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Shazzar, Human Chronomancer


GreysonWulffe

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Shazzar

Chronomancer looking to buy back time for his family

"Time is the most valuable thing one can spend."

MW Sheet | Theme Music


 

Belshazzar Zidonspacer.png

Male Human Cloistered-Scholar Wizard 1


This tall, middle-aged man has graying hair and beard; and a dark, even complexion. While he stands straight enough, he has the overall bearing and appearance of someone who has not been on the road a lot. He smiles easily and his infectious laughter seems to resonate in his chest, though there is profound sadness in his dark eyes.

 

A smart, warm and fatherly man, Shazzar has much patience and a great sense of humor. In moments of quiet, though, he has a tendency to fall into melancholy.


 

Characteristics

♦ Personality

▬ I use polysyllabic words that convey the impression of great erudition.

▬ I've read every book in the world's greatest libraries – or, at least, I like to boast that I have.

♦ Ideals

▬ Self-Improvement. The goal of a life of study is the betterment of oneself.

♦ Bond

▬ I seek to reverse time so I can spend it with my family like they deserve.

♦ Flaw

▬ I am easily distracted by the promise of information, especially concerning chronurgy.

 

Stats

Hit Points 8/8
Armor Class 12
Hit Dice 1d6
Proficiency Bonus +2
Speed 30 ft.
Passives

Insight 13,

Perception 11

 

Abilities

ABILITY SCORE MOD
STR 10 +0
DEX 14 +2
CON 14 +2
INT 16 +3
WIS 12 +1
CHA 8 -1

 

Proficiencies

Languages Common, Draconic, Elvish, Infernal
Weapons Daggers, darts, slings, quarterstaffs, light crossbows
Saves Intelligence +5, Wisdom +3
Skills Arcana +5, History +5, Insight +3, Investigation +5

 

Features & Traits

SOURCE FEATURE/TRAIT
Cloistered Scholar
  • Library AccessThough others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.

    You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

    Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.
Feat
  • Magic Initiate (Druid)Choose a class: druid. You learn two cantrips of your choice from that class's spell list (Guidance, Produce Flame).

    In addition, choose one 1st-level spell to learn from that same list (Goodberry). Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

    Your spellcasting ability for these spells depends on the class you chose: Wisdom for druid.
Wizard
  • Arcane RecoveryYou 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.
  • Ritual CastingYou 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.
  • SpellbookAt 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.

    YOUR SPELLBOOK

    The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

    ♦ Copying a Spell into the Book ♦
    When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

    Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

    For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

    ♦ Replacing the Book ♦
    You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

    If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

    ♦ The Book’s Appearance ♦
    Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

 

Spellcasting

Wizard 1

Spell Save DC 13 | Spell Attack +5

 

Spells

Cantrips
  • Mage Hand
  • Mind Sliver
  • Prestidigitation

1st Level

Slots: 2/2

  • Comprehend Languages ®
  • * Detect Magic ®
  • Find Familiar ®
  • * Feather Fall
  • * Mage Armor
  • * Magic Missile

* Prepared spells

 

Spell Save DC 13 | Spell Attack +5

Spells

Cantrips
  • Mage HandConjuration
    Casting Time: 1 action
    Range: 30 feet
    Target: A point you choose within range
    Components: V ("Apókryfo chéri") S
    Duration: 1 minute

    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
    You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can’t attack, activate magic items, or carry more than 10 pounds.

    Flavor:
    The spectral hand seems to be made of bluish, wispy smoke. It is in the shape of Shazzar's wife's hand, as he remembers it, complete with the wedding band.
  • Mind SliverEnchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V ("Spáse to myaló sou")
    Duration: 1 round

    You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

    At Higher Levels:
    This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  • PrestidigitationTransmutation
    Casting Time: 1 action
    Range: 10 feet
    Target: See text
    Components: V ("Mageía") S
    Duration: Up to 1 hour

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    ♦ You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    ♦ You instantaneously light or snuff out a candle, a torch, or a small campfire.
    ♦ You instantaneously clean or soil an object no larger than 1 cubic foot.
    ♦ You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    ♦ You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    ♦ You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

1st Level

Slots: 2/2

  • Comprehend LanguagesDivination (Ritual)
    Casting Time: 1 action
    Range: Self
    Target: Self
    Components: V ("Gnorízei óles tis glósses") S M (A pinch of soot and salt)
    Duration: 1 hour

