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Sulac

RwR - Wizard

Sep 29th, 2016
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  1. Name: Miri Khalid
  2. Played by: Clownpiece
  3. Race: Human
  4. Class: Wizard
  5. Alignment: Neutral Good
  6. Size: Medium
  7. Background: Sage
  8. Specialty: Scribe
  9.  
  10. ABILITY SCORES SKILLS
  11. STR: 10 +0 Acrobatics (DEX) +2
  12. DEX: 14 +2 Animal Handling (WIS) +3
  13. CON: 16 +3 Arcana (INT) +5 (PROF)
  14. INT: 17 +3 Athletics (STR) +0
  15. WIS: 17 +3 Deception (CHA) +2
  16. CHA: 13 +2 History (INT) +5 (PROF)
  17. Insight (WIS) +5 (PROF)
  18. PROFICIENCY: +2 Intimidation (CHA) +2
  19. Investigation (INT) +5 (PROF)
  20. SAVING THROWS Medicine (WIS) +3
  21. STR: +0 Nature (INT) +3
  22. DEX: +2 Perception (WIS) +3
  23. CON: +3 Performance (CHA) +2
  24. INT: +5 (PROF) Persuasion (CHA) +2
  25. WIS: +5 (PROF) Religion (INT) +3
  26. CHA: +2 Sleight of Hand (DEX) +2
  27. Stealth (DEX) +2
  28. PASSIVE INSIGHT: 15 Survival (WIS) +3
  29. PASSIVE PERCEPTION: 13
  30.  
  31. LANGUAGES/PROFICIENCIES
  32. Common, Elvish, Gnomish, Draconic
  33. Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
  34.  
  35. MOVEMENT: 30
  36. HIT POINTS: 9
  37. ARMOR CLASS: 15 (+Mage Armor)
  38. HIT DICE: 1d6
  39. INSPIRATION: NO
  40.  
  41. WEAPONS - TO HIT - DAMAGE - RANGE - TYPE - SPECIAL
  42. Quarterstaff - +2 - 1d6 - 5 - Bludgeoning - Versatile
  43. Quarterstaff (2H) - +2 - 1d8 - 5 - Bludgeoning - Versatile
  44.  
  45. SPELLS
  46. CANTRIPS
  47. Light
  48. - Casting Time: 1 action
  49. - Range: Touch
  50. - Components: Verbal, Material (a firefly or phosphorescent moss)
  51. - Duration: 1 hour
  52. - You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
  53. Mage Hand
  54. - Casting Time: 1 action
  55. - Range: 30 ft
  56. - Components: Verbal, Somatic
  57. - Duration: 1 minute
  58. - A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.
  59. Ray of Frost
  60. - Casting Time: 1 action
  61. - Range: 60 ft
  62. - Components: Verbal, Somatic
  63. - Duration: Instant
  64. - A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  65.  
  66. 1ST LEVEL (1/2 SLOTS)
  67. SPELL
  68. *Burning Hands
  69. - Casting Time: 1 action
  70. - Range: Self (15ft cone)
  71. - Components: Verbal, Somatic
  72. - Duration: Instant
  73. - As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
  74. Charm Person
  75. - Casting Time: 1 action
  76. - Range: 30 ft
  77. - Components: Verbal, Somatic
  78. - Duration: 1 hour
  79. - 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. 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.
  80. Feather Fall
  81. - Casting Time: 1 reaction
  82. - Range: 60 ft
  83. - Components: Verbal, Material (a small feather or piece of down)
  84. - Duration: 1 minute
  85. - Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
  86. *Mage Armor
  87. - Casting Time: 1 action
  88. - Range: Touch
  89. - Components: Verbal, Somatic, Material (a piece of cured leather)
  90. - Duration: 8 hours
  91. - You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
  92. *Magic Missile
  93. - Casting Time: 1 action
  94. - Range: 120 ft
  95. - Components: Verbal, Somatic
  96. - Duration: Instant
  97. - 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. 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.
  98. *Sleep
  99. - Casting Time: 1 action
  100. - Range: 90 ft
  101. - Components: Verbal, Somatic, Material (a pinch of fine sand, rose petals, or a cricket)
  102. - Duration: 1 minute
  103. - This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
  104.  
  105. Prepared Spells: 4
  106. Spell Save DC = 8 + Proficiency(+2) + Intelligence Mod(+3) = 13
  107. Spell Attack Modifier = Proficiency(+2) + Intelligence Mod(+3) = +5
  108.  
  109. FEATS
  110. Researcher - When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
  111. Spellcasting - As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. 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(3) + your wizard level(1) (minimum of one spell). The spells must be of a level for which you have spell slots.
  112. Spellcasting Focus - You can use an arcane focus as a spellcasting focus for your wizard spells.
  113. Learning Spells - Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.
  114. Arcane Recovery - 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.
  115.  
  116. INVENTORY
  117. CASH: 41 GP
  118. WEIGHT: 34.5lb / 150 lb
  119. Spellbook - Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. - 3 lb
  120. Quarterstaff - 1d6 bludgeoning damage, versatile (1d8) - 4 lb
  121. Arcane Focus (Orb - in staff) - A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. - 3 lb
  122. Backpack - Carries things, we're ignoring capacity. - 5 lb
  123. Book of Lore
  124. Bottle of Ink (2) - Needed for writing.
  125. Ink Pen - Needed for writing.
  126. Quill - Needed for writing.
  127. Parchment (10 sheets) - Needed for writing.
  128. Little Bag of Sand - It's... a bag of sand, I guess.
  129. Small Knife (2) - For basic cutting purposes. 1 slashing damage.
  130. Letter from a Dead Colleague Posing a Question You have not yet been Able to Answer
  131. Common Clothes - 3 lb
  132. Potion of Healing - Heals 2d4+2 HP, requires an action to drink. - 0.5 lb
  133. Rations (8 days) - Consists of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. - 2 lb ea. (16 lb total)
  134. Brass and Obsidian Necklace
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