Jump to content

WIZ-GAT IZ HEAR


Taigains

Recommended Posts

WIZ-GAT

dlkkfvjw4cw41.jpg.d7ed63aa8910675ef2070ff77b0a1c47.jpg

Wiz-Gat is an artificer, turned warlock, who had their soul lost in a game of poker to a celestial that blessed him with cleric abilities.

STR: 13 ~ DEX: 13 ~ CON: 13

INT: 13 ~ WIS: 16 ~ CHA: 13

Kobold
Darkvision ~ You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray.

Draconic Cry ~ As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Craftiness ~ You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine, Sleight of Hand, or Survival.
Languages. 

You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Background: Custom

Skill Proficiencies: Stealth, Persuation (Grovelling)

Languages and Tool Proficiencies: Tinkers Tools, Thieves Tools

Equipment: A set of artisan's tools (Tinker Tools), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp

Feature: Respect of the Stout Folk (Context: Dwarves like the do-dads Wiz-Gat makes)

As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your companions) the finest accommodations and assistance.

Level 1: Artificer [HP=1d8+1=9]

Hit Points
Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier

Proficiencies
Armor: light armor, medium armor, shields
Weapons: simple weapons
Tools: Weavers Tools, Coblers Tools, Woodworkers Tools
Saving Throws: Constitution, Intelligence
Skills: Perception, Sleight of Hand.
Starting Equipment

  • Wrench (Club)
  • Tail Spikes (Sickle)
  • Light Crossbow
  • 20 bolts
  • Scale Mail
  • Thieves Tools
  • Dumgeoneers Pack
    • a backpack

    • a crowbar

    • a hammer

    • 10 pitons

    • 10 torches

    • a tinderbox

    • 10 days of rations

    • a waterskin

    • 50 feet of hempen rope

 

Magical Tinkering, TCE p9

At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

 

Spellcasting, TCE p9
You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders using mundane items or outlandish inventions.

Tools Required
You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an 'M' component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Preparing and Casting Spells
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, 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 artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, 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 artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + 2 + 1 = 11
Spell attack modifier = 2 + 1 = 3

Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

T Level 2: Warlock [HP 4+1+9=14]

Pact Magic ~ PHB p105dd
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + 2 + 1 = 11
Spell attack modifier = 2 + 1 = 3

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.

Otherworldly Patron: The Fiend PHB p109

Expanded Spell List
The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fiend Expanded Spells
Spell Level    Spells
1st    burning hands, command
2nd    blindness/deafness, scorching ray
3rd    fireball, stinking cloud
4th    fire shield, wall of fire
5th    flame strike, hallow

Dark One's Blessing PHB p109
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

T Level 3: Cleric [HP = 14 + 4 + 1 = 19

Spellcasting
PHB p56
As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.

Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric 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 cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 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 cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.

Divine Domain
PHB p56
Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells
Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Forge Domain (Gond)
XGE p18

At each indicated cleric level, add the listed spells to your spells prepared.

Forge Domain Spells
Cleric Level    Spells
1st    identify, searing smite
3rd    heat metal, magic weapon
5th    elemental weapon, protection from energy
7th    fabricate, wall of fire
9th    animate objects, creation
Bonus Proficiency
XGE p18
When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.

Blessing of the Forge
XGE p18
At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

Once you use this feature, you can't use it again until you finish a long rest.

 

 

Plans for future chaos: At level up I will roll dice :3

4- Dragon Sorcerer

5- Rogue

6- Ranger

7- Monk

8- Barbarian

9- Druid

10- Fighter

11- Wizard

12- Bard

13- Paladin

14- Artificer

15- Warlock

16- Cleric

17- Rogue

18- Ranger

19- Monk

20- Barbarian

 

