Info


Created
3 years, 8 months ago
Creator
LoneShadowCat
Favorites
0

Profile


Code by Aurorean

Resviel Dukhal

Wizard 3

CLASS & LEVEL

Criminal

BACKGROUND

She

PRONOUNS

Drow Half-Elf

RACE

CN

ALIGNMENT

900

EXPERIENCE POINTS

21yrs

AGE

5'6"

HEIGHT

136lb

WEIGHT

STR

8

−1

DEX

15

+2

CON

13

+1

INT

16

+3

WIS

10

+0

CHA

14

+2

0
INSPIRATION
+2
PROFICIENCY BONUS

SAVING THROWS

−1 Strength

+2 Dexterity

+1 Constitution

+3 Intelligence

+0 Wisdom

+2 Charisma

SKILLS

+2 Acrobatics (Dex)

+0 Animal Handling (Wis)

+3 Arcana (Int)

−1 Athletics (Str)

+2 Deception (Cha)

+3 History (Int)

+0 Insight (Wis)

+2 Intimidation (Cha)

+3 Investigation (Int)

+0 Medicine (Wis)

+3 Nature (Int)

+0 Perception (Wis)

+2 Performance (Cha)

+2 Persuasion (Cha)

+3 Religion (Int)

+2 Sleight of Hand (Dex)

+2 Stealth (Dex)

+0 Survival (Wis)

10
PASSIVE WISDOM (PERCEPTION)

OTHER PROFICIENCIES AND LANGUAGES

LANGUAGES: Common, Elvish, Thieves' Cant

PROFIENCIES: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows, Playing Card Set, Thieves' Tools

ARMOR CLASS

12

INITIATIVE

+2

SPEED

30

CURRENT HIT POINTS

18

HIT POINTS MAXIMUM


18

TEMPORARY HIT POINTS

0

HIT DICE

3d6

TOTAL


3

DEATH SAVES

SUCCESSES

FAILURES

ATTACKS AND SPELLCASTING

NAME

ATK BONUS

DAMAGE / TYPE

Bite

+4

1d6 (1d4) / Piercing

Quarterstaff

+1

1d6 (1d8) / Bludgeoning

Light Crossbow

+4

1d8 / Piercing

CANTRIPS: Dancing Lights, Fire Bolt (1d10), Mage Hand, Message

SPELLS: Faerie Fire, Burning Hands (3d6), Mage Armor (AC13+Dex), Magic Missile (1d4+1), Shield (+5 AC), Witch Bolt (1d12), Mind Spike (3d8)

SPELLBOOK: Burning Hands (3d6), Find Familiar, Identify, Mage Armor (AC13+Dex), Magic Missile (1d4+1), Shield (+5 AC), Thunderwave (2d8), Witch Bolt (1d12), Levitate, Mind Spike (3d8)

ABILITY

SAVE DC

ATK BONUS

Int

13

+5

LEVEL

SLOTS

USED

1st

4

0

2nd

2

0

EQUIPMENT

CP

0

SP

0

EP

0

GP

15

PP

0

Dark Hooded Common Clothes

Crystal

Spellbook

Crowbar

Bat Familiar (Fey)

Bolt Case (20 Crossbow Bolts)

Scholar's Pack (Backpack, Lore Book, Ink Bottle, Ink Pen, 10 Parchment Sheets, Sand Bag, Small Knife)

Component Pouch (Glowworm, Copper Wire, Charcoal, Incense, Herbs, Cured Leather, Pearl, Owl Feather, Lightning Scorched Twig, Leather Loop)

PERSONALITY TRAITS

I am incredibly slow to trust. Those who seem the fairest often have the most to hide.

IDEALS

People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.

BONDS

Someone I loved died because of a mistake I made. That will never happen again.

FLAWS

I turn tail and run when things look bad.

My memory is quite good, but I have no trouble pretending to be absentminded when it suits my purposes.

FEATURES AND TRAITS

Darkvision, Fey Ancestry, Drow Magic (Cha), Criminal Contact, Specialty (Hired Killer)

Natural Shapechanger - Keen Smell, AC 13, Rat Hybrid Form (Small), Rat Form (Tiny), Lycanthrope Curse (DC 11)

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

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. 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.

Cantrip Versatility: Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the wizard spell list.

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.

Arcane Tradition: (Transmutation) You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.

Transmutation Savant: The gold and time you must spend to copy a transmutation spell into your spellbook is halved.

Minor Alchemy: When you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

STORY

WIP

FEATURES AND TRAITS

Darkvision, Fey Ancestry, Drow Magic (Cha), Heart of Darkness

Harrowing Event - You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night.

Natural Shapechanger - Keen Smell, AC 13, Rat Hybrid Form (Small), Rat Form (Tiny), Lycanthrope Curse (DC 11)

Expertise: Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Sneak Attack: (2d6) You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Thieves' Cant: You learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action: Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Cunning Action - Aim: You gain an additional way to use your Cunning Action: carefully aiming your next attack. As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Roguish Archetype: (Assassin) You focus your training on the grim art of death. Those who adhere to this archetype are diverse - hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Assassinate: You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

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.

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

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. 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.

Cantrip Versatility: Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the wizard spell list.

Arcane Tradition: (Psionics) Wizards study magical power in all its forms, including the magic of psionics. Those wizards who follow the tradition of Psionics hone the magical potential of their own minds. Sometimes called psionicists or mentalists, these wizards interact with the multiverse through the lens of their psionic aptitude and awareness. Psionicists channel their magic by focusing their minds. By doing so they can transcend their physical bodies, adopting forms of pure thought, casting spells psionically to bypass the need for components, and perceiving the world with a broader range of senses. As a member of the Psionics tradition, you might have awoken your psionic potential through the strain of your esoteric studies, or perhaps you joined a scholarly order dedicated to unlocking the magic of the mind.

Psionic Focus: You have learned to channel psionic energy through a special object (a psionic focus) and while your psionic focus is on your person, you gain the following benefits: the object is a spellcasting focus for you and when you roll psychic or force damage for any of your wizard spells, you can reroll any of those damage dice that rolls a 1, but you must use the new roll. If your psionic focus is lost, you can magically recreate it by meditating for 1 hour during a short or long rest, at the end of which the focus appears in your hand.

Psionic Devotion: Your study of psionics begins to unleash your mind's potential. When you gain this feature, choose one of the following cantrips: friends, mage hand, or message. You learn that cantrip if you don't already know it, and it doesn't count against the number of wizard cantrips you know. While your psionic focus is on your person, you can cast the chosen cantrip as a bonus action, requiring no components, and with a modification.

Mage Hand - You can make the hand invisible when you cast the spell, and controlling the spell is a bonus action for you.