strength

9
-1

athletics -1
Dexterity

18
+4

acrobatics +4
sleight of hand +4
stealth +4
Constitution

15
+2

Intelligence

20
+5

arcana +15
history +10
investigation +5
nature +5
religion +5
Wisdom

11
+0

animal handling +0
insight +5
medicine +0
perception +5
survival +0
Charisma

15
+2

deception +7
intimidation +2
performance +2
persuasion +2
Other PROFICIENCY

Languages
  • Common
  • Goblin
  • Orc
Weapons
  • Crossbow
  • Light
  • Dagger
  • Dart
  • Quarterstaff
  • Sling
Armor
  • None
Other
Tool Proficiency

Dragonchess Set

HP

92
Temp HP

N/A
Hit Dice


Armor Class

14
Speed

30
Initiative

+5
Attacks & Spellcasting

Quarterstaff -1 1d6-1
Unarmed Strike+4 0
Crown of Stars +10 4d12
Faithful Hound +10 4d8

Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Booming Blade
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
Distort Value
Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort Value has you covered. You cast this spell on an object no more than 1 foot on a side, doubling the object’s perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.
Blindness/Deafness
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
Inventory

Weapons
  • Eyes of the Eagle
  • Backpack
  • Book
  • Fine cloths
  • Arcana Focus: Crystal eye
  • Dragonchess Set
  • Ink
  • Ink pen
  • Little Bag of Sand
  • Parchment
  • Small Knife
  • Spell book
Armor & Clothing
  • Armor
  • Fine Cloths
Food & Aid
  • Cheese
Misc
  • Mix tape
  • Golden Earings
Other
Drop out wizard

Stuff

Currency

0
CP
0
SP
0
EP
742
GP
0
PP
Personality Traits

Spunky,Funky, Gremlin

N/A

N/A

Ideals

N/A

N/A

N/A

N/Ap>

N/A

Bonds

N/A

N/A

N/A

Flaws

N/A

N/A

N/A

Features & Traits

Additional Wizard Spells
The spells in the following list expand the wizard spell list in the Player’s Handbook. The list is organized by spell level, not character level. A spell’s school of magic is noted, and if a spell can be cast as a ritual, the ritual tag appears after the spell’s name. Each spell is in the Player’s Handbook, unless it has an asterisk.
At 6th level, you are ready to hunt even deadlier game. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.
Arcane Recovery
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 8, and none of the slots can be 6th level or higher
Difficult Terrain doesn't slow your group's Travel.
Your group can't become lost except by magical means.
Even when you are engaged in another Activity While Traveling (such as Foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you Forage, you find twice as much food as you normally would.
While Tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Sculpt Spells
When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save
Cantrip Formulas
You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list..
48
Age
Male
Gender
2'11
Height
38 lbs
Weight

Skinny
Build
N/A
Homeland
N/A
Profession
Funky
Disposition
History

Text

N/A

N/A
N/A
N/A
N/A
N/A
N/A
Spells

Stats
Spell Save DC: 18
Spell Attack Modifier: +10
known spells
4 lvl 1 slots, 3 lvl 2 slots, 2 lvl 3 slots.
Thaumaturgy | Cantrip
Cantrip | 1 Action | 30 ft | V | 1 Minute | Transmutation
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Cure Wounds | 1
1st-level | 1 action | Touch | V, S | Instantaneous | Evocation
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Hunter's Mark | 1
1st-level | 1 bonus action | 90 feet | V | Concentration, up to 1 hour | Divination
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Detect Poison and Disease
1st-level | 1 action | Self | V, S, M (a yew leaf) | Concentration, up to 10 minutes | Divination
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Pass Without Trace
2nd-level | 1 action | Self | V, S, M | oncentration, up to 1 hour | Abjuration
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Spike Growth
2nd-level | 1 action | 150 feet | V, S, M | Concentration, up to 10 minutes | Transmutation
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Daylight
3rd-level | 1 action | 60 feet | V, S | 1 hour | Evocation
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.