    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

    This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
    ®
  • * Detect MagicDivination (Ritual)
    Casting Time: 1 action
    Range: Self
    Target: Self
    Components: V ("Epitrépste mou na do apókryfes ávres") S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Flavor:
    For the duration of the spell, Shazzar's eyes turn into black, obsidian-like orbs that glow faintly with a pale-blue light.
    ©®
  • Find FamiliarConjuration (Ritual)
    Casting Time: 1 hour
    Range: 10 feet
    Target: An unoccupied space within range
    Components: V ("Akoúste to kálesmá mou, kollitós mou fíle") S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    Duration: Instantaneous

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

    Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

    When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again

    While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

    As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

    You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

    Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

    Flavor:
    At the final stage of the spell, the fire turns a brilliant blue, and it is from this blue fire that the familiar explodes out of, extinguishing the fire at the same time.
    ®
  • * Feather FallTransmutation
    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range: 60 feet
    Target: Up to five falling creatures within range
    Components: V ("Pése san fteró") M (A small feather or piece of down)
    Duration: 1 minute

    Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

    Flavor:
    A magic circle that is about 1 foot across appears in the air, over the target's head. It would seem that an invisible energy is emanating from this circle to pull the target up, slowing their descent.
  • * Mage ArmorAbjuration
    Casting Time: 1 action
    Range: Touch
    Target: A willing creature who isn't wearing armor
    Components: V ("Panoplía tou apókryfou") S M (A piece of cured leather)
    Duration: 8 hours

    You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

    Flavor:
    Faintly-glowing pale-blue lines that form a continuous, geometric pattern appear on Shazzar's clothing. Whenever objects impact against him with considerable force, those lines flash mildly.
  • * Magic MissileEvocation
    Casting Time: 1 action
    Range: 120 feet
    Target: A creature of your choice that you can see within range
    Components: V ("Apókryfa véli") S
    Duration: Instantaneous

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

    At Higher Levels:
    When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

    Flavor:
    Several fist-sized magic circles appear in the air around Shazzar, and darts of bluish energy shoot out of each one toward his targets.

* Prepared spells

 

Magic Initiate (Druid)

Spell Save DC 11 | Spell Attack +3

 

Spells

Cantrips
  • Guidance
  • Produce Flame

1st Level

Uses: 1/1

  • Goodberry

 

Spell Save DC 11 | Spell Attack +3

 

Spells

Cantrips
  • Guidance
  • Produce Flame

1st Level

Uses: 1/1

  • Goodberry

 

Spell Save DC 11 | Spell Attack +3

Spells

Cantrips
  • GuidanceDivination
    Casting Time: 1 action
    Range: Touch
    Target: One willing creature
    Components: V ("Eíthe to Oghma na sas kathodigísei") S
    Duration: Up to 1 minute

    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

    Flavor:
    The target feels a comforting warmth spread throughout their body, radiating Shazzar's hand.
  • Produce FlameConjuration
    Casting Time: 1 action
    Range: Self
    Target: Self or a creature within 30 feet of you
    Components: V ("Apó to típota, fotiá") S
    Duration: 10 minutes

    A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

    You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

    At Higher Levels:
    This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Flavor:
    The flickering flame is a pale blue in color and takes on a teardrop shape.

1st Level

Uses: 1/1

  • GoodberryTransmutation
    Casting Time: 1 action
    Range: Touch
    Target: See text
    Components: V ("Threptiká moúra") S M (A sprig of mistletoe)
    Duration: Instantaneous

    Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

    Flavor:
    The berries are perfect orbs in shape and have a perfect sheen to them.

 

 

Equipment

Equipment List

♦ Cash: 2 gold, 5 silver, 5 copper

 

♦ On Shazzar's Person

 ▬ Spellbook

 ▬ Staff (arcane focus)

 ▬ Scholar's robes

 ▬ Dagger

 ▬ Belt pouch

 

♦ In Backpack

 ▬ Writing kit

 ▬ Borrowed book (Elminster's Treatise On The Arcane)

 ▬ Bedroll

 ▬ Mess kit

 ▬ Tinderbox

 ▬ 5 torches

 ▬ 5 rations

 ▬ Waterskin

 ▬ 50 ft of hemp rope

 

 

Other Stuff

Wizardly Implements

Shazzar is tidy and organized, and this reflects in the nature and the aesthetics of his implements.

