Grond Goldenhelm

LuDemons

Info


Created
4 months, 29 days ago
Creator
LuDemons
Favorites
2

Profile


8

-1

STR

Athletics -1

13

+1

DEX

Acrobatics +1

Sleight of hand +3

Stealth +1

16

+3

CON

15

+2

INT

Arcana +4

History +2

Investigation +2

Nature +2

Religion +2

13

+1

WIS

Animal Handling +1

Insight +3

Medicine +1

Perception +1

Survival +1

10

+0

CHA

Deception +2

Intimidation +0

Performance +0

Persuasion +0

Grond Goldenhelm

"Lorem ipsum dolor sit amet, consectetur adipiscing elit."

trait trait trait

Summary


Introduce your character here. This box will scroll. Phasellus molestie iaculis enim, a malesuada dui vulputate non. Proin blandit massa id varius imperdiet. Aenean nec venenatis nunc. Pellentesque facilisis condimentum metus, non ullamcorper massa volutpat quis. Mauris mollis purus in nisl maximus ullamcorper. Nunc sodales lectus metus. Vestibulum laoreet, risus in dapibus laoreet, ex metus eleifend purus, eu mollis dui ligula et tellus.

Proficiency Bonus
+2
Passive Wisdom
11
Armor Class
11
Initiative
+1
Speed
25 ft
Hit Points
26
Hit Dice
3d6
Age
190 y.o.
Gender
Male (he/him)
Height
132 cm / 4'4"
Weight
63 kg / 139 lbs
Build
Lean

Class
Wizard
Level
3
Race
Dwarf
Background
Charlatan

Traits & Features


Race: Hill Dwarf

Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency: You gain proficiency with the artisan's tools of your choice: smith's tools.

Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Class: Wizard (School of Enchantment)

Spellcasting: As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Spellbook: At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book: When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book: You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance: Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

Enchantment Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Enchantment spell into your spellbook is halved.

Hypnotic Gaze: Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

Background: Charlatan

Favourite Schemes: I insinuate myself into people's lives to prey on their weakness and secure their fortunes.

False Identity: You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

Alignment


Lawful Neutral: A lawful neutral character typically believes strongly in lawful concepts such as honor, order, rules, and tradition, but often follows a personal code in addition to, or even in preference to, one set down by a benevolent authority.

Personality Traits:

Sarcasm and insults are my weapons of choice.

Flattery is my preferred trick for getting what I want.

Ideals:

Fairness: I never target people who can't afford to lose a few coins

Bonds:

Somewhere out there, I have a child who doesn't know me. I'm making the world better for them.

Flaws:

I can't resist a pretty face.

Story


HEADER

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HEADER

Fusce vitae magna ut mauris congue viverra eu a ipsum. Donec porta ac dolor eget blandit. Maecenas lorem nisl, auctor et nulla vel, semper egestas ligula. Duis blandit orci at elit condimentum, at consequat leo molestie. Quisque malesuada metus lorem, in dictum mi imperdiet sit amet.

Integer vitae tincidunt sapien. Nunc aliquet aliquam ex, sit amet ullamcorper ipsum finibus id. Ut commodo enim sed tellus malesuada, et imperdiet sem ullamcorper. Vivamus nec cursus sem. Aenean nec lobortis sem, in iaculis urna.

Tastes


Likes

Lorem ipsum.

Lorem ipsum.

Lorem ipsum.

Dislikes

Lorem ipsum.

Lorem ipsum.

Lorem ipsum.

Trivia


Personality

Describe the character's personality in more detail here if you want to. This box will scroll. In a diam risus. Donec tortor sem, faucibus non aliquam in, sollicitudin non erat. Integer vel mi et arcu vehicula fermentum. Sed eu leo mattis mi euismod convallis. Donec non porttitor nisl. Etiam eget dolor eu leo laoreet blandit. Quisque vel sapien ante. Nulla rutrum erat vitae velit elementum, sed viverra eros euismod.

Integer vitae tincidunt sapien. Nunc aliquet aliquam ex, sit amet ullamcorper ipsum finibus id. Ut commodo enim sed tellus malesuada, et imperdiet sem ullamcorper. Vivamus nec cursus sem. Aenean nec lobortis sem, in iaculis urna.

Notes
  • Nullam quis ante venenatis, condimentum dui ac, aliquet magna.
  • Vivamus congue lectus bibendum aliquam tempor.
  • Sed aliquet, dui at vestibulum sollicitudin, purus sapien finibus neque, eu egestas mauris nunc dapibus dolor.
  • Pellentesque a viverra nunc, faucibus lobortis nunc.

Proficiencies


Armor

None

Weapons

Battleaxe

Dagger

Dart

Handaxe

Light Crossbow

Quarterstaff

Sling

Throwing Hammer

Warhammer

Tools

Disguise Kit

Forgery Kit

Smith's Tools

Saving Throws

Intelligence

Wisdom

Skills

Arcana

Deception

Insight

Sleight Of Hand

Languages

Common

Dwarvish

Inventory


Max carrying capacity: 120 lbs.

Max pushing capacity: 240 lbs.

Weapons

Daggers (2)

Quarterstaff

Armor/Clothing

Set of Fine CLothess

Belt Pouch

Miscellaneous

Disguise Kit

Tools of the Con (Deck of Marked Cards)

Currency

GP 9

SP 20

CP 43

Gems 5 (10 GP each)

Attacks


Quarterstaff

Type Melee Weapon/Bludgeoning

Damage 1d6-1

Bonus +1

Dagger

Type Melee/Ranged Weapon/Piercing

Damage 1d4+1

Bonus +3

Spells


Chill Touch

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

Minor Illusion

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Prestidigitation

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Mage Armor

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Charm Person

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Sleep

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Detect Magic

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
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.

Suggestion

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. If you or any of your companions damage the target, the spell ends.