Therunin's Character Sheet: Difference between revisions
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[[Therunin]] Zanna Madrin Helongum Pilwicken - Level 5 Wizard/1 Cleric, Lawful Good | |||
==Background: Sage== | ==Background: Sage== |
Latest revision as of 18:28, 21 January 2024
Therunin Zanna Madrin Helongum Pilwicken - Level 5 Wizard/1 Cleric, Lawful Good
Background: Sage
Traits
- There's nothing I like more than a good mystery.
- I'm convinced that people are always trying to steal my secrets.
Ideals
- Beauty. What is beautiful points us beyond itself toward what is true.
Bonds
- I've been searching my whole life for the answer to a certain question: Is there an underlying "language" of magic?
- My position within the Circus Librorum
- Joana
- prof dude, Qualen Miggledy
- -ex, Oppleby Maekkelferce
- -Wydmoor Hadriarch
Flaws
- I am easily distracted by the promise of information.
Attributes
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Secondary Attributes
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Skills
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Languages
Class and Background Abilities
*Life Domain Spells *Heavy Armor Proficiency *Disciple of Life
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.
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).
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.
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.
Race Abilities
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Spellcasting
Slots: 4 1st lvl, 3 2nd lvl, 2 3rd level
Cleric prep: 3 (Wis mod + Cleric lvl)
Wizard prep: 9 (Int mod + Wizard lvl)
Cantrips
Cleric
- Guidance
- Sacred flame
- Thaumaturgy
Wizard
- Chill Touch
- Message
- Shocking Grasp
- Toll the Dead
Cleric: 1st Level Life Domain
- Bless
- Cure Wounds
Cleric spells from Wydmoor
- Air Jaunt
- Dictation
- Easy Trail
- Entropic Shield
- Alicorn Lance
- Blood Bond
- Dread Mercy
Wizard: 1st Level
- Alarm
- Color Spray
- Comprehend Languages
- Detect Magic
- Disguise Self
- Elemental Burst
- Expeditious Retreat
- Ice Knife
- Illusory Script
- Mage Armor
- Shield
- Tasha's Hideous Laughter
- Tenser's Floating Disk
- Thunderwave
Wizard 2nd Level
- Arcane Lock
- Ebony Hand
- Invisibility
- Mind Spike
- Misty Step
- See Invisibility
- Shatter
Wizard 3rd Level
- Blink
- Leomund's Tiny Hut
- Counterspell
- Lightning Bolt
Items of Note
- White Obelaster Amulet
- You can try to cast a cantrip that you don't know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
- [ED: it is a reskinned Dark Shard Amulet without the attunement restriction]
Starting Gear
Weapons
Melee Weapons
- Dagger, 2gp
Ranged Weapons
Inventory of items
- Spellbook, 50gp
- Scholar's Pack, 40gp
- Arcane focus: Staff, 5gp
- 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, 5sp
- a belt pouch containing 10g
- chain shirt, 50gp
Consumables
157.5/160gp