 

Spellbook Staff Robes
Crafted by Shazzar himself, this tome has a cover made of ebony wood and dark leather, with brass trims for decoration and a brass clasp for locking the tome closed. Emblazoned in the center of the front cover is a cog that bears the crest of his alma mater. A gift from Shazzar's mentor, the arcane hierophant Derwyn Gethin, this staff is crafted from a single piece of oak that has been magically twisted into shape. Reinforcing either end of the staff are pieces of platinum that have also been magically shaped. The robes are made mostly of hardy, bluish-gray linen, with a hooded cloak of dark-blue wool that has a metal clasp emblazoned with the symbol of Candlekeep. He wears a broad belt to which he has attached several pouches and his spellbook, and a pair of wooden boots.

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Familiar

Narra the Fey Familiar

Shazzar met this fey spirit when they were introduced by his mentor, the arcane hierophant Derwyn. Over the course of his apprenticeship to the hierophant, he formed a bond with that spirit, who then gave him her name, so that he may call upon her to be his familiar.

 

Owl Form Spider Form Octopus Form
spacer.png 348-3488149_spider-widget-clip-art-black-widow-spider-transparent.png fe83f01a405f4dccb34bb3df848762e4.jpg

 

People

Family

Salma

(Wife) [DECEASED]

Tamu

(First Daughter)

Nuzha

(Second Daughter)

spacer.png d68d147302457b00db1309f0224c6c76.jpg 92cd8faa1ac98e566ae1a617d71a8b11--character-concept-character-ideas.jpg

 

Friends & Allies

Derwyn Gethin, Arcane Hierophant

(Mentor)

   
fbc29cfc916e984275549ab784eef3a1.jpg    

 

 


The Application

 Belshazzar "Shazzar" Zidon

Chronomancer looking to buy back time for his family


This tall, middle-aged man has graying hair and beard; and a dark, even complexion. While he stands straight enough, he has the overall bearing and appearance of someone who has not been on the road a lot. He smiles easily and his infectious laughter seems to resonate in his chest, though there is profound sadness in his dark eyes.


 

Build: Human Chronurgy Wizard (Cloistered Scholar)

 

Origin: While I hail from Daggerford, I had spent the last few decades at Candlekeep. Having lost myself in the literature and lore of that magnificent library, I have only recently returned to Daggerford - only to discover that my family had crumbled in my absence.

 

Include at least two of the following in your application:

  • Start of Darkness: I had lost myself in my work at Candlekeep, transcribing all sorts of great literature. By the time that the administrators bade me return home, my family was no longer how I remembered them. My wife had died, apparently from having lived a hard life. My daughters now hate me, having been forced to make even harder choices just to survive. Their hateful eyes and spiteful words haunt my sleep.
  • Why I Fight: For so long, I had been transcribing written words from one book to another, making no real contribution to the life of the people I respect and the people I love. No more - with all that I have remaining in me, I shall affect the world around me, positively if I can. I will prove to my little girls that this old man may have been gone for the majority of their lives, but he is here now, willing to prove himself.
  • Deepest, Darkest Desire: I dream of turning back time. I wish to see my wife again, to hold her in her despair. I wish to see my children grow, to answer their silliest questions, to give them away to husbands that they cherish. I wish to be at my deathbed without regrets, with the certainty that I have given my family all that they deserved from me.
  • Duchess' Designs: The fate of my family is known to many in Daggerford, and word has spread that I have returned from decades of service at Candlekeep. The Duchess thinks that I am a wizard or cleric of some power, but truth be told, my time at Candlekeep had been spent with non-magical texts - it is only recently that I’ve begun studying the arcane arts.

 

The following are optional things you may include on your application:

  • Deity: While I have not come to rely so much on the gods, I had lived so long at Candlekeep that I’ve come to live by the tenets of Oghma, Lord of Knowledge.
  • Music: Tygra's Theme, from ThunderCats. The music evokes intellect and action in equal measure. I considered Jaga's Theme, but it feels too serene, as if the character has nothing else to prove/accomplish - quite contrary to the point of this character.
  • Posting Rate: I can post daily, if needed. 2-4 times a week would be a good pace for me, but I can adjust to this game's pace without problem. 😊
  • Impressions: I gaze upon some of the other people who have gathered around the fire...
    • The bounty hunter Joliet and the half-elf Dawn remind me so much of my own daughters. I wish I could protect these two in ways that I never had my own daughters, but even now, I barely have the power to protect myself.
    • The wily likes of the halfling Andi and the sailor Samuel rub me the wrong way - at first. After all, I'm an old man, and having a sense of order around me helps in keeping my sanity. But in spending time with these folks, I've come to see deep-seated sorrows behind their eyes, and though I do not fully understand their reasons and causes, I still share their pain.
    • There is something in the strength and the zest for life displayed by the warrior Dynaheir that makes me wish my daughters would be like her. She also shows some lack of direction and of conviction, and in those regards, perhaps I might be able to provide her guidance - and be able to act like a father, at least.
    • The dwarf Thorben is quite an intriguing character. He babbles to himself and to his rock most of the time, but his interest can also be piqued by scholarly matters - very intriguing, indeed! Perhaps in seeking the power to reverse time for my own family, I might find a means of reversing the harm inflicted upon his mind.

