Zulf

Kleoite

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Created
4 years, 10 months ago
Creator
Kleoite
Favorites
14

Profile


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 ZULF

 

ZULFUR GAYLORD
Wizard
Class
Illusion
SCHOOL
SAGE
Background

Human
Race
Lawful Good
Alignment
LV. 6
Level
Proficiency Bonus +3
Passive PERCEPTION 13
Strength

13
+1

athletics +1
Dexterity

15
+2

acrobatics +2
sleight of hand +2
stealth +2
Constitution

16
+3

Intelligence

18
+4

arcana +7
history +4
investigation +7
nature +4
religion +4
Wisdom

16
+3

animal handling +3
insight +6
medicine +6
perception +3
survival +3
Charisma

14
+2

deception +2
intimidation +2
performance +2
persuasion +2
Other Proficiencies

Languages
  • Common
  • Undercommon
  • Elvish
  • Gnomish
Weapons
  • Daggers, darts, slings, quarterstaffs, light crossbows.


HP

48
Temp HP

0
Hit Dice

6d6
Armor Class

12
Speed

30 ft
Initiative

+2
Attacks & Spellcasting

Dagger                     +5            1d4+2 slashing
Light Crossbow        +5            1d8+2 piercing

Mage Hand
A spectral, floating hand appears at a point you choose within range. For the duration you can control it as you wish but it can't attack, activate magic items, or carry more than ten pounds.
Minor Illusion
You create a sound or an image within range that lasts for the duration. If you create sound, you can make seperate sounds at different times. If you create image, it cannot be larger than 5-foot cube. Physical interaction reveals it to be an illusion.
Poison Spray
You project a puff of noxious gas from your palm. The creature must succeed on a consti-tution saving throw, or takes poison damage. 
Shocking Grasp
Lightning springs from your hand to deliver a shock to the creature you touch. The target gets zap'd on a hit, and it can't take reactions until the start of its next turn.
Fire Bolt
You hurl a mote of fire at a creature or object within range. On a hit, the target takes fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

 

_____________________LV 1________________________

Chromatic Orb
You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack with it against the target. If the attack hits, the creature takes damage of the type you chose. 
Detect Magic
You sense the presence of magic within range. If you sense any, you see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic.
Disguise Self
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different for the duration. Physical inspection or interaction may reveal it to be an illusion.
Feather Fall
While falling, you cast this spell as a reaction. Choose up to five creatures within range with or without including yourself. The spell slows down the targets' falling and makes them land safely on their feet.
Find Familiar
You gain the service of a familiar, a spirit that takes the form of an animal you choose. Your familiar acts independently, but it obeys your commands. The familiar can't attack and if it dies, it disappears. You can communicate with it telepathically as long as it's in range. You can see through its eyes and hear what it hears. During this time, you are deaf and blind with regard to your own senses.
Magic Missile
Three magic bullets go pew pew. You can choose to direct them to hit only one creature or several. Bullets have low damage but no chance to miss as long as the target's in range.
Shield
As reaction, a barrier of magical force appears in front of you to protect you from attacks. It has a chance of failing.
Tasha's Hideous Laughter
The target creature perceives everything as hilariously funny and falls into fits of laughter. If it fails the wisdom saving throw, the creature becomes incapacitated and unable to stand up for the duration.

 

_____________________LV 2________________________

Alter Self
For the duration, you assume a different form. You adapt your body to aquatic environment, sprouting gills and such; providing you to breathe underwater and gain a swimming speed. Or you can change your appearance, deciding what you look like; including your height, weight, facial features, your voice, hair, coloration, etc. You can make yourself appear as a member of another race. As another option, you can grow natural weapons such as claws, fangs, horns, etc.
Detect Thoughts
You read the thoughts of a thinking creature. You initially what is most on its mind in that moment. Questions directed at that creature naturally shape the course of its thoughts. You can also attempt to probe deep into its mind. When you do so, the creature realizes its mind being invaded and might try to resist you. If it succeeds, the spell ends. Alternatively, with this spell you may detect the presence of thin-king creatures you can’t see. Once you detect any, even if you can’t see it, you can read its thoughts; as long as the creature is in range.
Invisibility
A creature you touch becomes invisible, as well as everything being worn or carried by it. The spell ends in one hour or if the creature makes an attack or casts a spell.
Locate Object
Describe or name a spesific object. You sense the object’s location as long as that object is within range. If the object is in motion, you know the direction of its movement. Alterna-tively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, tool, weapon, etc. This spell won't work if any thickness of lead blocks a direct path between you and the object.
Mirror Image
You create up to three illusory duplicates of yourself around you. You continously shift position with your duplicates for the duration, so there's a high chance for an attack to hit one of your duplicates instead of you. If it gets hit by an attack, that duplicate is destroyed.
Misty Step
You simply teleport to an unoccupied space that you can see within range.
See Invisibility
For the duration, you see invisible objects and creatures like if they're visible. You can also see into Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

 

