Dwarf Wizard

Amber the Righthanded's page

79 posts. Alias of OberonViking.


Classes/Levels

AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

About Amber the Righthanded

Race: Dwarf, Background: Soldier, Class: Wizard 2
Init: +2, Perc: +0 Speed: 25
Proficiency: +2

Statistics:
Str: 14 (+2), Dex: 14 (+2), Con: 15 (+2), Int: 15 (+2), Wis: 10 (0), Cha: 8 (-1)

AC: 14 (Hide armour 12+2 Dex)
Saves: Str: +2, Dex: +2, Con: +2, Int: +4, Wis: +2, Cha: -1
HP: 14
Hit Dice: 2d6, Spent: -

Melee:
Dagger: +4, 1d4+2
Shocking Grasp: +4, 1d8 lightning damage, and it can’t take reactions until the start of its next turn. (Advantage against targets with metal armour.)

Ranged:
Dagger: +4 1d4+2, Range: 20/60
Firebolt: +4, 1d10, Range: 120, A flammable object hit by this spell ignites if it isn’t being worn or carried.

Racial Features:

+2 Str, +2 Con

-Darkvision: See in dim light up to 60ft as if it was bright light and in darkness as if it were dim light.
-Dwarven Resilience: you have advantage on saving throws vs poison and you're resistant to poison damage.
-Stonecutting: when ever you make an intelligence (history) check related to the origin of stonework you are considered proficient and double your proficiency bonus.
-Dwarven Armour Training: proficient with light and medium armour.

Class Features:

-Spellcasting: 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 (3) The spells must be of a level for which you have spell slots.
-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.
-Arcane Recovery: 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.
S c h o o l o f I l l u s i o n
You focus your studies on magic that dazzles the
senses, befuddles the mind, and tricks even the wisest
folk. Your magic is subtle, but the illusions crafted by
your keen mind make the impossible seem real. Some
illusionists—including many gnome w izards—are
benign tricksters who use their spells to entertain.
Others are more sinister masters of deception, using
their illusions to frighten and fool others for their
personal gain.
I l l u s io n Sa v a n t
Beginning when you select this school at 2nd level, the
gold and time you must spend to copy an illusion spell
into your spellbook is halved.
I m p r o v e d M in o r I l l u s io n
When you choose this school at 2nd level, you learn
the minor illusion cantrip. If you already know this
cantrip, you learn a different w izard cantrip of your
choice. The cantrip doesn’t count against your number
of cantrips known.
When you cast minor illusion, you can create both a
sound and an image with a single casting of the spell.

Skills:

Arcana: +4
Athletics: +4
Intimidation: +1
Investigation: +4

Spellcasting:
Spell Save Dc: 12 Spell Attack: +4
Number prepped = Int mod + Wiz level = 2 + 2 = 4

Cantrips:
Shocking Grasp
Fire Bolt
Dancing Lights
Minor Illusion [School of Illusion]

Spellbook:
Thunderwave
Detect Magic #
Burning Hands *
Identify #
Sleep *
Magic Missile *
Disguise Self *
Unseen Servant #

* Prepared
# Ritual

Spell Slots:
1st: 3/3

Background:

Feature: Military Rank:
You used to be in the infantry of a Dwarven army. You have a military rank (Captain) Soldiers loyal to your former military organisation still recognise your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to requisition simple equipment, horses, etc for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognised.

Gear:

Hide armour 10
Dagger
Spellbook
Crystal (spell casting focus)

Explorer’s Pack: backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin and 50’ hempen rope strapped to the side of it.

Soldier Background: a brass badge (insignia of rank), an ornate dagger (trophy from a fallen enemy), a deck of cards, a set of common clothes and a belt pouch containing 10gp (spent on Hide Armour)

Personality Trait:
I can stare down a hell hound without flinching.

Ideal:
Greater Good: Our lot is to lay down our lives in the defence of others.

Bond:
My honour is my life

Flaw:
I have little respect for anyone who is not a proven warrior.