 


 

Family and starting at Candlekeep: He was already married with two daughters (2 and 1 year old at the time) when he was recruited by an acquaintance to work at Candlekeep. He was no mage, but he was educated and had amazing handwriting that the administrators of Candlekeep want from someone who transcribes texts into books that fit into the library. The initial understanding was that he would be there for only a few months, so his wife had no objections.

 

Decades at Candlekeep: For some reason (I haven't really decided if this is magical or mundane), he became so absorbed by his work that he did not recognize the passage of time, and it did not help that nobody at Candlekeep asked about his family or asked him to return to them. He ends up staying there for over 20 years, without contacting his family. Because of the level of security at the library and his relatively-low rank, he was never notified of his wife's letters, and nobody bothered to bring them to him. Worse, his "employee orientation" never mentioned that he had to actively check his inbox so he never did.

 

No, he wasn't an Avowed - he might have met some of them, but he was never part of that special order. He was a contractual worker, and was confined to non-magical work at the library.

 

He had a sense of time passing for the day, making him realize that it's time for work, for lunch, for dinner, for sleep, and the like. But he never had a sense of time past that scope, so he couldn't count days, and it never occurred to him to check the days.

 

Candlekeep kept an account for him, and they just kept calculating his pay. But he never collected on any of it until his very last day - the day he left - so instead of getting it regularly, he ended up taking a lump sum at the very end of his service. It may seem like a big amount because he took a lump sum, but due to the low-level, contractual nature of his work, the rate was really not that amazing.

 

He tried giving money to his daughters when he found them, but they rejected it out of spite. So, he's used it instead to support himself and his arcane endeavors.

 

Return to Daggerford: It was only when a new "manager" came in that he was asked about his family. He finally realized his grave mistake, having essentially abandoned his family, and returned to Daggerford. His wife has been dead for nearly a decade, and his daughters have been forced into loveless marriages and absolutely hate him for abandoning them. I'm not sure yet if they're still in Daggerford, or in some other location - we can put them anywhere you think it'd be helpful to the story. But he still has a cousin in Daggerford, and he has been staying with that cousin. This would probably explain how he came into the Duchess' radar.

 

Becoming a Wizard: Now wanting to get back the time that he lost, he reached out to some retired mages that he'd met during his time at Candlekeep, and he has found a mentor in one of those. However, this mentor admits that he is not a chronomancer, and at the start of the mentorship, he made it clear that he can only set Shazzar on his path to learning time magic, but he can't be the one to lead him through that path, which is why Shazzar is adventuring now - to look for means of reversing time.

 

3 Things That Shazzar Wants

 

  • I intend to reverse time, or to travel back through time so I can spend it meaningfully with my dear family.

 

  • If I can have great arcane power, I shall wield it to help and protect myself and the people that I care for.

 

  • If I can't control time, then I will make do with great wealth that I can provide to my daughters so they can have a comfortable life.

 

3 Things That GreysonWulffe Wants For Shazzar

 

  • It'd be great if Shazzar can add rituals of all sorts to his spellbook, even if only to expand his utility to himself and to the party. Of course, this involves finding the rituals and having the proper resources (i.e. gold pieces, material components, and special ink) to scribe them into his spellbook.

 

  • Magic items would also be great. He would look for things that expand on his utility, protect his person, and empower his spellcasting, in that order of preference.

 

  • A set of expanded options for familiars would also be nice. I don't intend to use the familiar for battle so combat capabilities don't interest me, but it'd be great if the familiar can communicate to others in a meaningful language (either verbally or telepathically), has superior senses, can turn itself invisible or change shape so it can spy more effectively, and the like.

 

֍ ֍ ֍

Edited by GreysonWulffe (see edit history)
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Wow, a wildly different character from Mikhael, I like it.

 

So let me make sure I have this straight: he went to Candlekeep to... do what, exactly? He was already married with two daughters, and decided to go to Candlekeep and lived there how long? How long has passed since his wife's death and his return? How had he not heard from her, from anyone? Where is his family? A native of Daggerford, would he have living family there? How does Cloistered Scholar work into the family side of things?

