Gaspar

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Gaspar

Character

Male Human Wizard (Order of scribes) 3
Alignment: Neutral

Background: Sage
Feature: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign
Harrowing event: 
Personality trait: 
Personality trait: 
Ideal:
Bond:
Flaw:

Attributes

Str 10 (--)  
Dex 10 (--) 
Con 14 (+2) +2 (racial)
Int 16 (+3) +2 (racial) +1 (telekinetic)
Wis 12 (+1)
Cha 12 (+1)

HP: 20 (8+6+6)
AC: 10 = 10 (base)
Speed: 30 ft.
Init: +0
Prof: +2
Passive Perception: 11 = 10 + 1(Wis)

Attack Options

Melee:  +2 = +2(Prof)
Ranged: +2 = +2(Prof)

Proficiencies

Armor:         --
Weapons:       dagger, dart, sling, quarterstaff, crossbow light
Tools:         --
Languages:     Common, Dwarvish, Elvish, Draconic
Saving throws: Intelligence, Wisdom
Skills:        Arcana, History, Investigation, Medicine

Feats

Telekinetic (PHB, p.167): 
You learn to move things with your mind. You gain the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible.
As a bonus action, you can try to shove one creature you can see within 5 feet of the spectral hand created by your mage hand spell. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be pushed 5 feet away from you.

Abilities

SPELLCASTING
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
CANTRIPS
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
SPELLBOOK
At 1st level, you have a spellbook containing six 1st-­level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
PREPARING AND CASTING SPELLS
The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
SPELLCASTING ABILITY
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
RITUAL CASTING
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
SPELLCASTING FOCUS
You can use an arcane focus as a spellcasting focus for your wizard spells.
LEARNING SPELLS OF 1ST LEVEL AND HIGHER
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).
ARCANE RECOVERY
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
WIZARDLY QUILL
2nd-level Order of Scribes feature
As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:
The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.
You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.
This quill disappears if you create another one or if you die.
AWAKENED SPELLBOOK
2nd-level Order of Scribes feature
Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.
While you are holding the book, it grants you the following benefits:
You can use the book as a spellcasting focus for your wizard spells.
When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with the damage type of another spell in your spellbook, as your spellbook magically alters the spell’s formula for this casting.
When you cast a wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.
If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you’re attuned. At the end of the rest, your spellbook’s consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

Spells

Spellcasting Ability: Intelligence
Spell Attack Bonus: +5 
Saving Throw: 13

Cantrips

  • [C] Fire Bolt
  • [C] Mage Hand
  • [C] Prestidigitation
  • [C] Shape Water
  • [C] Mending [25gp]
  • [C] Control Flames [25gp]

Lvl 1 [4 slots]

  • [ ] Chromatic Orb
  • [ ] Detect Magic [Ritual]
  • [ ] Identify [Ritual]
  • [ ] Comprehend Languages [Ritual] [75gp]
  • [ ] Unseen Servant [Ritual] [75gp]
  • [x] Feather Fall
  • [x] Ice Knife
  • [x] Sleep
  • [x] Witch Bolt
  • [ ] Healing Elixir
HEALING ELIXIR
1st-level conjuration

Casting Time: 1 minute
Range: Self
Components: V, S, M (alchemist’s supplies)
Duration: 24 hours

You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes.

As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.

Lvl 2 [2 slots]

  • [ ] Flaming Sphere
  • [x] Disguise Self
  • [x] Misty Step
  • [ ] Phantasmal Force

Equipment

9 SP
73 GP
Dagger          Finesse, light, thrown (20/60, 1d4 piercing)             (1  lb.)
Explorer’s pack                                                         (10  lb.)
Clothes Traveler's                                                       (4  lb.)
Sheets of Parchment (20)
Trinket (A 1-ounce block made from an unknown material.)
Letter from a mentor regarding ownership of Magical Tower.
potion of climbing
potion of healing