_____________________LV 3________________________

Blink
You vanish from Material Plane and appear in Ethereal Plane. You return to Material Plane at the beginning of each of your turns. While in Ethereal Plane, you can move and see into both planes. You come and go between these two planes until the spell ends.
Counterspell
As a reaction, you choose to interrupt a process of casting a spell by a creature within range. If the spell you are interrupting is level 3 or lower, counterspell works perfectly. If it's a higher level spell, you might fail.
Fear
You project a phantasmal image of your foes' worst fears. Each creature within the target area drop whatever it is holding and become frightened by you for the duration, unless they make a successful wisdom saving throw. While frightened, they simply run away from you until where they lose the light of sight to you.
Acidball
Basically fireball but acid. You make a 20-foot-radius sphere explosion on a point you choose within the range. Every creature in the sphere takes acid damage, or half as much damage on a successful dexterity saving throw.
Fly
You gain a flying speed for the duration. You can also use this spell on a willing creature instead of yourself. There is no limit such as a maximum height you can reach but if you fall, you may die.
Major Image
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image seems completely real including sounds, smells, and temperature. You can cause the image move to another spot while altering its appearance, so that its movements appear natural, like walking. Similarly, you can cause the illusion make different sounds, even making it carry on a conversation. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
Phantom Steed
You create a quasi-real, horselike mount which only you are able to ride. It has double speed of a regular riding horse and duration of one hour. You can choose to cast this spell as a ritual.
Inventory

Weapons
  • Dagger
  • Light crossbow
Clothing & Wondrous Items
  • Cloak of Billowing (magic item: accessory)
  • Bag of Holding (magic item: This bag has an interior space considerably larger than its outside dimensions. The bag can hold up to 500 pounds, but weighs 15 pounds, regardless of its contents.)
Spellcasting
  • Spellcaster's Ring (magic item: +1 to spell DC)
  • 50 GP worth diamond (component: Chromatic Orb)
  • Mist of Illusionist's Strengthening (magic item: only works with Mirror Image)
Misc
  • Ring of Protection (magic item: +1 to AC and saving throws)
  • Ring of Malleable Voices (magic item)
  • Moodcatcher hourglass (magic item)
Treasures
Kingsnake

Despite being an Arcane Focus, this thing is not an item; yet not an ordinary animal either. It looks and acts like a living creature, but doesn't have the requirements of one. It's completely obedient and won't leave its caster's side. However, it might act instinctively in a few situations. Also likes to bite glass items which contains magic inside.

Axolotl in a Jar

Axolotl which captured during a ridiculous mission. This adorable little beast is way more dangerous than it looks. Going to be gifted to the apprentice after tamed.

Currency

7
CP
6
SP
1525
GP
Personality Traits

TBA

Ideals

TBA
Bonds

TBA

Flaws

TBA

Features & Traits

Feat: Lucky
Three times per long rest, whenever an attack roll, ability check or saving throw is made by you or against you; you may choose to expend one luck point to make a reroll. Which of the outcomes will be used is up to your decision. 
Feat: Resilient
Add proficiency bonus to Constitution saving throws.
Arcane Recovery
Recover expended spell slots during short rest. The spell slots can have a combined level that is equal to half your wizard level.
Improved Minor Illusion
When you cast Minor Illusion, you create both sound and image with a single casting of the spell. 
Malleable Illusions
When you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature (image, shape, sound, smell, etc.) of that illusion.


26
Age
Male
Gender
6.1 ft
Height
80 kg
Weight

Abannland
Realm
Nevermere
HomeTOWN
Wizardy
Profession
Ash Seals Official
OccupatıoN
History

TBA

Trivia

Acid master
TBA
"Flashy man with issues"
TBA
Hands up, pants down
Ash Seals is a guild of casters which dutied for maintaining order and ensuring prosperity; so he's basically a police officer.
Snake charmer
Actually snek. He has a young Kingsnake as an arcane focus, which he had to kill in a ritual for some kind of a magical bond. It sounds brutal but I assure you he's a good boy I swear don't leave hey-
Goodie goodie
TBA
Not sorcery, magic science
Wizards are magicians of science, so they mostly don't get along well with sorcerers who born with magical powers —or who gained magical powers out of nowhere. As for Zulf, he doesn't really appreciate the existence of sorcerers too, because he thinks those fuckers are completely disrespectful towards science and magic order.
Heavy sleeper
He would choose to sleep all day if he had the choice, but duty awaits.
Talk to the hand
His Mage Hand kind of became Zulf's best friend in years since it was possessed by a dead wizard's soul. So he is oftenly seen talking to —or mostly arguing with— the Mage Hand.
It's all about mustache
TBA
Scaredy cat
TBA
Dead man tell no tales
He actually died once in the ancient temple of the God of Trickery, but he was mysteriously revivified. So he's pretty much like Jon Snow.
Party Members

Castella
The young rogue of the party.
TBA
Azorius
The fancy cleric.
TBA
Fiddleford
The Mage Hand.
TBA