 

A very solid start, all things considered, and this music slaps, I forgot how hot the ThunderCats soundtrack was.

 

So if he came from Candlekeep and wasn't already a mage, how is he learning now? Did he buy books, does someone owe him favor? I assume time in Candlekeep, he'd be aware of how to do it more than anything. But I suppose the minor means are what I want to know.

 

Your hook is incredibly strong, I love this. I'm going to have this song stuck in my head for days now, God.

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9 hours ago, Gregorotto said:

Wow, a wildly different character from Mikhael, I like it.

 

A very solid start, all things considered, and this music slaps, I forgot how hot the ThunderCats soundtrack was.

 

Your hook is incredibly strong, I love this. I'm going to have this song stuck in my head for days now, God.

 

Thanks! At the office, I like to have music thru my earphones to get me going. It's all upbeat songs that have no words to distract me, and the original ThunderCats OST is part of the playlist. 😄

 

9 hours ago, Gregorotto said:

So let me make sure I have this straight: he went to Candlekeep to... do what, exactly? He was already married with two daughters, and decided to go to Candlekeep and lived there how long? How long has passed since his wife's death and his return? How had he not heard from her, from anyone? Where is his family? A native of Daggerford, would he have living family there? How does Cloistered Scholar work into the family side of things?

 

So if he came from Candlekeep and wasn't already a mage, how is he learning now? Did he buy books, does someone owe him favor? I assume time in Candlekeep, he'd be aware of how to do it more than anything. But I suppose the minor means are what I want to know.

 

Family and starting at Candlekeep: He was already married with two daughters (2 and 1 year old at the time) when he was recruited by an acquaintance to work at Candlekeep. He was no mage, but he was educated and had amazing handwriting that the administrators of Candlekeep want from someone who transcribes texts into books that fit into the library. The initial understanding was that he would be there for only a few months, so his wife had no objections.

 

Decades at the Candlekeep: For some reason (I haven't really decided if this is magical or mundane), he became so absorbed by his work that he did not recognize the passage of time, and it did not help that nobody at Candlekeep asked about his family or asked him to return to them. He ends up staying there for over 20 years, without contacting his family. Because of the level of security at the library and his relatively-low rank, he was never notified of his wife's letters, and nobody bothered to bring them to him. Worse, his "employee orientation" never mentioned that he had to actively check his inbox so he never did.

 

Return to Daggerford: It was only when a new "manager" came in that he was asked about his family. He finally realized his grave mistake, having essentially abandoned his family, and returned to Daggerford. His wife has been dead for nearly a decade, and his daughters have been forced into loveless marriages and absolutely hate him for abandoning them. I'm not sure yet if they're still in Daggerford, or in some other location - we can put them anywhere you think it'd be helpful to the story. But he still has a cousin in Daggerford, and he has been staying with that cousin. This would probably explain how he came into the Duchess' radar.

 

Becoming a Wizard: Now wanting to get back the time that he lost, he reached out to some retired mages that he'd met during his time at Candlekeep, and he has found a mentor in one of those. However, this mentor admits that he is not a chronomancer, and at the start of the mentorship, he made it clear that he can only set Shazzar on his path to learning time magic, but he can't be the one to lead him through that path, which is why Shazzar is adventuring now - to look for means of reversing time.

 

How does all that sound?

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It all sounds good! I'll respond to each part as you've segmented it.

 

Was he a member of the Avowed while he was there, or basically was he a contractual worker?

 

Oof, Candlekeep hierarchy sounds rough in this rendition. I like it. Plus, magic that makes you forget the passage of time? Totally doable. How much time did he think had passed, or did the magic/just him just make it so it never occurred to him to investigate the question?

 

What happened to the money he was earning at Candlekeep, or did he ever earn money? Did he keep it for himself, but not by design? What happened there?

 

Worth noting: in canon FR lore, chronomancy is extremely rare so good call on the way you've set that up.

 

Looking very solid!

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8 hours ago, Gregorotto said:

Was he a member of the Avowed while he was there, or basically was he a contractual worker?

 

No, he wasn't an Avowed - he might have met some of them, but he was never part of that special order. He was a contractual worker, and was confined to non-magical work at the library.

 

8 hours ago, Gregorotto said:

Oof, Candlekeep hierarchy sounds rough in this rendition. I like it. Plus, magic that makes you forget the passage of time? Totally doable. How much time did he think had passed, or did the magic/just him just make it so it never occurred to him to investigate the question?

