RPG Characters

saskwotch's RPG Characters


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Jonos Blackfire

Overview

   
Campaign
Race Human
Class/Level War Magic Wizard: 10
Background Criminal/Spy
Alignment True Neutral
Languages Common, Infernal
Size Medium
Age 50
Height 5’11”
Weight 190
XP
HP 60
Money 5,000 gp
Inspiration

Abilities

  Score Bonus Saves Prof.
STR 8 –1 -1
DEX 14 +2 +2
CON 14 +2 +2
INT 20 +5 +9
WIS 12 +1 +5
CHA 10 +0 +0

Save bonuses

  • +1 on all saves and ability checks from Luckstone
  • +2 on all saves while concentrating (Durable Magic)
  • +2 failed saves; next turn you can cast cantrips only.
  Score Details
AC 13 Many ways to boost AC. See below. TODO: Check base AC
Speed 30
Initiative +12 2 (DEX) + 5 (Alert) + 5 (Tactical Wit)
Profiency +4 Level 10
Passive 15 10 (base) + 1 (WIS) + 4 Proficient

AC bonuses

  • +2 AC Mage Armor
  • +2 AC while concentrating
  • +5 Shield (reaction)
  • +4 AC Arcane Deflection vs. hit (reaction); next turn you can cast cantrips only.

Attacks

Weapon Bonus Damage Notes
Quarterstaff +2 1d6–1 bludgeoning Versatile 1d8–1
Dagger +2 1d4–1 piercing Thrown 20/60

Skills

Skill Ab. Tot. Prof. Notes
Acrobatics DEX +3  
Animal Handling WIS +2  
Arcana INT +10 Wizard
Athletics STR +0  
Deception CHA +5 Criminal
History INT +6  
Insight WIS +2  
Intimidation CHA +1  
Investigation INT +10 Wizard
Medicine WIS +2  
Nature INT +6  
Perception WIS +6 Human
Performance CHA +1  
Persuasion CHA +1  
Religion INT +6  
Sleight of Hand DEX +3  
Stealth DEX +7 Criminal
Survival WIS +2  

Tools: Thieves’ Tools; Gaming Set (cards or dice)

Feats

Alert

Class Features - War Magic Wizard

Arcane Deflection

When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

Tactical Wit

You can add your INT mod (+5) to your initiative rolls.

Power Surge

You can store magical energy within yourself to later empower your damaging spells.

Store a maximum number of power surges equal to your INT mod (+5). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

Durable Magic

While you maintain Concentration on a spell, you have a +2 bonus to AC and all saving throws.

Background — Criminal

Equipment

Item Details
Spellbook Contains known spells
Arcane focus Used in place of material components
Scholar’s pack Ink, quill, paper, small supplies
Dark common clothes (hooded) Hooded outfit for blending in
Gaming set (cards or dice) For downtime & games
Crowbar Pry open doors, chests, etc.
Ring of Spell Storing Preloaded spells
Cloak of Displacement Disadvantage: Attack Rolls Against You
Luckstone +1 Ability Checks and Saves.
Goggles of the night -
Thieves’ tools Lockpicking and trap-disarm tools
Potions of Healing Count / details TBD
Miscellaneous items Other gear and treasure (5,000 gp carried)

Spellcasting

Cantrips (5)

1st-level (4 slots)

2nd-level (3 slots)

3rd-level (3 slots)

4th-level (3 slots)

5th-level (2 slots)


Level Progression

Lv Class Features / Choices HP Gain (roll + CON) Total HP
1 Wizard Feat: Alert; skills: Arcana, Investigation; Background: Criminal/Spy 8 (6+2) 8
2 War Magic Arcane Deflection, Tactical Wit +7 (5+2) 15
3 Wizard 2nd-level spells +6 (4+2) 21
4 Wizard ASI +2 INT (to 18); +1 cantrip (Ray of Frost) +5 (3+2) 26
5 Wizard 3rd-level (Counterspell, Hypnotic Pattern) +8 (6+2) 34
6 War Magic Power Surge +4 (2+2) 38
7 Wizard 4th-level (Greater Invisibility, Banishment) +6 (4+2) 44
8 Wizard ASI +2 INT (to 20) +5 (3+2) 49
9 Wizard 5th-level (Wall of Force, Animate Objects) +7 (5+2) 56
10 War Magic Durable Magic; +1 cantrip (Prestidigitation) +4 (2+2) 60

Average HP option: use 4 instead of each roll after level 1 before adding CON.