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Decimus - Human [Mage of High Sorcery] Bladesinger Wizard [Complete]


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Decimus 

10th & Last

Name: Decimus 

Character Concept: A member of the Order of the White Robes dual-wielding Bladesinger who is inertia incarnate.  A lover of poetry, soft lighting, and expensive wines, he moves through life at his own pace, extolling peace and love where he can, and doling out justice if he must.  

Lineage, Background, Planned Subclass: Decimus is a Human, with a Mage of High Sorcery background, who will one day become a dual-wielding Bladesinger Wizard.   

Description: When he can be caught standing tall (typically when in a formal setting where he has no choice), Decimus is is slightly above average height, around six feet on the nose, though he typically prefers to lean or stand in a leisurely pose.  With a sharp jawline, commonly roughed up with a purposefully lazy five o'clock shadow, he draws a rugged silhouette beneath his large sakkat.  His long hair is most often tied back in a neat ponytail which descends between his shoulder blades to the middle of his back, though he leaves a singular curl hanging on the front, which he can often be seen sweeping out of the way in a practiced motion if he needs to punctuate a point.  For a wizard, especially one as lazy as he is, he displays a considerable amount of athleticism, and though he can be considered a bit of a layabout, he does a considerable amount of travelling, and his training requires him to maintain a certain level of physicality in order to sustain his place in the Order of the White Robes given his particular choice of magicks.  Though he is not built like a martial artist, his use of weapons and agility in combat require him to have a physique that is something he is secretly proud of.  Most shockingly, under his Sakkat he wears a black eyepatch, a daily reminder that sometimes, evil wins, and that he must do everything in his power to prevent it.   

His clothing, much like his flowery personality, is breezy and comfortable.  His white robe is covered by a kimono that is dyed pink, and decorated with various sigils and runes, all of which are hidden in the flowers also on the material, though it is visible beneath.  The robe is open over a black haori, over which he sports a bright soft blue and white ombre obi that is tied neatly in a bow, with the two ends hanging down close to his feet.  His choice of footwear, if he must wear any at all, is a simple pair of bamboo sandals without socks.  Decimus usually carries with him a small pack with some emergency wine, cheese, and some nice homemade bread.  The wizard is not an expressive man, usually going through life with an easy smile and a quirked eyebrow, but it is because he often takes time to process what is going on before reacting, though the speed at which he moves through this process can frustrate people around him who are more reactionary.  When forced to act by a problem that has no self-solving solution, he can begin to get serious, but only as a last resort.  Quite often, he would much rather be baking, reading, or sleeping. 

Portents and omens and augeries are a subject Decimus can talk at length about, as he has been mired in the subject since birth.  Not one to see doom in every broken piece of crockery, he does believe that the gods have a hand in the fates of men, and that though there may be a predetermined path, that path is malleable, and oft changes of the whims of the gods.  This belief has revealed itself in him as rather remarkable laziness, knowing that no matter what happens, he will be where he needs to be when he is needed, as the gods intend.  It's not the only reason that he believes in making sure religious shrines are kept in good condition, and goes out of his way to make sure they are done so, but it is a factor.  After all, if his fate is controlled by the gods, there is no harm in staying on their good side.  

 Plothook: Once upon a time, Ispin happened across a body on the side of the road in a forest, and for a moment, he was unsure if the figure was alive or dead.  After poking him with his foot, he discovered Decimus had simply decided to take a nap on his way to the next village.  Finding this hilarious, the adventurer took the wizard up on a brief parlay of cheese and bread while the two swapped stories and poems.  Decimus discovered a kindred spirit in Ispin, and the two regularly exchanged messages over the years, critiquing poems and essays and generally musing about the world and their places in it.  

Past is Prologue: The rain did not stop for weeks after Decimus' birth.  This fact was referenced throughout his childhood by his mother, and often used as her reasoning for being abusive.  According to her, he was a child of the devil, and his father had tricked her, leaving her with a horrible monster.  One of his eyes was taken from him to prevent him from spying on her and reporting back to his master.  It is safe to say that the young lad left his home as soon as he thought he would be able to sustain himself.  Jumping into the back of a local traders caravan at age eleven, he never looked back.  He never was able to shake his mother's habit of seeing universal 'truths' in daily occurrences, even long after he left her home. 