Edited by Taigains (see edit history)
Link to comment
Share on other sites

WIZ-GAT SPELZ LIZT

Artificer

Spell save DC = 8 + 2 + 1 = 11
Spell attack modifier = 2 + 1 = 3

Spells Prep : 1

| Name                  |    Level   |   Time   | School |  C. |               Range |
|-----------------------|:----------:|:--------:|:------:|:---:|--------------------:|
| Acid Splash           |   Cantrip  |  Action  |  Conj. |     |             60 feet |
| Shocking Grasp        |   Cantrip  |  Action  |  Evoc. |     |               Touch |
| Absorb Elements       |     1st    | Reaction |  Abj.  |     |                Self |
| Alarm                 | 1st (rit.) |  1 Min.  |  Abj.  |     |             30 feet |
| Catapult              |     1st    |  Action  | Trans. |     |             60 feet |
| Cure Wounds           |     1st    |  Action  |  Evoc. |     |               Touch |
| Detect Magic          | 1st (rit.) |  Action  | Divin. |  ×  |                Self |
| Disguise Self         |     1st    |  Action  |  Illu. |     |                Self |
| Expeditious Retreat   |     1st    |   Bonus  | Trans. |  ×  |                Self |
| Faerie Fire           |     1st    |  Action  |  Evoc. |  ×  |             60 feet |
| False Life            |     1st    |  Action  | Necro. |     |                Self |
| Feather Fall          |     1st    | Reaction | Trans. |     |             60 feet |
| Grease                |     1st    |  Action  |  Conj. |     |             60 feet |
| Identify              | 1st (rit.) |  1 Min.  | Divin. |     |               Touch |
| Jump                  |     1st    |  Action  | Trans. |     |               Touch |
| Longstrider           |     1st    |  Action  | Trans. |     |               Touch |
| Purify Food and Drink | 1st (rit.) |  Action  | Trans. |     |             10 feet |
| Sanctuary             |     1st    |   Bonus  |  Abj.  |     |             30 feet |
| Snare                 |     1st    |  1 Min.  |  Abj.  |     |               Touch |
> | Tasha's Caustic Brew  |     1st    |  Action  |  Evoc. |  ×  | Self (30-foot line) |

Warlock

Spell save DC = 8 + 2 + 1 = 11
Spell attack modifier = 2 + 1 = 3

Spells Known : 2

| Name             |  Level  |   Time   | School |  C. |                 Range |
|------------------|:-------:|:--------:|:------:|:---:|----------------------:|
| Eldritch Blast   | Cantrip |  Action  |  Evoc. |     |              120 feet |
| Lightning Lure   | Cantrip |  Action  |  Evoc. |     | Self (15-foot radius) |
| Hellish Rebuke   |   1st   | Reaction |  Evoc. |     |               60 feet |
| Armor of Agathys |   1st   |  Action  |  Abj.  |     |                  Self |

Cleric

Spell save DC = 8 + 2 + 3 = 13
Spell attack modifier = 2 + 3 = 5

Spells Prep: 4 + 2

| Name                          |    Level   |  Time  | School |  C. |    Range |
|-------------------------------|:----------:|:------:|:------:|:---:|---------:|
| Light                         |   Cantrip  | Action |  Evoc. |     |    Touch |
| Mending                       |   Cantrip  | 1 Min. | Trans. |     |    Touch |
| Guidance                      |   Cantrip  | Action | Divin. |  ×  |    Touch |
> | Bane                          |     1st    | Action |  Ench. |  ×  |  30 feet |
> | Bless                         |     1st    | Action |  Ench. |  ×  |  30 feet |
| Ceremony                      | 1st (rit.) |  1 Hr. |  Abj.  |     |    Touch |
| Command                       |     1st    | Action |  Ench. |     |  60 feet |
| Create or Destroy Water       |     1st    | Action | Trans. |     |  30 feet |
> | Cure Wounds                   |     1st    | Action |  Evoc. |     |    Touch |
| Detect Evil and Good          |     1st    | Action | Divin. |  ×  |     Self |
| Detect Magic                  | 1st (rit.) | Action | Divin. |  ×  |     Self |
| Detect Poison and Disease     | 1st (rit.) | Action | Divin. |  ×  |     Self |
| Guiding Bolt                  |     1st    | Action |  Evoc. |     | 120 feet |
| Healing Word                  |     1st    |  Bonus |  Evoc. |     |  60 feet |
> | Identify                      | 1st (rit.) | 1 Min. | Divin. |     |    Touch |
> | Inflict Wounds                |     1st    | Action | Necro. |     |    Touch |
| Protection from Evil and Good |     1st    | Action |  Abj.  |  ×  |    Touch |
| Purify Food and Drink         | 1st (rit.) | Action | Trans. |     |  10 feet |
| Sanctuary                     |     1st    |  Bonus |  Abj.  |     |  30 feet |
> | Searing Smite                 |     1st    |  Bonus |  Evoc. |  ×  |     Self |
| Shield of Faith               |     1st    |  Bonus |  Abj.  |  ×  |  60 feet |

 

Edited by Taigains (see edit history)
Link to comment
Share on other sites

Wish I had that much of a well thought out background. But in time I will.

Donaar IronScale - Dragonborn Wizard lvl 2

Str 12/+1;Dex 13/+1;Con 14/+2;Int 15/+2;Wis 12/+1;Chr 9/-1;

Saves 1/1/2/4/3/1;

HP 14;

+2 Perception

AC 11;

Initiative +1;

Exp 342

QuarterStaff/Att Bonus +3/Dmg 1d6+1; 

 Skill Bonus

+2 History,

+2 Intimidate;

Special Attack: Breath, Lightning Cons+2, Attack 1d6 + Con mod, Area 5'x30' Cone, Save Base 12

Arcane Tradition:

  Abjuration

Cantrips:

Blade Ward

Mage Armor

Fire Bolt

1st Level

Expeditious Retreat

Magic Missile

Thunderwave

Link to comment
Share on other sites

×
×
  • Create New...