Dindermal Elubis

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Dindermal Elubis
Dindermal.jpg
Race: Tiefling (Abyssal), Class: Wizard 6th
Background: Faction Agent, Alignment: Neutral
Patron Deity: xxx
Factions: {{{Factions}}}
Ability Scores
Strength 8 (-1), Dexterity 14 (+2), Constitution 13 (+1);
Intelligence 17 (+3), Wisdom 10 (+0), Charisma 15 (+2)
Proficiencies
Bonus: +3
Saving Throws: Intelligence & Wisdom
Skills: Arcana (Int), History (Int), Insight (Wis), Investigation (Int)
Tools: None
Languages: Threxantran (Local Common), Abyssal, x, x
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Traits
Abyssal Arcana, Abyssal Fortitude • Safe Haven • Arcane Recovery (3 levels), Arcane Tradition (Conjuration), Conjuration Savant, Minor Conjuration, Benign Transposition
Feats
None
Combat
Attacks: xx
Armor Class: xx, Initiative: xx, Speed: 30
Hit Points: xx, Hit Dice: 6d6+6 (+3)
Social
Personality Traits: xx
Ideals: xx
Bonds: xx
Flaws: xx

xx
Age: xx

Origin

xx

Traits

Racial

  • Abyssal Arcana: Gain new spells each long rest. As spells are cast, they are lost, except for cantrips.
d6 1st Level 3rd Level 5th Level
1 dancing lights burning hands alter self
2 true strike charm person darkness
3 light magic missile invisibility
4 message cure wounds levitate
5 spare the dying Tasha's hideous laughter mirror image
6 prestidigitation thunderwave spider climb
  • Abyssal Fortitude: Hit point maximum increases by half level (min 1).

Spellcasting

  • Maximum # of Prepared Spells: xx
  • Spells per Day: 1st: 4 • 2nd: 3 • 3rd: 3
  • Spell Power: Saving Throw DC: x • Spell Attack Mod: x
  • Magic Ability: Intelligence
  • Spellbook:
    • Cantrips: light, message, poison spray, prestidigitation
    • First Level: feather fall, find familiar*, identify*, mage armor, protection from evil and good, Tenser's floating disk*, unseen servant*, witch bolt
    • Second Level: detect thoughts, Melf's acid arrow, misty step, web
    • Third Level: conjure lesser demon, counterspell, magic circle, sending

Prepared Spells

Spells Prepared (Lvl + Int): x
Spells marked with one asterix (*) are Domain Spells; those marked with two asterixes (**) are Oath Spells; those marked with a cross (+) are rituals.

  • Cantrips (4): x
  • First Level: x
  • Second Level: x
  • Third Level: x

Factor Agent Traits

  • Safe Haven: Access to a secret network of supporters and operatives. Know secret signs and passwords to gain access to safe houses, room and board, or assistance finding information.

Wizard Traits

  • Arcane Recovery: During a short rest, recover half level in spell slots. Must take a long rest before doing it again.
  • Ritual Casting: May cast a wizard spell as a ritual if it has the ritual tag and is in my spellbook.
  • Spellcasting Focus: May use arcane focus.
  • Conjurer (Arcane Tradition):
    • Conjuration Savant: Half cost and half time for scribing conjuration spells.
    • Minor Conjuration: Use action to conjure a minor item into my hand or onto the ground within 10'. Object can be no larger than 10lb or 3' on a side, and must be a nonmagical object I have seen. Radiates dim light, and disappears after 1 hour, when use the ability again, or if it takes any damage.
    • Benign Transposition: Use Action to teleport up to 30 to a square I can see. May choose a space within range occupied by a Small or Medium creature; if creature is willing, can trade places with teleport. Must finish a long rest or cast a conjuration spell of 1st level or higher to use again.

Feats

  • Fourth Level: +2 Int

Treasure

  • Coinage: x copper, x silver, x electrum, x gold, x platinum
  • Gems: x
  • Magic Items:
    • rare
    • uncommon
    • uncommon

Equipment

  • Carried: xx
  • Stored: xx

Lifestyle

xx (x gp/day).