saskwotch's RPG Characters
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 | — |
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.
Weapon | Bonus | Damage | Notes |
---|---|---|---|
Quarterstaff | +2 | 1d6–1 bludgeoning | Versatile 1d8–1 |
Dagger | +2 | 1d4–1 piercing | Thrown 20/60 |
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)
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.
You can add your INT mod (+5) to your initiative rolls.
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.
While you maintain Concentration on a spell, you have a +2 bonus to AC and all saving throws.
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) |
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.