 

I like the second suggestion better. He had a sense of time passing for the day, making him realize that it's time for work, for lunch, for dinner, for sleep, and the like. But he never had a sense of time past that scope, so he couldn't count days, and it never occurred to him to check the days.

 

8 hours ago, Gregorotto said:

What happened to the money he was earning at Candlekeep, or did he ever earn money? Did he keep it for himself, but not by design? What happened there?

 

My thinking is that Candlekeep kept an account for him, and they just kept calculating his pay. But he never collected on any of it until his very last day - the day he left - so instead of getting it regularly, he ended up taking a lump sum at the very end of his service. It may seem like a big amount because he took a lump sum, but due to the low-level, contractual nature of his work, the rate was really not that amazing.

 

He tried giving money to his daughters when he found them, but they rejected it out of spite. So, he's used it instead to support himself and his arcane endeavors.

 

8 hours ago, Gregorotto said:

Worth noting: in canon FR lore, chronomancy is extremely rare so good call on the way you've set that up.

 

I did not know that. Just a fluke. My favorite Wizard subclass is Diviner, but I was getting tired of it, having played so many Diviners, so I looked for the nearest alternative and bumped into Chronurgy. 😄

 


 

Edited by GreysonWulffe (see edit history)
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Shazzar | The Wizard


 

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam dignissim ante nec hendrerit volutpat. Maecenas ante massa, consequat quis sollicitudin id, viverra at dolor. Integer nulla libero, ultricies id sodales et, feugiat non orci. Maecenas vitae commodo sapien, pharetra bibendum neque. Pellentesque neque enim, dictum at arcu a, lacinia rhoncus neque. Nulla interdum rhoncus diam id iaculis. Etiam eros velit, dapibus vitae consectetur quis, varius a dui. In lectus odio, aliquam ut imperdiet in, vestibulum quis urna. Donec et laoreet ante. Duis tincidunt sagittis lectus, sit amet tempus justo consectetur at. Praesent fringilla ipsum eu nisi bibendum, quis facilisis felis egestas. Morbi congue risus et congue sagittis. Aliquam tristique tincidunt lacus a consequat. Phasellus enim ante, porta eget nunc vel, tempus placerat tortor. Praesent non dolor nibh.

 

Etiam et felis vitae nulla hendrerit pharetra. Donec ut lorem lectus. Ut vulputate nisl id leo elementum, sollicitudin lacinia urna aliquam. Nam feugiat tortor nulla, et rutrum quam faucibus vel. Vestibulum dapibus urna non odio cursus commodo. Phasellus posuere nec nulla sed imperdiet. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Nullam posuere est augue, sed gravida leo porta sit amet. Pellentesque elit nisi, aliquam vitae mollis sed, varius ac justo. Sed eleifend, turpis in tristique lacinia, velit tortor elementum sapien, mollis efficitur quam massa in massa. Cras non eros arcu. Pellentesque consectetur ligula at nisi commodo efficitur. Nullam imperdiet nunc risus, at blandit nunc cursus non. Maecenas semper velit in blandit viverra. Suspendisse sit amet quam sit amet lacus venenatis vestibulum.

 

Stat Block

Belshazzar "Shazzar" Zidon

Male Human Cloistered-Scholar Wizard 1


hp 8/8 ▪ AC 12 (Unarmored) ▪ Speed 30 ft

HD 1d6 ▪ Proficiency +2 ▪ Initiative +2 ▪ Senses Passive Perception 11


STR 10 (+0) ▪ DEX 14 (+2) ▪ CON 14 (+2) ▪ INT 16 (+3) ▪ WIS 12 (+1) ▪ CHA 8 (-1)


Saves Intelligence +5, Wisdom +3

Skills Arcana +5, History +5, Insight +3, Investigation +5

Languages Common, Draconic, Elvish, Infernal


Features Arcane Recovery♦ 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.
(1/1 use), Library Access♦ Library Access ♦
Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.

You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.
, Magic Initiate (Druid)♦ Magic Initiate (Druid) ♦
Choose a class: Druid. You learn two cantrips of your choice from that class's spell list: Guidance, Produce Flame

In addition, choose one 1st-level spell to learn from that same list: Goodberry. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Your spellcasting ability for these spells depends on the class you chose: Wisdom for Druid.
, Ritual Casting♦ 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.
, Spellbook♦ 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.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

♦ Copying a Spell into the Book ♦
When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

♦ Replacing the Book ♦
You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

♦ The Book’s Appearance ♦
Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.


