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Admaer "Blue" Azuregift


Gallifrey

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Admaer Azuregift
 
Admaer Azuregift
 
"Keeping eight of the nine rules of wizardry isn't bad, right? 
But I just know I can do better.  And I will."

 

Gender: Male
Race: Elf (High)
Alignment: Neutral Good

 
Class: Wizard (Divination) 5
Background: Sage

Passive Perception/Investigation: 14/17
Passive Insight: 11

 

HP: 32
Hit Dice: 5d6
AC: 12 (15 with Mage Armor)
Initiative: +2
Size: Medium
Speed: 30 feet

 


skill-1-512.png Abilities & Skills
Proficiency Bonus: +3
STR
8
(-1)
DEX
14
(+2)
CON
14
(+2)
INT
18
(+4)
WIS
12
(+1)
CHA
10
(+0)
-1 Saves
+2 Saves
+2 Saves
+7 Saves
+4 Saves
+0 Saves
-1 Athletics



 
+2 Acrobatics
+2 Sleight of Hand
+2 Stealth (Expert)


 
  +7 Arcana
+7 History
+7 Investigation
+1 Nature
+7 Religion
+1 Animal Handling
+1 Insight
+1 Medicine
+4 Perception
+1 Survival
+0 Deception
+0 Intimidation
+0 Performance
+0 Persuasion

 
 
Proficiencies Languages Class Feats Race & Feats

Daggers
Darts
Slings
Quarterstaffs
Light Crossbows

Longsword -> Cook's Utensils
Shortsword

Longbow

Shortbow

Common
Elvish
Draconic

Deep Speech

Undercommon

 

SpellcastingAs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

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 (see the Adventuring Gear section) 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 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.
Divination SavantBeginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.
PortentStarting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
 
 
 
Telekinetic (Int)You learn to move things with your mind, granting you the following benefits:

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. (Int +1)

You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.

As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Keen SensesYou have proficiency in the Perception skill.
Fey AncestryYou have advantage on saving throws against being charmed, and magic can’t put you to sleep.
TranceElves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Elf Weapon TrainingYou have proficiency with the longsword, shortsword, shortbow, and longbow.

*Swapping longsword training for training in Cook's utensils per customization options in TCE.
Cantrip - PrestidigitationYou know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Extra Language - DraconicYou can speak, read, and write one extra language of your choice.
 
 
 
 
 

8437-200.png Attacks

Cantrip/Weapon To Hit Damage Type/(Range)

Mind Sliver
Chill Touch
Dagger

 

vs Int
+8
+5
2d6 
2d8
1d4+2
Psychic (60)
Necrotic (120)
Piercing (20/60)

 

skill-1-512.png Spells 

Cantrips
Lvl 1
Lvl 2
Lvl 3
Lvl 4
Lvl 5
6 Cantrips
4 slots
3 slots
2 slots
 
 

Mind SliverEnchantment cantrip

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).

Chill TouchNecromancy cantrip

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

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

Minor IllusionIllusion cantrip

Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

PrestidigitationTransmutation cantrip

Casting Time: 1 action
Range: 10 feet
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.

Mage HandConjuration cantrip

Casting Time: 1 action
Range: 30 feet
Components: (V, S - optional)
Duration: 1 minute

An invisible 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 magical items, or carry more than 10 pounds.

Shape WaterTransmutation cantrip

Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.

You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.

You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Absorb Elements1st-level abjuration

Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Components: S
Duration: 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Shield1st-level abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
Range: Self
Components: V, S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

Magic Missile1st-level evocation

Casting Time: 1 action
Range: 120 feet
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 level above 1st.

Tasha's Hideous Laughter1st-level enchantment

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
 ©

Feather Fall1st-level transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range: 60 feet
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.

Silent Image1st-level illusion

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
 ©

Mage Armor1st-level abjuration

Casting Time: 1 action
Range: Touch
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.

