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Ozymandius Cotton, Harengon Graviturgist


Psyconure

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Ozymandias Cotton

Graviturgist

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Personality

Impetuous and eternally curious, Oz believes in learning the very underpinnings of the universe. Through a little trial, a lot of error, and a vague approximation of the scientific method, he might actually be closer to that goal than is reasonably safe, for himself, the universe, and anyone that happens to reside in said universe. Luckily, he cannot stay focused enough to complete his various experiments beyond minor discoveries and the occasional new spell. He is very friendly, incredibly eager, overly talkative, and often completely oblivious to the concept of danger. Strangely enough, this also includes the danger he himself poses to those around him.

Appearance

Standing 3 feet tall, (not counting the ears) he is somewhat oddly proportioned for his species. Not because of the height. Harengon vary wildly and can be anywhere from 2 feet tall to over six feet in height. But the smaller members of his species tend to be somewhat more fluffy and cute, whereas Oz has the more lithe and muscular proportionate body type of the larger Harengon, just in a smaller package. But as he has been told, even a small person can cast a large shadow.

He wears short breeches with multiple belts and suspenders and dark shirts (to hide the various stains), topped by a long tattered hooded duster. As an affectation, he wears an orange cravat like a tie, and he frequently carries a walking stick.

His movement is furtive and nonstop, constantly twitchy.

Background

Born and raised in the feywild, Oz ended up on this plane by accidentally ripping a whole in reality with one of his experiments. He has yet to be able to replicate this experiment, as his notes were left on the other side of the portal. Nevertheless, he has adapted well to the new world he found himself in, and if given the choice, would prefer to stay in Toril, as the food, beverages, and entertainment is much more rich and diverse, and the people here look at him strangely for a much more acceptable reason than they did back home. Here, he is viewed as a rare and strange anomaly, not as a raving lunatic and heretic.

 

Edited by Psyconure (see edit history)
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Posted (edited)


 

Wizard 5 (Graviturgist)


Small Humanoid (Harengon) male, Chaotic Neutral


Armor Class 12

Hit Points 43/43

Speed 30


Senses Passive Perception 12

Languages Common, Sylvan

Proficiency Bonus +3

Abilities & Skills


Strength 8

Save -1

Athletics +2


Dexterity 15

Save +2

Acrobatics +2 | Sleight of Hand +2 | Stealth +2


Constitution 16

Save +3

no skills associated


Intelligence 17

Save +6

Arcana +6 | History +3 | Investigation +3 | Nature +6 | Religion +3


Wisdom 8

Save +2

Animal Handling -1 | Insight -1 | Medicine -1 | Perception +2 | Survival +2


Charisma 8

Save -1

Deception -1 | Intimidation -1 | Performance -1 | Persuasion -1

(E) denotes expertise / Bold denotes proficiency

Proficiencies & Abilities


Proficiencies

 Tools:

Instruments: Lute

Weapons: daggers, darts, slings, quarterstaff, crossbow

Armors: none

Languages: Common, Sylvan


Racial Abilities

Creature Type: Humanoid

Size: Small

Speed: 30 feet

Hare-Trigger: You can add your Proficiency Bonus to your Initiative rolls

Leporine Senses: You have Proficiency in the Perception skill

Lucky Footwork: When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can’t use this reaction if you are prone or your speed is 0.

Rabbit Hop: As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Wizard Features


EquipmentYou start with the following equipment, in addition to the equipment granted by your background:
(A) a quarterstaff or (B) a dagger
(A) a component pouch or (B) an arcane focus
(A) a scholar’s pack or (B) an explorer’s pack
A spellbook

CantripsAt 1st level, you know 3 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.

SpellbookAt 1st level, you have a spellbook containing 6 1st level wizard spells of your choice.

Spellcasting AbilityIntelligence is your spellcasting ability for 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 + Proficiency bonus + Int mod

Spell Attack modifier = Proficiency bonus + Int mod

Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day after 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.

Adjust DensityAs an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target’s weight is halved or doubled for up to one minute or until your concentration ends (as if you were concentrating on a spell).

While the weight of a creature is halved by this effect, this creature’s speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength based saving throws. While the weight of a creature is doubled by this effect, the creature’s speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.

Upon reaching 10th level, you can target an object or creature that is Huge or smaller.

 


Background: Outlander

Feature: WandererYou have an excellent memory for maps and geography, and can always remember the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Proficiencies: Athletics, Survival, one instrument (lute), one language (elven)

Equipment: staff, a hunting trap, a trophy from an animal you killed, set of traveler’s clothes, and a belt pouch with 10 gp

 

Edited by Psyconure (see edit history)
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reroll(4d6,3,below) 2,6,5,5,6
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“Don’t mind that racist jackass. He’s always startin’ fights in ‘ere. If’n it tweren’t fer ‘is coin, I’da banned ‘im from comin in here years ago. But the bastard pays ‘is debts, an’ don’t right know ‘ow much tables n chairs cost when ‘e breaks em. All that bein’ said, be careful. He’s a right mean cuss no mistakin’.” The bar owner apologizes(?) for the rather rude yet creative invective the orange-skinned hobgoblin had sent in Oz’s direction before storming out of the tavern. Oz nods at the portly tavern keeper and replies, “He’s not racist, he’s speciesist. From a taxonomicalogical perspective. I mean, he might also be racist, but I’m not entirely clear how his species qualifies racia” differences or if hobs and gobbos are closely related enough to count. Or bugbears, for that matter, can’t forget about them. Especially if you value your health. But it’s a moot point regardless, because his comments, while colorfully crude, did not actually offend me. He is entitled to his fascist opinion, just as you are entitled to your capitalist opinion, by supporting and encouraging his behavior for the sake of greed. Neither affects myself, as this time tomorrow, I will have likely forgotten both of you, and, if my calculations are correct regarding that mountain just outside of town, this time next year, this whole town will be a smoking pile of rubble, so it won’t matter anyway.”

Approximately five minutes, and quite a bit of yelling later, Oz comes flying through the swinging doors at the tavern’s entrance, tumbling head over heels to nimbly land on his feet. “Well! Just because you don’t like the facts doesn’t mean they aren’t valid. It’s not like I’m the cause of his impending doom.” Oz turns to the figure leaning against the wall. “Would you believe he threw me out because he thought I was insulting him? And apparently threatening him?” The figure spits on the ground and steps out of the shadows. “I don’t think you’re threatening at all. In fact, I think you look positively helpless.” The hobgoblin smiles a misshapen grin full of sharp teeth as he slips a jagged knife from his belt. “Oh, it’s you. Don’t suppose you’ll appreciate warnings any more than he did. But believe me, if there were to be a threat, it would be obvious.” “Like this?”, the hobgoblin says as he points the knife in Oz’s direction. “No. Like this.” Oz flicks his hand as if shooing a fly or flicking dust off of his jacket, and the hobgoblin, twice Oz’ height and at least six times his weight, goes flying backwards, through the timber wall of the tavern and across the sparsely populated room to hit the bar and bounce off of it, landing in a boneless heap. As Oz turns to walk towards the coach house to leave town, the front wall of the tavern, already buckled and blown out from the impact, collapses, pulling the roof down with it. “Cheap construction. Should have factored that in. Hopefully that hob slaver’s good for it. Assuming he survived, of course. Mass times acceleration…that much impact, carry the two…considering the bone density…perhaps I should have held back some more. Millie would not be happy with this much collateral damage. Hmmm…does this town understand insurance, I wonder? Too late now.”

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