So i finaly found a place for this guy. His name is now Sir Varian Gadfellow, a loremaster wizard and Canonically Icon:Mercoind: sheep sona's Adopted Father who was raised in the island kingdom of Gallen.
Player: Andrew
Name: Sir Varian Gadfellow
Background: Sage (Feat: Researcher. Professor)
Race: Bronze Dragonborn
Age: 50
Class: Loremaster Wizard
Lv 15
EXP:
Ac 10
Hp 73 (15d6+15)
Spd 30ft
Alignment: N/G
Size: Medium
STR: 11 +0
DEX: 10 +0
CON: 13 +1
INT: 18 +4
WIS: 16 +3
CHA: 13 +1
Languages: Common, Draconic, Abyssal, Celestial, Primordial.
Proficiency: +5
Saves: INT +9 ,WIS +8.
Skills:
Athletics (Str) 0
Acrobatics (Dex) 0
Sleight of Hand (Dex) 0
Stealth (Dex) 0
**Arcana (Int) 14
**History (Int) 14
Investigation (Int) 4
**Nature (Int) 14
**Religion (Int) 14
Animal Handling (Wis) 3
Insight (Wis) 3
*Medicine (Wis) +8
Perception (Wis) 3
Survival (Wis) 3
Deception (Cha) 1
Intimidation (Cha) 1
Performance (Cha) 1
Persuasion (Cha) 1
Actions:
Features: Feats: Skilled, Healer, Linguist.
Race: Dragon Ancestry: (Metallic Bronze) Breath Weapon: Lightning 3d10, 15ft cone, DEX Save (DC 14). Damage resistance (Lightning). Metallic Breath weapon: Repulsion breath (STR save or be pushed back and prone 20ft away).
Class: Spellcasting, Arcane recovery, Ability Improvement (x3).
Arcane Tradition: Loremaster:
Lore Mastery
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.
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).
Spell Secrets
At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies.
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.
Altering Spells
While the Spell Secrets feature offers increased versatility, at the table its effects can be difficult to spot by the other players. If you’re playing a savant, take a moment to describe how you alter your spells. Think of a signature change your character is particularly proud of. Be inventive, and make the game more fun for everyone by playing up the sudden, unexpected tricks you character can employ. For example, a Fireball transformed to require a Strength save might become a sphere of burning rock that shatters and slams into its target. A Charm Person that requires a Constitution save might take the form of a vaporous narcotic that alters the target’s mood.
Alchemical Casting
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.
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.
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.
An additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2.
Prodigious Memory
At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this feature again until you finish a short or long rest.
Master of Magic
At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.
You can’t use this feature again until you finish a long rest.
Gear:
Ioun Stones: Intellect, Protection, Language, Awareness,
Crystal Orb of True Sight: a very rare item, is about 6 inches in diameter. While touching it, you can cast the Scrying spell (save DC 17) with it. Additionally While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.
Staff of the Magi:
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. The staff regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells. While holding this staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Conjure Elemental (7 charges), Dispel Magic (3 charges), Fireball (7th-level version, 7 charges), Flaming Sphere (2 charges), Ice Storm (4 charges), Invisibility (2 charges), Knock (2 charges), Lightning Bolt (7th-level version, 7 charges), Passwall (5 charges), Plane Shift (7 charges), Telekinesis (5 charges), Wall of Fire (4 charges), or Web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: Arcane Lock, Detect Magic, Enlarge/Reduce, Light, Mage Hand, or Protection from Evil and Good.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Tools:
C: 10,122
S: 22,212
E: 32,343
G: 72,425
P: 8
Spell Save DC: 17
Spell Attack Modifier: 12
Max Spells Known:
Spells Prepared: 19
Cantrips Known: 5
L0:0. Light, Mage Hand, Prestidigitation, Message, Ray of Frost.
L1:4. Magic Missile, Mage armor, Sleep, Comprehend languages, Detect magic, Gift of Alacrity, Guiding Hand, Identify, Sense emotions,
L2:3. Web, Arcane Lock, Enhance Ability, Invisibility, Mirror Image, Scorching Ray, Augury, Borrowed Knowledge, Detect Thoughts, Fortune's favor,Locate object, See invisible,
L3:3. Blink, Dispel Magic, Fireball, Protection from energy, Remove Curse, Tongues, clairvoyance, tongues,
L4:3. Charm Monster, Control water, Dimension Door, Fire Shield, Hallucinatory terrain, Locate creature, Private Sanctum, Divination,
L5:2. Cone of Cold, Far step, Hold Monster, Teleportation circle, Wall of force, Contact other plane, Legend Lore, Telepathic Bond, Scrying,
L6:1. Arcane gate, Scatter, Chain Lightning, Platinum Shield, Flesh to Stone, Move Earth, Sunbeam, True seeing, Wall of ice, True Seeing,
L7:1. Plane Shift, Magnificent Mansion, Teleport,
L8:1. Antimagic field, Control Weather, Dominate monster, Sunburst,
L9:0.
