AntipathicZora

one angry husbando

Oct 31st, 2017
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  1. Character Name: Jack Hayward
  2. Player Name: Zora (npc)
  3. Class/Level: Wizard lv. 7 (School of Lore Mastery)
  4. Race: Human
  5. Age: 28
  6. Height: 6'0"
  7. Weight: 170lbs
  8. Alignment: Neutral Good
  9. Background: Sage
  10.  
  11.  
  12. --- Ability Scores ---
  13.  
  14. Scores: Modifier Saving Throws
  15. Strength ........ 10 ... (+0) ........ [ ]
  16. Dexterity ....... 18 ... (+4) ........ [ ]
  17. Constitution .... 16 ... (+2) ........ [ ]
  18. Wisdom .......... 12 ... (+1) ........ [x]
  19. Intelligence .... 20 ... (+5) ........ [x]
  20. Charisma ........ 12 ... (+1) ........ [ ]
  21.  
  22.  
  23. --- Statistics ---
  24.  
  25. Base Speed ...... 30 ft
  26. Armor Class ..... (AC) 10
  27. Initiative ...... +5 (Int modifier)
  28.  
  29. Hit Points ...... 43
  30. Hit Dice ........ 1d6
  31. Hit Dice Total .. 7
  32.  
  33. Death saves:
  34. Successes: [ ] [ ] [ ]
  35. Failures: [ ] [ ] [ ]
  36.  
  37. Passive Wisdom (Perception) 11
  38.  
  39.  
  40. --- Skills ---
  41.  
  42. Modifier Skill (Ability Mod) Proficiency?
  43. [+4] ... Acrobatics (Dex) ........... [ ]
  44. [+1] ... Animal Handling (Cha) ...... [ ]
  45. [+11] ... Arcana (Int) ............... [x]
  46. [+0] ... Athletics (Str) ............ [ ]
  47. [+1] ... Deception (Cha) ............ [ ]
  48. [+11] ... History (Int) .............. [x]
  49. [+4] ... Insight (Wis) .............. [x]
  50. [+1] ... Intimidation (Cha) ......... [ ]
  51. [+4] ... Investigation (Int) ........ [ ]
  52. [+1] ... Medicine (Wis) ............. [ ]
  53. [+4] ... Nature (Int) ............... [ ]
  54. [+1] ... Perception (Wis) ........... [ ]
  55. [+1] ... Performance (Cha) .......... [ ]
  56. [+1] ... Persuasion (Cha) ........... [ ]
  57. [+11] ... Religion (Int) ............. [x]
  58. [+4] ... Sleight of Hand (Dex) ...... [ ]
  59. [+7] ... Stealth (Dex) .............. [x]
  60. [+3] ... Survival (Wis) ............. [x]
  61.  
  62.  
  63. --- Equipment and Attacks ---
  64.  
  65. Weapon name: Atk Bonus: Damage/Type:
  66. [Dagger] ............ [+6] ......... [1d4+5 Piercing]
  67. [ ] ............ [ ] ......... [ ]
  68. [ ] ............ [ ] ......... [ ]
  69. [ ] ............ [ ] ......... [ ]
  70.  
  71. Wealth:
  72. all
  73.  
  74. Other Equipment:
  75. - Component pouch
  76. - Scholar's pack
  77. - Spellbook
  78.  
  79. --- Features and Traits ---
  80.  
  81. -Lament of A Dead World. Humans were created on Xephixir out of the wishes of the Temporal Sorceress that she might have a chance to save her race and maybe even her loved ones, to protect them as she protected them in the battle waged to create the universe. You have advantage on any check made with the intent of helping or saving an ally in combat.
  82.  
  83. RITUAL CASTING
  84. 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.
  85.  
  86. SPELLCASTING Focus
  87. You can use an arcane focus (found in chapter 5) as a spellcasting focus for your wizard spells.
  88.  
  89. LEARNING SPELLS OF 1sT LEVEL AND HIGHER
  90. 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 (see the "Your Spellbook" sidebar).
  91.  
  92. ARCANE RECOVERY
  93. 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.
  94.  
  95. ARCANE TRADITION
  96. When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description.
  97.  
  98. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
  99.  
  100. Lore Master
  101. Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.
  102.  
  103. In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).
  104.  
  105. Spell Secrets
  106. At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies.
  107.  
  108. When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it.
  109.  
  110. When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest.
  111.  
  112. Alchemical Casting
  113. At 6th level, you learn to augment spells in a variety of ways. When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend.
  114.  
  115. An additional 1st-level spell slot can increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.
  116.  
  117. An additional 2nd-level spell slot can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile.
  118.  
  119. An additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2.
  120.  
  121.  
  122. --- Languages and Proficiencies ---
  123.  
  124. Languages: Common, Lumentian, Venturenian, Glacientyrian
  125.  
  126. Melee Weapon Proficiencies: Daggers, quarterstaves
  127. Ranged Weapon Proficiencies: Darts, slings, light crossbows
  128. Armor Proficiencies: None
  129.  
  130. Tools: None
  131. Vehicles: None
  132.  
  133.  
  134. --- Background-Related ---
  135.  
  136. Personality Traits:
  137. -
  138. -
  139.  
  140. Ideals:
  141. -
  142.  
  143. Bonds:
  144. -
  145.  
  146. Flaws:
  147. -
  148.  
  149.  
  150. --- Spells ---
  151.  
  152. Spellcasting Ability: Intelligence
  153. Spell save DC: 14
  154. Spell attack bonus: +6
  155.  
  156. Cantrips:
  157. Dancing Lights
  158. Lightning Lash
  159. Poison Spray
  160. Light
  161. -
  162. -
  163. -
  164.  
  165. Spell level 1:
  166. Burning Hands
  167. Ice Knife
  168. Magic Missile
  169. Witch Bolt
  170. Sleep
  171. Mage Armor
  172. Catapult
  173. Chromatic Orb
  174.  
  175. Spell level 2:
  176. Flaming Sphere
  177. Melf's Acid Arrow
  178. Misty Step
  179. Scorching Rays
  180. -
  181. -
  182. -
  183. -
  184.  
  185. Spell level 3:
  186. Fireball
  187. Lightning Bolt
  188. Magic Circle
  189. Vampiric Touch
  190. -
  191. -
  192. -
  193. -
  194.  
  195. Spell level 4:
  196. Evard's Black Tentacles (except made of light i guess)
  197. Ice Storm
  198. -
  199. -
  200. -
  201. -
  202. -
  203. -
  204.  
  205. Spell level 5:
  206. -
  207. -
  208. -
  209. -
  210. -
  211. -
  212. -
  213. -
  214.  
  215. Spell level 6:
  216. -
  217. -
  218. -
  219. -
  220. -
  221.  
  222. Spell level 7:
  223. -
  224. -
  225. -
  226. -
  227.  
  228. Spell level 8:
  229. -
  230. -
  231. -
  232.  
  233. Spell level 9:
  234. -
  235. -
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