Dindermal Elubis
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Race: Tiefling (Abyssal), Class: Wizard 6th Background: Faction Agent, Alignment: Neutral Patron Deity: xxx Factions: {{{Factions}}} |
Ability Scores
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Strength 8 (-1), Dexterity 14 (+2), Constitution 13 (+1); Intelligence 17 (+3), Wisdom 10 (+0), Charisma 15 (+2) |
Proficiencies
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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
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Abyssal Arcana, Abyssal Fortitude • Safe Haven • Arcane Recovery (3 levels), Arcane Tradition (Conjuration), Conjuration Savant, Minor Conjuration, Benign Transposition |
Feats
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None |
Combat
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Attacks: xx Armor Class: xx, Initiative: xx, Speed: 30 Hit Points: xx, Hit Dice: 6d6+6 (+3) |
Social
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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 |
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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).