Comprehend Languages1st-level divination (ritual)

Casting Time: 1 action
Range: 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 glyph, such as an arcane sigil, that isn’t part of a written language.
 - R

Detect Magic1st-level divination (ritual)

Casting Time: 1 action
Range: 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 is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
 © - R

Identify1st-level divination (ritual)

Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
 - R, M

Find Familiar1st-level conjuration (ritual)

Casting Time: 1 hour
Range: 10 feet
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. As an action, you can temporarily dismiss your familiar to a pocket dimension. 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. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

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.

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.
 - R, M

Web2nd-level conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
 ©

Misty Step2nd-level conjuration

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Suggestion2nd-level enchantment

Casting Time: 1 action
Range: 30 feet
Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed.

If you or any of your companions damage the target, the spell ends.
 ©

Augury2nd-level divination (ritual)

Casting Time: 1 minute
Range: Self
Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Duration: Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren’t especially good or bad
The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
 - R, M

 

Hypnotic Pattern3rd-level illusion

Casting Time: 1 action
Range: 120 feet
Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
Duration: Concentration, up to 1 minute

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
 ©

Leomund's Tiny Hut3rd-level evocation (ritual)

Casting Time: 1 minute
Range: Self (10-foot-radius hemisphere)
Components: V, S, M (a small crystal bead)
Duration: 8 hours

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
 - R

 

   

 

 

money-dollar-circle-512.png Money
 

Copper: 0 Silver: 3 Gold: 7 Platinum: 0 (11 Coins * .02 lbs. = 0.22 lbs. Total Weight)
 
Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on Iconfinder Encumbrance
 

Weight: 114.72 lbs. / 120 lbs. max.
Status: Unencumbered
Penalty: None
 
688885-200.png Equipment Readied
 

Equipped Items: (13.5 lbs.)
 
Armor (0 lbs.) Weapons (1 lbs.) Readied Items (12.5 lbs.)
Mage Armor















 
Dagger (1 lb.)












 

Component Pouch (2 lbs.)

Arcane Grimoire (Uncommon) (3 lbs.)

Regular Pouch (1 lbs.)

- Money (see above)
- Inkpen and bottle x1

- Folded parchment x1 for note taking on the fly

- Intricately carved crystal dice (Material component for Augury, 25gp)

- Steel Mirror (0.5 lbs)

- Healing potion x2 (1 lbs.)

Waterskin (5 lbs.)

 
education_icons_IF-06-512.png Equipment Stored
 

Stored Items: (98 lbs.)
 
In Backpack (37 lbs.) * Includes 5 lbs. for backpack Strapped To Backpack (61 lbs.)

Gilded Skull (Material component, 300gp)

10x Rations (20 lbs.)

Mess kit (1 lbs.)

Cook's utensils (8 lbs.)

Traveler's clothes x1 (4 lbs.)

Common clothes x1 (3 lbs.)

Lore Book (5 lbs.)

Spellbook (Blue's first spellbook, replaced when he received the Grimoire from Ebras) (3 lbs.)

Spare parchment x19

Quill and ink bottle x1

Small knife x2

Little bag of sand

Candle x10

Tinderbox (1 lbs.)

Scroll of Comprehend Languages (Expended to scribe spell, 60gp)

Scroll of Detect Magic, Identify (Expended, received as a gift)

Inks for spell scribing, expended (75gp)

Precious Pearl (received as a gift, but worth 100gp)

Incense for summoning familiar (0/2 uses, 20gp)

Unanswered Letter (Sage background)

Bedroll (7 lbs.)

Rope, hempen 50ft (10lbs.)

Fishing tackle (4 lbs.)

Water barrel (half-full with 2 cubic feet of water, 35 lbs.)

 
Item_necklace_9.png Magic Items
 

Magic Items: (3.0 lbs.)
 
Non-Attuned (0.0 lbs.) Attuned 1/3 (3.0 lbs.)
 

Arcane Grimoire (Uncommon)Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a wizard)

While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.