Attacks

 ▬ Dagger: Melee | +4 to hit | 1d4+2 piercing damage | finesse, light, thrown 20/40

 ▬ Produce Flame: Ranged 30 | +3 to hit | 1d8 fire damage


Spellcasting: Wizard | Spell Save DC 13, Spell Attack +5

 ▬ CantripsMage HandConjuration
Casting Time: 1 action
Range: 30 feet
Target: A point you choose within range
Components: V S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magic items, or carry more than 10 pounds.

Flavor:
"Apókryfo chéri"
The spectral hand seems to be made of bluish, wispy smoke. It is in the shape of Shazzar's wife's hand, as he remembers it, complete with the wedding band.
Mind SliverEnchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

At Higher Levels:
This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Flavor:
"Spáse to myaló sou"
PrestidigitationTransmutation
Casting Time: 1 action
Range: 10 feet
Target: See text
Components: V S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

♦ You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
♦ You instantaneously light or snuff out a candle, a torch, or a small campfire.
♦ You instantaneously clean or soil an object no larger than 1 cubic foot.
♦ You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
♦ You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
♦ You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Flavor:
"Mageía"

 ▬ 1st (2/2 slots): Comprehend LanguagesDivination (Ritual)
Casting Time: 1 action
Range: Self
Target: Self
Components: V S M (A pinch of soot and salt)
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Flavor:
"Gnorízei óles tis glósses"
®, *Detect MagicDivination (Ritual)
Casting Time: 1 action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Flavor:
"Epitrépste mou na do apókryfes ávres"
For the duration of the spell, Shazzar's eyes turn into black, obsidian-like orbs that glow faintly with a pale-blue light.
©®, Find FamiliarConjuration (Ritual)
Casting Time: 1 hour
Range: 10 feet
Target: An unoccupied space within range
Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Flavor:
"Akoúste to kálesmá mou, kollitós mou fíle"
At the final stage of the spell, the fire turns a brilliant blue, and it is from this blue fire that the familiar explodes out of, extinguishing the fire at the same time.
®, *Feather FallTransmutation
Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range: 60 feet
Target: Up to five falling creatures within range
Components: V M (A small feather or piece of down)
Duration: 1 minute

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Flavor:
"Sýllipsi"
A magic circle that is about 1 foot across appears in the air, over the target's head. It would seem that an invisible energy is emanating from this circle to pull the target up, slowing their descent.
, *Mage ArmorAbjuration
Casting Time: 1 action
Range: Touch
Target: A willing creature who isn't wearing armor
Components: V S M (A piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Flavor:
"Panoplía tou apókryfou"
Faintly-glowing pale-blue lines that form a continuous, geometric pattern appear on Shazzar's clothing. Whenever objects impact against him with considerable force, those lines flash mildly.
, *Magic MissileEvocation
Casting Time: 1 action
Range: 120 feet
Target: A creature of your choice that you can see within range
Components: V S
Duration: Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

Flavor:
"Apókryfa véli"
Several fist-sized magic circles appear in the air around Shazzar, and darts of bluish energy shoot out of each one toward his targets.

 

Spellcasting: Magic Initiate (Druid) | Spell Save DC 11, Spell Attack +3

 ▬ CantripsGuidanceDivination
Casting Time: 1 action
Range: Touch
Target: One willing creature
Components: V S
Duration: Up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Flavor:
"Eíthe to Oghma na sas kathodigísei"
The target feels a comforting warmth spread throughout their body, radiating Shazzar's hand.
Produce FlameConjuration
Casting Time: 1 action
Range: Self
Target: Self or a creature within 30 feet of you
Components: V S
Duration: 10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

At Higher Levels:
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Flavor:
"Apó to típota, fotiá"
The flickering flame is a pale blue in color and takes on a teardrop shape.

 ▬ 1st (1/1 use): GoodberryTransmutation
Casting Time: 1 action
Range: Touch
Target: See text
Components: V S M (A sprig of mistletoe)
Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Flavor:
"Threptiká moúra"
The berries are perfect orbs in shape and have a perfect sheen to them.


Equipment Spellbook, staff (arcane focus), scholar's robes, dagger, writing kit, borrowed book (Elminster's Treatise On The Arcane), belt pouch, backpack, bedroll, mess kit, tinderbox, 5 torches, 5 rations, waterskin, 50 ft of hemp rope, 12 gp, 5 sp, 5 cp


Narra | The Familiar

spacer.pngOwl (Tiny Fey)


hp 1/1 ▪ AC 11 (Unarmored) ▪ Speed 5 ft, fly 60 ft.

