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- Character Name: Salamon Varga V
- Player Name: Zora
- Class/Level: Wizard lv. 5 (School of Transmutation)/ Cleric lv. 1 (Life Domain)
- Race: Simic Hybrid (human)
- Age: 41
- Height: 6'0"
- Weight: 122 lbs
- Alignment: [the sounds of internal screaming and chattering about science] (true neutral)
- Background: Simic Scientist (independent)
- --- Ability Scores ---
- Scores: Modifier Saving Throws
- Strength ........ 08 ... (-1) ........ [ ]
- Dexterity ....... 13 ... (+1) ........ [ ]
- Constitution .... 14 ... (+2) ........ [ ]
- Wisdom .......... 13 ... (+1) ........ [x]
- Intelligence .... 20 ... (+5) ........ [x]
- Charisma ........ 11 ... (+0) ........ [x]
- --- Statistics ---
- Base Speed ...... 30 ft
- Armor Class ..... (AC) 10
- Initiative ...... +1 (Dex modifier)
- Hit Points ...... 45
- Hit Dice ........ 1d6, 1d8
- Hit Dice Total .. 5d6, 1d8
- Death saves:
- Successes: [ ] [ ] [ ]
- Failures: [ ] [ ] [ ]
- Passive Wisdom (Perception) 11
- --- Skills ---
- Modifier Skill (Ability Mod) Proficiency?
- [+0] ... Acrobatics (Dex) ........... [ ]
- [+0] ... Animal Handling (Cha) ...... [ ]
- [+8] ... Arcana (Int) ............... [x]
- [-1] ... Athletics (Str) ............ [ ]
- [+0] ... Deception (Cha) ............ [ ]
- [+8] ... History (Int) .............. [x]
- [+4] ... Insight (Wis) .............. [x]
- [+0] ... Intimidation (Cha) ......... [ ]
- [+8] ... Investigation (Int) ........ [x]
- [+4] ... Medicine (Wis) ............. [x]
- [+5] ... Nature (Int) ............... [ ]
- [+1] ... Perception (Wis) ........... [ ]
- [+0] ... Performance (Cha) .......... [ ]
- [+3] ... Persuasion (Cha) ........... [x]
- [+5] ... Religion (Int) ............. [ ]
- [+1] ... Sleight of Hand (Dex) ...... [ ]
- [+1] ... Stealth (Dex) .............. [ ]
- [+1] ... Survival (Wis) ............. [ ]
- --- Equipment and Attacks ---
- Weapon name: Atk Bonus: Damage/Type:
- [Dagger] ............ [+1] ......... [1d4 piercing]
- [ ] ............ [ ] ......... [ ]
- [ ] ............ [ ] ......... [ ]
- [ ] ............ [ ] ......... [ ]
- Wealth:
- 00cp, 00sp, 10gp, 00ep, 00pp
- Other Equipment:
- - component pouch
- - scholar's pack
- - spellbook
- - Simic insignia
- - Commoner's clothes (1)
- - Ink pen
- - Bottle of squid ink
- - Flask of blubber oil
- - Vial of digestive acid
- - Vial of fish scales
- - Vial of seaweed
- - Vial of jellyfish stiners
- - Bottle of unidentified slime
- - Jar of eyeballs
- - 1 skine of medical-grade human skin
- --- Features and Traits ---
- Animal Enhancement. Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level. At 1st level, choose one of the following options:
- Underwater Adaptation. You can breathe air and water, and you have a swimming speed equal to your walking speed.
- Acid Spit. As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 +your Constitution modifier+ your proficiency bonus. This damage increases by ldlO when you reach 11th level (3dl0) and 17th level (4d10). You can use this trait a number of times equal to your Consitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
- FEATURE: RESEARCHER
- When you attempt to learn or recall a magical or scientific fact, if you don't know that information, you know where and from whom you can obtain it. Usually, this information comes from a Simic laboratory, or sometimes from an Izzet facility, a library, a university, or an independent scholar or other learned person or creature. Knowing where the information can be found doesn't automatically enable you to learn it; you might need to offer bribes, favors, or other incentives to induce people to reveal their secrets.
- Your DM might rule that the knowledge you seek is secreted away in an inaccessible place, or that it simply can't be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
- 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.
- TRANSMUTATION SAVANT
- Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.
- MINOR ALCHEMY
- Starting at 2nd level 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.
- CHANNEL DIVINITY
- At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
- When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
- Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
- Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
- CHANNEL DIVINITY: TURN UNDEAD
- As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
- A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
- --- Languages and Proficiencies ---
- Languages: Common, Elvish, Vedalken, Merfolk
- Melee Weapon Proficiencies: Daggers quarterstaffs, all other simple
- Ranged Weapon Proficiencies: Darts, slings, light crossbows, all other simple
- Armor Proficiencies: Light armor, medium armor, shields (not that he's ever going to use it)
- Tools: None
- Vehicles: None
- --- Background-Related ---
- Personality Traits:
- - I'm eager to explain every detail of my most intricate experiments and theories to anyone who shows the least bit of interest.
- - I employ a highly technical vocabulary to avoid imprecision and ambiguity in my communication.
- Ideals:
- - I want to reshape the world into higher forms of life so that all can enjoy evolution.
- Bonds:
- - The laboratory where I did my research contains everything that is precious to me.
- Flaws:
- - I have a rather embarrassing mutation that I do everything I can to keep hidden.
- Contacts:
- - A former colleague has ventured into fields of research that are possibly immoral and almost certainly illegal.
- - My former clade supervisor is now engaged in field research studying some of the largest beasts and monsters on Ravnica.
- - A Boros sergeant is always asking questions about my work, but I suspect they're genuinely curious.
- --- Spells ---
- Spellcasting Ability: Intelligence/Charisma
- Spell save DC: 15/12
- Spell attack bonus: +7/+4
- Cantrips:
- - Acid Splash (wizard)
- - Shape Water (wizard)
- - Mending (wizard)
- - Prestidigitation (wizard)
- - Spare the Dying (cleric)
- - Resistance (cleric)
- - Light (cleric)
- Spell level 1:
- - Detect poison and disease (wizard)
- - Feather Fall (wizard)
- - Magic Missile (wizard)
- - Ray of Sickness (wizard)
- - Cure Wounds (cleric)
- - Inflict Wounds (cleric)
- -
- -
- Spell level 2:
- - Alter Self (wizard)
- - Dragon's Breath (wizard)
- - Enlarge/Reduce (wizard)
- -
- -
- -
- -
- -
- Spell level 3:
- - Water Breathing (wizard)
- - Fly (wizard)
- -
- -
- -
- -
- -
- -
- Spell level 4:
- -
- -
- -
- -
- -
- -
- -
- -
- Spell level 5:
- -
- -
- -
- -
- -
- -
- -
- -
- Spell level 6:
- -
- -
- -
- -
- -
- Spell level 7:
- -
- -
- -
- -
- Spell level 8:
- -
- -
- -
- Spell level 9:
- -
- -
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