Res
LoneShadowCat
- Created
- 3 years, 8 months ago
- Creator
- LoneShadowCat
- Favorites
- 0
Profile
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
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)
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
SP
EP
GP
PP
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
OTHER PROFICIENCIES AND LANGUAGES
LANGUAGES: Common, Elvish, Dwarvish, Halfling, Sylvan, Thieves' Cant