5386-200.png Character Overview

 
 
Admaer Azuregift was born the older of twin boys, something of a rarity among the elven folk, and cause for celebration for his parents.  His earliest years were fairly simple, as his parents were content to stay in one place during what amounted to the twins' infancy, but as time went on his parents' wanderlust once again overcame them.  Feeling it was unwise to drag their young children on their trading voyages, Ilrune and Eirina Azuregift first traveled to meet with Ilrune's great-grandfather, a wizard with a tenured teaching position at an academy of wizardry.  Ninthalor Azuregift was not expecting to have to raise children again in his later years, and stories of how exactly Ilrune and Eirina convinced him to do so (or if they did at all) vary depending on when and how you ask, but the end result was that Admaer and his brother were given into their great-great-grandfather's care.  Said care involved several generations of hired nannies (the school was comprised of many races, and with elven childhood spanning a century or so it meant that the nannies from shorter-lived races would often retire partway through) and instruction by their grandfather in a variety of subjects on days when he wasn't either teaching, or buried in his own research.  
 
As time passed, such lessons turned more and more to magic.  Ninthalor had assumed that the twins would follow in his footsteps and matriculate into the academy in which he taught, and time proved his assumption correct.  Admaer and his brother both successfully passed the academy's entrance exams and began their studies within its hallowed halls shortly after their 100th birthday.  The brothers had always been similar in appearance and temperament, often making it difficult for even those who knew them well to tell them apart, and for the most part that held true through their studies.  When the time came to choose a mentor, however, the two finally saw their paths begin to diverge.  
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Admaer chose to study under a human wizard named Ebras Ivius, an associate professor who took him on as as apprentice primarily because having an apprentice was part of his contract with the academy and he had realized that, given the difference in lifespan and growth time, taking a young elven apprentice meant that he'd likely only ever have to teach the one student and could still maintain access to the academy's resources.  Admaer's brother, on the other hand, chose to study under their great-great-grandfather.  Where Ninthalor, and by default Admaer's brother, rarely left the academy, Admaer and Ebras spent at least half of each year outside its walls doing what Ebras referred to as "field work".  During their time in the field, Ebras taught Admaer his Rules of Wizardry, or as he liked to refer to it, Rules for the Working Wizard.  He also strove to teach the young elf the whens, wheres, and most importantly whys of magic alongside the hows.  Over time, Admaer came to truly respect his mentor, and found that he felt more comfortable living life at a faster pace than he previously had.  Ebras in turn began to genuinely enjoy traveling with his student, now viewing him as something more than just a clever loophole to avoid an endless procession of students.
 
Months of study turned to years, and years to decades.  Ebras' hair went from black to grey, and then from grey to white.  Admaer barely changed in the same period of time, perhaps finding himself a little taller.  In those many years together, Admaer reached the level of journeyman and finally graduated as a student.  He had planned to continue his post-graduate work with his master, only to find that his master was now old.  "Too old for traipsing around anymore" in his own words.  Even Admaer's endless optimism could no longer cover up the fact that his master truly was reaching the end of his life.  This did not sit right with Admaer, or Blue as he was now generally called by all but his family and his master.  And so, he sought ways around the inevitable.
 
Ninthalor did try and talk Blue out of his proposed course of action, the much older elf having seen generations of humans pass in just his time at the academy, but Blue was determined, and downright stubborn once he had made up his mind.  Ebras very firmly instructed his former student to avoid certain paths when it came to prolonging life, explaining that he would end himself before becoming a lich or the pawn of some foul outsider.  And so Blue took to field work (also known as adventuring) full time, seeking clues on ways to prolong his mentor's life on his journey.
 
The Nine Rules of Wizardry

1. Always get half up front, unless you're not charging for your work or you're getting something else out of it.

2. Write down new spell ideas as soon as you think of them.  Inspiration can be fleeting.  

3. Redress your wrongs and repay your graces threefold. 

4. Grow a beard.  Nobody trusts a beardless wizard.

5. Never take your Spellbook in the bath, no matter how many good spell ideas come to you there.  Unless it's waterproof.  