HD 1d4 ▪ Senses Darkvision 120 ft., Passive Perception 13


STR 3 (-4) ▪ DEX 13 (+1) ▪ CON 8 (-1) ▪ INT 2 (-4) ▪ WIS 12 (+1) ▪ CHA 7 (-2)


Skills Perception +3, Stealth +3


Features FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.Keen Hearing & SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing and sight.Deliver Touch SpellsWhen you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.Link With MasterWhile your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an Action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.Pocket DimensionAs an Action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an Action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

 

 

 

֎ ֎ ֎

 

Edited by GreysonWulffe (see edit history)
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3 Things

3 Things That Shazzar Wants

 

  • I intend to reverse time, or to travel back through time so I can spend it meaningfully with my dear family.

 

  • If I can have great arcane power, I shall wield it to help and protect myself and the people that I care for.

 

  • If I can't control time, then I will make do with great wealth that I can provide to my daughters so they can have a comfortable life.

 

3 Things That GreysonWulffe Wants For Shazzar

 

  • It'd be great if Shazzar can add rituals of all sorts to his spellbook, even if only to expand his utility to himself and to the party. Of course, this involves finding the rituals and having the proper resources (i.e. gold pieces, material components, and special ink) to scribe them into his spellbook.

 

  • Magic items would also be great. He would look for things that expand on his utility, protect his person, and empower his spellcasting, in that order of preference.

 

  • A set of expanded options for familiars would also be nice. I don't intend to use the familiar for battle so combat capabilities don't interest me, but it'd be great if the familiar can communicate to others in a meaningful language (either verbally or telepathically), has superior senses, can turn itself invisible or change shape so it can spy more effectively, and the like.

 

 


 

Edited by GreysonWulffe (see edit history)
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I'm down with all of those; I'll take a wish list of magic items at your leisure. All that said...

 

I'm curious about your ideas for expanding options for familiars. I see you've got ideas for it and fluff-wise I like the ideas, so this shouldn't be an issue, but mechanics are also a consideration I want to bring into it. How often were you wanting it to be able to change forms? Those forms are fine, by all means. If you have any resources you'd like to suggest I'm fine with that. Does the spirit have a name?

 

Sheet is good, you're clear on that.

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4 minutes ago, Gregorotto said:

I'm down with all of those; I'll take a wish list of magic items at your leisure.

 

Thanks. But since we haven't really started yet, maybe I'll hold off on that wish list until we're a few "sessions" into the game. :)

 

5 minutes ago, Gregorotto said:

I'm curious about your ideas for expanding options for familiars. I see you've got ideas for it and fluff-wise I like the ideas, so this shouldn't be an issue, but mechanics are also a consideration I want to bring into it. How often were you wanting it to be able to change forms? Those forms are fine, by all means. If you have any resources you'd like to suggest I'm fine with that. Does the spirit have a name?

 

Oh, I really didn't have anything concrete in mind. Now, I'm thinking you might introduce some stuff in the story, such as a custom ritual that expands on Find Familiar, or maybe a Figurine of Wondrous Power. :)

 

By default, Shazzar can just cast Find Familiar again to change its form so the shapeshifting is pretty low on my list. Of course, I wouldn't say no to something like the ability to change shape once per long rest. ;)

 

I've named the spirit Narra. It's in the "Familiar" spoiler, along with Shazzar's favorite forms for her: the Owl for flight and general purposes, the Spider for tight spaces, and the Octopus for operating underwater.

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On 9/26/2022 at 4:16 PM, Gregorotto said:

I'm down with all of those; I'll take a wish list of magic items at your leisure.

 

I've put together a small list of magic items that Shazzar can make good use of as a Wizard, grouped by rarity and arranged by preference. :)

 

Common

  1. Hat of Wizardry [Tasha’s]
  2. Enduring Spellbook [Xanathar’s]

Uncommon

  1. Arcane Grimoire +1 [Tasha’s]
  2. Broom of Flying [DMG]
  3. Pearl of Power [DMG]
  4. Immovable Rod [DMG]
  5. Figurine of Wondrous Power (Silver Raven) [DMG]
  6. Eyes of Minute Seeing [DMG]

Rare

  1. Magic spellbook: Alchemical Compendium, Astromancy Archive, Planecaller’s Codex, or Protective Verses [Tasha’s]
  2. Ring of Spell Storing [DMG]
  3. Figurine of Wondrous Power (Ebony Fly, Onyx Dog, Serpentine Owl) [DMG]
  4. Amulet of Health [DMG]
  5. Barrier Tattoo [Tasha’s]

 

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