Bok_Choi

Quinver Olundi, Chronurgy Wizard

Sep 8th, 2023
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  1. Build Basics:
  2. Name: Quinver Olundi
  3. Chronurgy Wizard 11
  4. Race: Lightfoot Halfling
  5. Age: 24
  6. Alignment: Neutral/Lawful Good (TBD)
  7. Background: Sage
  8. Saving Throws: Int (+9), Wis (+3)
  9. Tools/Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  10. Skills: Insight, Investigation, Arcana, History
  11.  
  12. Proficiency: +4
  13.  
  14. Race Feats: (Lightfoot Halfling)
  15. Custom Int+2, Lightfoot Cha+1
  16. Size: Small
  17. Speed: 24
  18. Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  19. Brave: You have advantage on saving throws against being frightened.
  20. Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
  21. Languages: Common, Halfling
  22. Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
  23.  
  24. Stats: 8, 12, 15, 15, 8, 13
  25. Str: 8 (-1)
  26. Dex: 12 (+1)
  27. Con: 16 (+3)
  28. Int: 20 (+5)
  29. Wis: 8 (-1)
  30. Cha: 14 (+2)
  31.  
  32. Cantrips: Encode Thoughts, Toll the Dead, Gust, Sapping Sting, Message
  33.  
  34. Spell Slots: 4, 3, 3, 3, 2, 1
  35. Spellbook: 6 first level + 2 per level (28 total)
  36. First level: Catapult, Cause Fear, Charm Person, Mage Armor, Gift of Alacrity, Jump, Shield, Feather Fall, Expeditious Retreat
  37. Second level: Blur, Earthbind, Mind Spike, Mirror Image, Web
  38. Third level: Haste, Hypnotic Pattern, Counterspell, Slow
  39. Fourth level: Blight, Gravity Sinkhole, Dimension Door
  40. Fifth level: Control Winds, Temporal Shunt, Steel Wind Strike
  41. Sixth level: Arcane Gate, Scatter
  42.  
  43. Prepared Spells (16):
  44. Catapult, Mage Armor, Jump, Shield, Feather Fall
  45. Blur, Mind Spike, Web
  46. Hypnotic Pattern, Haste, Slow
  47. Gravity Sinkhole, Dimension Door
  48. Control Winds, Temporal Shunt
  49. Scatter
  50.  
  51. Spell Save: 17
  52. Spell Attack: 9
  53.  
  54. 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.
  55.  
  56. Chronal Shift: At 2nd level, you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.
  57.  
  58. You can use this ability twice, and you regain any expended uses when you finish a long rest.
  59.  
  60. Temporal Awareness: Starting at 2nd level, you can add your Intelligence modifiers to your initiative rolls.
  61.  
  62. Momentary Stasis: as an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.
  63.  
  64. You can use this feature a number of times equal to your Intelligence modifier
  65.  
  66. Arcane Abayance: At 10th level, when you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.
  67.  
  68. A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.
  69.  
  70. Once you create a bead with this feature, you can't do so again until you finish a short or long rest.
  71.  
  72. Starting Feat: Flash Recall
  73. As a bonus action, you prepare a spell of 1st level or higher from your spellbook (if you're a wizard) or from your class spell list (if you're not a wizard). This spell must be of a level for which you have spell slots, and it replaces another spell of an equal or higher level that you had previously prepared.
  74.  
  75. Once you use this feat to recall a spell, you can't do so again until you complete a short or long rest.
  76.  
  77. Level 4: +2 Int ASI
  78.  
  79. Level 8: +1 Int, +1 Con ASI
  80.  
  81. Equipment:
  82. Dagger, arcane focus, scholar’s pack (Backpack, book of lore, ink, ink pen, parchment (10), little bag of sand, small knife), A bottle of ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, money pouch,
  83.  
  84. Magic items: These were used on the day Quinver made his escape from the Cobalt Soul. They never leave his side.
  85. Rare: Dagger of Denial (Attuned)
  86. Uncommon: Ring of Obscuring (Attuned)
  87. Common: Horn of Silent Alarm
  88.  
  89. Background: Sage
  90. (Wizard’s apprentice is probably the most apt of the choices)
  91. Researcher:
  92. 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.
  93.  
  94. Personality Trait: I'm willing to listen to every side of an argument before I make my own judgment.
  95. Ideal: People. I help the people who help me-that's what keeps us alive.
  96. Bond: I've been searching my whole life for the answer to a certain question.
  97. Flaw: I am easily distracted by the promise of information.
  98.  
  99.  
  100. Backstory:
  101. Quinver grew up as the son of two cloistered, workaholic scholars in Westruun, to whom the books of the Cobalt Reserve were more of a child than he. But as a result, he always had access to the same research and information they were working on, as they traveled without him to branches across Exandria. And this research..? The volatile and controversial subject of dunamancy.
  102. Then one day, they were gone. As the Cobalt Soul tore apart their home, Quinver ran, hiding out of fear or out of something else—it’s been so long, it’s hard to say. He committed those faces of the Cobalt Soul to memory that day, but he never did learn what they were looking for.
  103. After that day, he’s only had the streets to call home. With a natural penchant for his parents’ magic of choice, plus a little bit he learned on his own, Quinver relocated to Kymal after the Chroma Conclave’s attack. It was there that his magic, manipulating time ever so slightly to survive, caught the eye of a perceptive operator. With this kind of magic, surely their missions would go a little more smoothly.
  104. And currently, that’s exactly what Quinver’s doing. When he’s not giving operators a better chance on the battlefield, he’s doing that in the circus, giving performers that extra step, jump, or burst of speed to get gasps out of the crowd. When necessary, he can even go out there himself and do some parlor tricks. Not the most exciting thing, he has to admit, but it gives him time, both to explore his capabilities and watch the faces of the crowd as they travel across Tal’Dorei.
  105. Specifically, he likes being right under the high-flying acts of the big top. He loves scanning the crowd as their eyes are glued upward. Va’Lyrin, Wylfrich, and the other acrobats are people that Quinver—by virtue of working day-to-day with their performances—is friendly with.
  106. But the one he’s close to most is a halfling acrobat, Kardith, a young man only a year or two older than Quinver. Just recently, Quinver learned that Kardith hails from Westruun just as he does. Perhaps it’s just some close yet shallow kinship, but Quinver’s drawn to him. His face? No, that can’t be it. Whatever, performing and crowd watching… That comes first.
  107. ~~
  108. *If I can nick this, I’ll be set for a month,* Quinver thinks. This man’s pouch of cash is half hanging out of his pocket. He really should be more careful in a place like Kymal, but maybe he’s new. Not that any of these money-dumping rich gamblers deserve much pity.
  109. He reaches out and pinches the pouch, but brushes the man’s leg in the process. Well shit.
  110. As he runs, the men in chase, he quickens his feet and mutters a spell to slow down his opponents’. Quinver weaves in and out of the crowd’s space, and while he’s not as agile as he’d like to be, his small size gets him in and out easily enou--
  111. Quinver tumbles over a wayward boot, throws out his hands to catch himself, and in fraction of a second, rewinds himself so that he’s back upright. Without missing a beat, taking advantage of the confusion of those immediately around him, he takes off… Out of the crowd, out of the casino, and back to safety.
  112. It was this scene in a casino in Kymal five years ago that prompted the Ringmaster to approach Quinver and inquire about him the next time he was spotted.
  113.  
  114.  
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