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- Name: Petrik Kovar
- Class/Level: Sorcerer 3 (Storm Sorcery)
- Race: Human
- Age: 63
- Height: 6'4"
- Weight: 250lbs
- Alignment: Chaotic Neutral
- Background: Izzet Engineer
- Mana Colours: Blue 2/Red 1
- --- Ability Scores ---
- Scores: Modifier Saving Throws
- Strength ........ 08 ... (-1) ........ [ ]
- Dexterity ....... 10 ... (+0) ........ [ ]
- Constitution .... 16 ... (+3) ........ [X]
- Wisdom .......... 11 ... (+0) ........ [ ]
- Intelligence .... 16 ... (+3) ........ [ ]
- Charisma ........ 17 ... (+3) ........ [X]
- --- Statistics ---
- Base Speed ...... 30 ft
- Armor Class ..... (AC) 10
- Initiative ...... +0 (Dex modifier)
- Hit Points ...... 21
- Hit Dice ........ 3d6
- Hit Dice Total .. 3
- Death saves:
- Successes: [ ] [ ] [ ]
- Failures: [ ] [ ] [ ]
- Passive Wisdom (Perception) 17
- Sorcery Points: 3/3
- Renown: 25 (Izzet)
- Rank: 3 (Director)
- --- Skills ---
- Modifier Skill (Ability Mod) Proficiency?
- [+0] ... Acrobatics (Dex) ........... [ ]
- [+3] ... Animal Handling (Cha) ...... [ ]
- [+3] ... Arcana (Int) ............... [X]
- [-1] ... Athletics (Str) ............ [ ]
- [+3] ... Deception (Cha) ............ [ ]
- [+3] ... History (Int) .............. [ ]
- [+0] ... Insight (Wis) .............. [X]
- [+3] ... Intimidation (Cha) ......... [X]
- [+3] ... Investigation (Int) ........ [ ] +5 passive
- [+0] ... Medicine (Wis) ............. [ ]
- [+3] ... Nature (Int) ............... [ ]
- [+0] ... Perception (Wis) ........... [X]
- [+3] ... Performance (Cha) .......... [ ]
- [+3] ... Persuasion (Cha) ........... [X]
- [+3] ... Religion (Int) ............. [ ]
- [+0] ... Sleight of Hand (Dex) ...... [ ]
- [+0] ... Stealth (Dex) .............. [ ]
- [+0] ... Survival (Wis) ............. [ ]
- --- Equipment and Attacks ---
- Weapon name: Atk Bonus: Damage/Type:
- [Lt. Crossbow] . [+2] ........ [1d8+2 peircing]
- [ ] ............ [ ] ......... [ ]
- [ ] ............ [ ] ......... [ ]
- [ ] ............ [ ] ......... [ ]
- Wealth:
- 00cp, 00sp, 25gp, 00ep, 00pp
- Other Equipment:
- -Izzet insignia
- -Izzet Charm (3 charges)
- -Izzet Signet
- -Component pouch
- -20 bolts
- -Tinker's tools
- -the charred and twisted remains of a failed experiment
- -hammer
- -block and tackle
- MIZZIUM APPARATUS
- Wondrous item, uncommon (requires attunement by a sorcerer, warlock, or wizard)
- Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help channel and control their magic. This apparatus is a collection of leather straps, flexible tubing, glass cylinders, and plates, bracers, and fittings made from a magic-infused metal alloy called mizzium, all assembled into a harness. The item weighs 8 pounds.
- While you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on your class's spell list and of a level for which you have a spell slot, and you must provide the spell's components. You exp end a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 +twice the level of the spell slot you expend to cast the spell.
- On a successful check, you cast the spell as normal, using your spell save DC and spell casting ability modifier. On a failed check, you cast a different spell from the one you intended. Randomly determine the spell you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells.
- If you try to cast a cantrip you don't know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect
- --- Features and Traits ---
- -TEMPESTUOUS MAGIC
- Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
- -FLEXIBLE CASTING
- You can use your sorcery points to gain additional spell slots. or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
- -METAMAGIC
- Heightened Spell
- When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
- Twinned Spell
- When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (I sorcery point if the spell is a cantrip).
- --- Feats ---
- OBSERVANT
- Quick to notice details of your environment, you gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- IF you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
- INSPIRING LEADER
- You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your levei + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
- --- Languages and Proficiencies ---
- Languages: Common, Draconic, Goblin, Primordial
- Weapon Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
- Armor Proficiencies: N/A
- Tools: Tinker's tools
- Vehicles:
- --- Background-Related ---
- Personality Traits:
- -Great ideas are fine, but great results are what counts.
- -It's not magic-or anything, really-if you do it only halfway. Whatever I do, I give it all I've got.
- Ideals:
- -Creativity. Half the world's troubles come from stodgy thinking, stuck in the past. We need innovative solutions.
- Bonds:
- -I'll never forget the laboratory where I learned my skills, or the other attendants who learned alongside me.
- Flaws:
- -I tend to ignore sleep for days when I'm conducting research, often at the expense of my own health and safety.
- Contacts
- -I had a romance with a chemister working in the Blistercoils. (Ally)
- -As an attendant, I had a fierce rivalry with another attendant for our supervisor's attention. (Rival)
- -The guildmaster, Niv-Mizzet, took note of one of my experiments!
- -I was ready to join the Boros before I decided on Izzet, and I sometimes still hear from the sergeant who tried to recruit me.
- --- Spells ---
- Spellcasting Ability: Charisma
- Spell save DC:
- Spell attack bonus:
- Cantrips:
- -Thunderclap
- -Blade Ward
- -Lightning Lure
- -Prestidigitation
- Spell level 1:
- -Charm Person
- -Thunderwave
- -Shield
- -Magic Missile
- Spell level 2:
- -Shatter
- -Scorching Ray
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