Without a real path in life, he drifted, spending most of his time fishing and reading, teaching himself a wide range of things from books he would trade some of his better catches for.  On a whim, after picking up an introductory guide to magic, he decided if he was ever going to have to do anything, being able to do it with magic would make it easier, and with an irritatingly firm belief in the occult already, it just seemed like the right thing to do.  It did not take long for him to learn a few spells, which he would use to entertain in town squares, using various forms of presdigitation to busk for money.  This work of his did not last long, as he was soon picked up for being a nuisance by the Order of Mages, and without anything better to do, eventually attempted to join up.

While his lacksidasical attitude was frowned upon by many of the wizards in the college, no one could deny his innate talent for magic.  Voraciously he consumed tomes of information, reciting them on command when challenged.  One motivation that he had during this studious time of his life, was a beautiful fellow mage, a one he became very close with, who he could impress with his poetry and wit.  For a while, he chased her, but thanks to his own love of freedom, never caught her.  When another man swept her away, all he had left was unwanted poems and a broken heart.  Decimus never blamed her, he accepted his faults, and wished her the best.  While only an Initiate of High Sorcery, he became a ronin, travelling the world, spreading peace and love where he could, using the harsh lessons of his life to teach others to turn towards the light, preparing himself to take the Test of High Sorcery.  

Truth, Rumours & Lies

Include two of the following

Loyalties

To the Mages of High Sorcery, as a member of the Order of the White Robes, he strives to protect people from evil, and to spread the word of peace 

Is Might Right? 

Never.  Might is a means to an end, having only might may win in the short term, but it can never sustain.  

Music

Pure Imagination

When a stranger comes to town

Diety 

Solinari has the heart of Decimus, though whenever an opportunity to praise Branchala or Habbakuk comes up, he will often leave an offering to them, as they reign over domains he is quite fond of, Branchala in particular, as without them, poetry and music is meaningless, and those are two things he could never go without.  

 

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Human (Variant) Lineage

Ability Scores: Two different ability scores of your choice increase by 1 (INT, DEX)
Size: Medium
Speed: 30 ft.

   Skills. You gain proficiency in one skill of your choice (Investigation)

   Feat. You gain one Feat of your choice

  Languages. You can speak, read, and write Common and one extra language of your choice (Celestial)

 

 

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Content

Mage of High Sorcery Background

Prerequisite: Dragonlance Campaign
Skill Proficiencies: Arcana, History
Languages: Abyssal, Celestial
Equipment: A bottle of colored ink, an ink pen, a set of common clothes, and a pouch containing 10 gp

Feature: Initiate of High Sorcery

   You gain the Initiate of High Sorcery feat.

   In addition, the Mages of High Sorcery provide you with free, modest lodging and food indefinitely at any occupied Tower of High Sorcery and for one night at the home of an organization member.

Building a Mage of High Sorcery Character

   Mages of High Sorcery are typically sorcerers, warlocks, or wizards and might have any subclass. Spellcasters who gain their magic through devotion are less likely to be welcomed among the traditionalist mages. Nevertheless, the Mages of High Sorcery are shrewd, and they rarely let unique opportunities or individuals pass them by. Even members of martial classes who train in magic might find a rare place among the group’s three orders.

   Mage of High Sorcery Trinkets. When you make your character, roll once on the Mage of High Sorcery Trinkets table instead of on the Trinkets table in the Player’s Handbook for your starting trinket.

Source: DSotDQ, page 30

 

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Bladesinger Wizard Class

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2nd +2 Spellcasting, Arcane Recovery, Training in War and Song 3 8 3

Hit Points

Hit Dice: 1d6
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Wizard level after 1st

Proficiencies

Armor: Light armor
Weapons: Daggers, darts, slings, quarterstaff, rapier, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Investigation, Religion, Performance

Starting Equipment

You start with the following items, plus anything provided by your background.

  • Quarterstaff
  • Scholars pack
  • Arcane focus
  • Spellbook

Level 1 - Spellcasting

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

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

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.