6. Practice your spellcraft daily.  Yes, even if you don't feel like it.  The wrist flick for Shield is fiddly and getting it right saves lives.  Specifically your life.

7. Knowledge is power.  Literal power.  Never stop learning.  

8. Every wizard needs a familiar.  Don't wait to get one for yourself.

9. Always remember the why of magic, AND DO NOT, UNDER ANY CIRCUMSTANCES, TURN YOUR MASTER INTO A LICH OR MAKE BARGAINS WITH ANY POWERS.  EVEN TO SAVE HIS LIFE.

Blue is an elf of fairly average height and build.  His face is sharply angular, too much so to be classically handsome, but not so much as to make him ugly.  He tends towards clothes well suited to travel over the robes his academy rank permits him to wear.  His long, pale blond hair is usually worn loose and somehow always manages to stay out of his eyes when it counts.  He has a penchant for wearing plain rings, as spinning and twisting rings between one's fingers makes for good practice for fiddly spell gestures.  He has a habit of practicing those gestures in his spare time, often even doing so when walking.

 

Blue is a wizard by training and by trade and has a much more practical view of magic than those raised in towers of ivory.  He also believes (almost completely correctly) that he has a more practical view of magic than those raised in gold towers, silver towers, gem-encrusted towers, and even stone towers.  That is not to say he doesn't enjoy magical studies and research, he most certainly does, but he also understands that there is ultimately a purpose to his learning beyond just knowing one more thing.

Blue tends to be a casual sort of person.  He's comfortable dealing with people from all walks of life and has no less respect for a farmer than for a duke. His years spent as a working wizard after the completion of his initial studies were quite enjoyable for him, as meeting new people and getting to know them is something he finds fascinating.  He enjoys cooking, as it was one of the duties of his apprenticeship, and he tries not to cheat with Prestidigitation more than absolutely necessary.  He chases new recipes with nearly all of the delight that he chases new spell theories.

 

Personality Quirks:
  • Infuriatingly Relentless Optimism - Admaer, or Blue as he prefers to be called, can (and will) find the silver lining for any situation.  Miscast a spell and suddenly you can move things with your mind?  Is it brain damage?  Goodness no!  Who wouldn't want a third, invisible hand you can call on at will?  Name too difficult for most non-elves to pronounce correctly?  Is this going to be a struggle between your cultural heritage and respecting others?  Goodness no!  It's time to find a simple nickname anyone can say, what fun!  Your master, a human, created a rule of wizardry you physically can't follow?  Is this an issue of racism?  Do the rules need to change?  Goodness no!  You're a wizard, so it's time to invent a new spell that will let you keep all nine rules.  
  • Calm Acceptance - Blue has met other wizards who also specialize in Divination, and has found that they fall into three broad categories.  The first group look to squeeze every advantage they can out of every glimpse they have into the future.  The second rail endlessly against what is to come, smashing their heads against the inevitabilities of the future over and over until one of the two gives way (and if it's ever the future that gives way the wizard in question likely has a name that can be found in some of the best known spells in the multiverse) or giving up entirely and sinking into the quagmire of despair.  The third and last group is the one in which Blue finds himself, namely those that can accept the parts of the future that he can see coming without avarice, rage, or despair, and in so doing sometimes find way to work around what will happen to try and make their vision of what the future should be a reality.
  • Focused Drive - Blue may be able to calmly accept what must be, and even find a silver lining within the darkest of foretellings, but that doesn't mean he isn't a hard worker.  When he sets his mind to something, he tends to push forward, treating setbacks as an opportunity to learn ways that didn't work.  He is so persistent in trying to achieve the goals that he set for himself that his master created a rule of wizardry to specifically limit the ways in which Blue can work to extend his own life, which is part of why the (relatively) young elf has now made his way to the Yawning Portal.
  • Gourmand - Blue has eaten many meals across the years, but as he came to love cooking his standards for food gradually rose.  He'll still try anything, optimistically assuming that you can't find new likes without trying whatever comes your way (and has eaten some terrible dishes just in case the next bite would turn things around), but he prefers to prepare things himself and to his own standards when able.  