Player: Andrew
Name: Sir Varian Gadfellow
Background: Sage (Feat: Researcher. Professor)
Race: Bronze Dragonborn
Age: 50
Class: Loremaster Wizard
Lv 15
EXP:
Ac 10
Hp 73 (15d6+15)
Spd 30ft
Alignment: N/G
Size: Medium
STR: 11 +0
DEX: 10 +0
CON: 13 +1
INT: 18 +4
WIS: 16 +3
CHA: 13 +1
Languages: Common, Draconic, Abyssal, Celestial, Primordial.
Proficiency: +5
Saves: INT +9 ,WIS +8.
Skills:
Athletics (Str) 0
Acrobatics (Dex) 0
Sleight of Hand (Dex) 0
Stealth (Dex) 0
**Arcana (Int) 14
**History (Int) 14
Investigation (Int) 4
**Nature (Int) 14
**Religion (Int) 14
Animal Handling (Wis) 3
Insight (Wis) 3
*Medicine (Wis) +8
Perception (Wis) 3
Survival (Wis) 3
Deception (Cha) 1
Intimidation (Cha) 1
Performance (Cha) 1
Persuasion (Cha) 1
Actions:
Features: Feats: Skilled, Healer, Linguist.
Race: Dragon Ancestry: (Metallic Bronze) Breath Weapon: Lightning 3d10, 15ft cone, DEX Save (DC 14). Damage resistance (Lightning). Metallic Breath weapon: Repulsion breath (STR save or be pushed back and prone 20ft away).
Class: Spellcasting, Arcane recovery, Ability Improvement (x3).
Arcane Tradition: Loremaster:
Lore Mastery
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.
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).
Spell Secrets
At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies.
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.
Altering Spells
While the Spell Secrets feature offers increased versatility, at the table its effects can be difficult to spot by the other players. If you’re playing a savant, take a moment to describe how you alter your spells. Think of a signature change your character is particularly proud of. Be inventive, and make the game more fun for everyone by playing up the sudden, unexpected tricks you character can employ. For example, a Fireball transformed to require a Strength save might become a sphere of burning rock that shatters and slams into its target. A Charm Person that requires a Constitution save might take the form of a vaporous narcotic that alters the target’s mood.
Alchemical Casting
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.
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.
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.
An additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2.
Prodigious Memory
At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this feature again until you finish a short or long rest.
Master of Magic
At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.
You can’t use this feature again until you finish a long rest.
Gear:
Ioun Stones: Intellect, Protection, Language, Awareness,
Crystal Orb of True Sight: a very rare item, is about 6 inches in diameter. While touching it, you can cast the Scrying spell (save DC 17) with it. Additionally While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.
Staff of the Magi:
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. The staff regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells. While holding this staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Conjure Elemental (7 charges), Dispel Magic (3 charges), Fireball (7th-level version, 7 charges), Flaming Sphere (2 charges), Ice Storm (4 charges), Invisibility (2 charges), Knock (2 charges), Lightning Bolt (7th-level version, 7 charges), Passwall (5 charges), Plane Shift (7 charges), Telekinesis (5 charges), Wall of Fire (4 charges), or Web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: Arcane Lock, Detect Magic, Enlarge/Reduce, Light, Mage Hand, or Protection from Evil and Good.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Tools:
C: 10,122
S: 22,212
E: 32,343
G: 72,425
P: 8
Spell Save DC: 17
Spell Attack Modifier: 12
Max Spells Known:
Spells Prepared: 19
Cantrips Known: 5
L0:0. Light, Mage Hand, Prestidigitation, Message, Ray of Frost.
L1:4. Magic Missile, Mage armor, Sleep, Comprehend languages, Detect magic, Gift of Alacrity, Guiding Hand, Identify, Sense emotions,
L2:3. Web, Arcane Lock, Enhance Ability, Invisibility, Mirror Image, Scorching Ray, Augury, Borrowed Knowledge, Detect Thoughts, Fortune's favor,Locate object, See invisible,
L3:3. Blink, Dispel Magic, Fireball, Protection from energy, Remove Curse, Tongues, clairvoyance, tongues,
L4:3. Charm Monster, Control water, Dimension Door, Fire Shield, Hallucinatory terrain, Locate creature, Private Sanctum, Divination,
L5:2. Cone of Cold, Far step, Hold Monster, Teleportation circle, Wall of force, Contact other plane, Legend Lore, Telepathic Bond, Scrying,
L6:1. Arcane gate, Scatter, Chain Lightning, Platinum Shield, Flesh to Stone, Move Earth, Sunbeam, True seeing, Wall of ice, True Seeing,
L7:1. Plane Shift, Magnificent Mansion, Teleport,
L8:1. Antimagic field, Control Weather, Dominate monster, Sunburst,
L9:0.
Category Designs / Fantasy
Species Dragonborn
Gender Male
Size 823 x 886px
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