Preparing and Casting Spells. The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + 2 + 3 [13]

Spell attack modifier = 2 + 3 [5]

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.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

 

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.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Level 2 - Training in War and Song

You gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don't already have it.

 

Bladesong

You can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.  You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

 

 

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Feats

Level 1 Bonus Feat

Initiate of High Sorcery

Prerequisites: Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery

   You’ve received training from magic-users affiliated with the Mages of High Sorcery.

   Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.

Lunar Spells

Moon 1st-Level Spell
Solinari Comprehend Languages | Shield

You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.

Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Source: DSotDQ, page 32

Level 1 Human Bonus Feat

War Caster

Prerequisite: The ability to cast spells

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Source: Player's Handbook

 

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Inventory

Worn

  • a pouch containing 10 gp - Starting equipment (background)
  • a set of Scholars clothes - Starting equipment (background)

Weapons

  • a rapier (1d8 piercing - finesse) - Starting equipment (class)

Instruments & Tools

  •  

Other

  1. Arcane focus [A delicate glass hairpin that ties his ponytail up]
  2. a Scholars pack - Starting equipment (class)
    • Backpack
    • book of lore
    • ink
    • ink pen
    • parchment (10)
    • little bag of sand
    • small knife

Trinket

An unopened letter from your first teacher

 

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Spells

Cantrips

  1. Blade Ward
  2. Booming Blade
  3. Green-Flame Blade

1st-Level

  1. Expeditious Retreat ©
  2. Magic Missile
  3. Tensors Floating Disk © (a drop of mercury)
  4. Tash's Hideous Laughter © (Tiny tarts and a feather that is waved in the air)
  5. Identify (A pearl worth at least 100 gp and an owl feather)
  6. Detect Magic ©
  7. Absorb Elements 
  8. Charm Person
  9. Comprehend Languages [Initiate of High Sorcery Feat]
  10. Shield [Initiate of High Sorcery Feat]

2nd-Level

  1. Shadow-Blade
  2. Misty Step

 

 

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token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


AC: 13  | HP: 14/14 | Speed: 30 ft | Spell-casting: +5 / DC 13
Senses: Passive Perception 12, Insight 12, Investigation 15
STR: Score: -1
Athletics: -1
| DEXScore: +3
Acrobatics: +3
Stealth: +3
Sleight of Hand: +3
:
 16 | CONScore: 214 | INTScore: +3
Arcana: +5
History: +5
Investigation: +5
Nature: +3
Religion: +5
:
 16 | WISScore: 0

Animal Handling: 0
Insight: +2
Medicine: 0
Perception: +2
Survival: 0
:
 10 | CHAScore: -1

Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1
:
 8 

Languages: Common, Abyssal, Celestial, Primordial


FeatsWar CasterPrerequisite: The ability to cast at least one spell
You have practiced casting Spells in the midst of Combat, learning Techniques that grant you the following benefits:
You have advantage on Constitution Saving Throws that you make to maintain your Concentration on a spell when you take damage.
You can perform the somatic Components of Spells even when you have Weapons or a Shield in one or both hands.
When a Hostile creature’s Movement provokes an opportunity Attack from you, you can use your Reaction to Cast a Spell at the creature, rather than making an opportunity Attack. The spell must have a Casting Time of 1 Action and must target only that creature.


















 
 | FeaturesRitual CastingYou 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 RecoverYou 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. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
BladesongYou can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.













 
 | ActionsRapierATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword)

Bladesinging Rapier StrikeATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword) 



















 
 | SpellsCantrips
Blade WardBlade Ward
Abjuration cantrip
Casting Time:1 action
Range: Self
Target: Self
Components: V S
Duration: 1 round
Description:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Booming BladeBooming Blade
Evocation cantrip
Casting Time:1 action
Range: Self (5ft radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: 1 round
Description: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, it immediately takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Green Flame Blade1st Level Evocation
Casting Time: 1 action
Range: Self (5-foot radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
Description: 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 you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