 

spacer.pngBackground
PHB: Sage
 

Personality Traits: Blue is used to helping those who aren't as smart as he is (mostly nobles, but also sometimes folk from more humble walks of life) and can patiently explain anything and everything to others.  Repeatedly and with examples, metaphors, and illusions if necessary.

Ideal: The goal of a life of study is the betterment of oneself.  The betterment of oneself leads naturally to the betterment of the lives of others.

Bond: The ties between master and student are no less deep than those between parent and child.  Blue seeks to find ways to extend his master's life that do not also violate the rules of wizardry.

Flaw: Blue takes copious notes.  Possibly an unhealthy amount of notes.  His optimism combined with the rules set by his master mean that he feels that just about any idea could someday make for a useful spell, even if he can't see how just yet.

Specialty: Blue spent over 60 years "apprenticed" to his master, a human wizard by the name of Ebras Ivius.  He was his master's first and last apprentice.  And journeyman for that matter.  Their time together was split fairly evenly between study and practice at the academy where Ebras was an associate professor, and what Ebras referred to as field work, which involved travel through cities and hamlets doing adventuring work.  Ebras drilled into his apprentice that a prepared wizard was one who lived to work another day, and encouraged him to focus on controlling and disabling enemies
 

 

 

Edited by Gallifrey (see edit history)
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Admaer "Blue" Azuregift - High Elf Wizardspacer.png


AC: 12 | HP: 32/32 | Initiative: +2 | Passive Perception: 14


 

Post goes here.

"Speech"

thoughts in italics

 



Mechanics

Main Hand: Empty
Off Hand: Arcane Grimoire

________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Nisgaviel - Celestial Spirit and Bat Familiar

AC: 12 | HP: 1/1 | Initiative: +2 | Passive Perception: 11 (Blindsight 60ft) | Speed 5ft, fly 30ft

 

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

 

Echolocation: The bat can't use its blindsight while deafened.

Keen Hearing: The bat has advantage on Wisdom (Perception) checks that rely on hearing.

 

Edited by Gallifrey (see edit history)
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spacer.pngNisgaviel - Celestial Spirit and Bat Familiar


AC: 12 | HP: 1/1 | Initiative: +2 | Passive Perception: 11 (Blindsight 60ft) | Speed 5ft, fly 30ft


 

Post goes here.

"Speech"

thoughts in italics

 



Mechanics

 

Main Wing: Empty
Off Wing: Empty

________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

 

Echolocation: The bat can't use its blindsight while deafened.

Keen Hearing: The bat has advantage on Wisdom (Perception) checks that rely on hearing.

 

Edited by Gallifrey (see edit history)
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  • 2 weeks later...

Blue's Book of Debts Owed and Favors Remembered 

 

Master Ebras - I owe him too much to be easily weighed or measured, and everything I have, he has as well (or better).  Short of extending his life I'm not sure how else to repay him.  I don't think he'd want a kingdom or anything like that, and I'm not even sure where to get one.  Maybe I could get some of his works published?  Ebras' Guide to Working as a Wizard has a nice ring to it.

 

Xaya Nev - Two scrolls crafted by her own hand and a pearl worth 100gp.  At least 220gp total, not counting time and effort on her part.  At least 660gp to pay her back, plus time and effort of my own.

 

Volothamp Geddarm - An autographed copy of his Guide to Monsters.  Tricky.  Do I need to get famous enough for my own autograph to count as repayment?  No, perhaps I just need to take even more notes than usual down in Undermountain.  Note to self, buy additional parchment at the first available opportunity...