1st-Level
Expeditious Retreat1st Level Transmutation
Casting Time: 1 bonus action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Sorcerer, Warlock, Wizard
Description: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Magic Missile1st Level Evocation
Casting Time: 1 action
Range: 120ft
Target: A creature of your choice that you can see within range
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Tensors Floating Disk1st Level Conjuration
Casting Time: 1 Action
Range: 30 Feet
Target: An unoccupied space of your choice that you can see within range
Components: V S M (A drop of mercury)
Duration: 1 Hour
Classes: Wizard
Description: This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Tash's Hideous Laughter1st Level Enchantment
Casting Time: 1 Action
Range: 30 Feet
Target: A creature of your choice that you can see within range
Components: V S M (Tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
Classes: Bard, Wizard
Description: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Identify1st Level Divination [Ritual]
Casting Time: 1 Minute
Range: Touch
Target: One object that you must touch throughout the casting of the spell
Components: V S M (A pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
Classes: Artificer, Bard, Wizard
Description: You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Detect Magic1st Level Divination
Casting Time: 1 Action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
Description: 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.

Absorb Elements1st Level Abjuration
Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Target: Self
Components: S
Duration: Instantaneous
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Description: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Charm Person1st Level Enchantment
Casting Time: 1 Action
Range: 30 Feet
Target: A humanoid you can see within range
Components: V S
Duration: 1 Hour
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Description: 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.

Comprehend Languages1st Level Divination [Ritual]
Casting Time: 1 Action
Range: Self
Target: Self
Components: V S M (A pinch of soot and salt)
Duration: 1 Hour
Classes: Bard, Sorcerer, Warlock, Wizard
Description: For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
[Initiate of High Sorcery Feat]
Shield1st Level Abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Target: Self
Components: V S
Duration: 1 Round
Classes: Sorcerer, Wizard
Description: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
[Initiate of High Sorcery Feat]
2nd-Level
Misty Step2nd Level Conjuration
Casting Time: 1 Bonus Action
Range: Self
Target: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard
Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Shadow Blade2nd Level Illusion
Casting Time: 1 Bonus Action
Range: Self
Target: Self
Components: V, S
Duration: ConcentrationUp to 1 minute/em>
Classes: Sorcerer, Wizard
Description: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

 

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 OOCAction:

Bonus Action:

Movement:

Reaction:

Edited by tyrtaeus (see edit history)
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Statblock
Medium humanoid (Human), Neutral Good
Age: 32 years old | Height: 6' (183 cm) | Weight: 205 lbs. (93 kg)
Armor Class: 13 (10 + (3) Dex) | Max HP: 14 (2d6 + (4) Con)
Speed: 30 ft.
Proficiency Bonus: +2
STR
8 (-1)

Save: -1
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
16 (+3)

Save: +4
Acrobatics: +2
Slight-of-Hand: +2
Stealth: +2

 

CON
14 (+2)

Save: +2





 

INT
16 (+3)

Save: +2
Arcana: +4
History: +4
Investigation: +4
Nature: +2
Religion: +2

WIS
10 (+0)

Save: +0
Animal Handling: +0
Insight: +0
Medicine: +0
Perception: +0
Survival: +0

CHA
8 (-1)

Save: +5
Deception: +5
Intimidation: +5
Performance: +5
Persuasion: +5


 

Damage Resistances:
Damage Immunities:
Senses: passive Perception 12, passive Insight 12, passive Investigation 15
Languages: You can speak, read, and write
Common, Abyssal, Celestial, Primordial
Proficiencies: Simple weapons, Hand crossbows, Rapiers, Shortswords 

Actions

 
Bonus Actions
 
Reactions
 
Edited by Kamishiro_Rin (see edit history)
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HP

New, Level 4 Max HP: Roll your Hit Die = 1d6 + 1 [HD roll incoming]

New Class Features

1 extra Lvl 2 Spell and 1 additional cantrip

ASI

+2 to Intelligence to 18

Dragonlance Campaign Level 4 Bonus Feat

Adept of the White Robes

Prerequisites: 4th level, initiate of high sorcery (solinari) feat

   You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:

   Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the abjuration or divination school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat. [Aid]

   Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.

Spell Slots

Cantrips Known: 3 ▶ 4 [presdigitation]

Level 1: 4 ▶ 4

Level 2: 2 ▶ 3 [mirror image]

Edited by Kamishiro_Rin (see edit history)
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