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Blue's Copious Notes - Relevant Portions Only

 

Interesting Things

-A throne made of alabaster from the old capital city of Aelinthaldaar, property of Syglaeth Audark, the last coronal of Illefarn

 

Interesting Places

-Dalagor's Fortress, a possible safehaven in the uppermost reaches of Skullport

-Flagon and Dragon, a tavern on the third level of Skullport

-Skullport, connected to Undermountain Level 3 by the underground River Sargauth and by five meandering subterranean passageways: Beggar's Rest Pass, Shadow Pass, Steamfall Pass, Taglath's Gap, and Whisperhaunt Pass

 

Interesting People

-Obaya Uday, willing to buy items procured from the Undermountain for a foreign wizard (pays in suns, especially interested in spellbooks)

-Cal'al Claddani, a half-drow woman who runs the Flagon and Dragon (we have a pouch of moonstones from Threestrings for her)

-Felrax, a dragonborn mage who guards Dalagor's Fortress

-Kessando Roszner, wanted by his sister Esvele for alleged dealings with the thieves' guild in Skullport (male, 22, curly hair, fair skinned, platinum signet of a diving white falcon on a blue field with the words 'Fly high and swoop swift')

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  • 3 weeks later...

Admaer "Blue" Azuregift - High Elf Wizardspacer.png


AC: 15 | HP: 32/32 (fey ancestry) | HD: 5/5d6 | Initiative: +2 | Passive Perception: 14 | Arcane Recovery: 1/1 | Portents: 20/13 | Spell Slots: 1st 4/4 2nd 3/3 3rd 2/2 | DM Inspiration: 1/1


 

"Praise Oink!" Blue said again with a broad grin, turning to Moss and Narissa and continuing his speech, "Praise his eyes, be they ever so beady.  Praise his charmingly snaggled teeth.  Praise..."

 

'You have been charmed,' his familiar informed him, their voice echoing in his thoughts, bouncing off thoughts gone fluffy and cloud-like.

 

"I sure have been!" Blue replied cheerfully, "How could I not be?  How could anyone not be charmed by the magnificence that is Oink, praise his name.  Now where did he get to... Moss, Miss Delavaunt, you just have to meet Oink, praise him, he's just the best."

 

The wizard took a few steps forward, even as parts of his mind reminded him that there were goblins present who were not Oink and presumably also not his new best friend.  Still, he advanced, hoping to catch a glimpse of the glory of Oink in his elegantly worn (and adorable) little jester's outfit.  What he saw instead caused the blood to drain from his face.  

 

"Oh Oink!" the wizard cried, seeing his little friend lying facedown in a pool of his own blood, a strange ghost now standing where Oink once stood, "Praise his name, you were taken from us too soon!  Gone now to sleep with the celestials, unless you were a follower of Maglubiyet, in which case now you serve as an honored soldier in his armies."

 

'You are under the effects of a spell, please snap out of it,' his familiar said again, rather calmly, coming to rest on his shoulder.

 

"Clearly I would know if I was under the effect of some sort of spell," the wizard replied, his puffy, cloud-like thoughts shuddering before he added, "Praise Oink."

 


Nisgaviel (Bat Familiar) | AC: 12 | HP: 1/1 | HD: 1/1d4-1 | Initiative: +2 | Passive Perception: 11 (keen hearing)


Mechanics

Main Hand: Free
Off Hand: Parchment-wrapped Arcane Grimoire


Action: Cast Mind sliver on goblin #2.
Bonus Action: Your bonus action goes here.
Move: W,W,W, cast Mind Sliver then move E,E,E.
Manipulate: Tuck away inkpen.

 

Nisgaviel - Celestial Spirit and Bat Familiar

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Hold position.
Manipulate: Your one free object interaction goes here.

 

image.png.9c305f6abf3fde2f3f88095afc5769b9.png

Prepared Spells

Prepared Spells (10)

Absorb Elements, Shield, Magic Missile, Tasha's Hideous Laughter, Feather Fall, Mage Armor

Web, Misty Step

Hypnotic Pattern

 

 

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