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Nyd of Calling's page

171 posts. Alias of Trscroggs.


Full Name

Nyd of Calling

Race

[HP 38/38| AC15 | Saves +1 +1 +2 +7 +4 -1 | Per +4 ]

Classes/Levels

Wizard 6

Size

Medium

Age

4

Special Abilities

Arcane Recover, Arcane Ward, Sentry's Rest, Library Access, Resistance to Poison Damage

Alignment

LG

Languages

Common, Elvish, Dwarvish, Orc

Strength 12
Dexterity 13
Constitution 15
Intelligence 18
Wisdom 12
Charisma 8

About Nyd of Calling

Nyd of Calling
LG Warforged Wizard 6
Background: Cloistered Scholar

AC: 12 (10, +1 dex, +1 race)(15 w/Mage Armor)
Proficiency Bonus: +3

Speed: 30'

Attack with Spell: +7
Spell DC: 15

Skills::

Arcana +7
History +7
Investigation +7
Perception +4
Religion +7

Tools::

Calligraphy Tools

Feats::

Extra Ability Points (+2 Int)

Race Features:

Warforged Resilience --You were created to have remarkable fortitude, represented by the following benefits.
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You are immune to disease.
- You don’t need to eat, drink, or breathe.
- You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.

Integrated Protection -- You have +1 to AC and can integrate armor you are proficient with into your body.

Sentry's Rest --When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Specialized Design -- You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. (Perception, Calligraphy Tools, Elven)

Class Features::

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.

Arcane Traditions (Abjuration)

Arcane Tradition Feature (Abjuration Savant) -- Copy Abjuration spells into your spell book in half the time and at half the cost.

Arcane Tradition Feature (Arcane Ward) -- The first time a day you cast an Abjuration spell of 1st level or higher you siphon of some of the spells energy to create an Arcane Ward. The ward lasts until you complete your next long rest

The ward gives you temporary hitpoints equal to twice your wizard level + your Intelligence Modifier (Current total 16).

Whenever you have an Arcane Ward and cast an abjuration spell of 1st level or higher, your ward regains temporary hitpoints equal to twice the spell's level, to a maximum of the current ward's max temporary hit points.

The ward is not dispelled when it reaches 0 hitpoints, and can be recharged by the above method. (Note that the RAW does not say if the ward can be dispelled externally.)

Ward of Protection: As a reaction project your ward to an ally within 30ft. Damage taken is removed from the ward first, then applied to the ally if the ward is reduced to 0.

Spells Prepared::

Cantrips: Acid Splash, Frostbite, Prestidigitation, Shape Water
1st Level: Absorb Elements, Mage Armor, Magic Missile, Repair Warforged
2nd Level: Blur, Misty Step, Invisibility
3rd Level: Counterspell, Stinking Cloud, Fireball

Spells in Spell Book::

1st Level: Absorb Elements, Comprehend Languages, Detect Magic, Find Familiar, Ice Knife, Mage Armor, Magic Missile, Repair Warforged
2nd Level: Blur, Invisibility, Misty Step, See Invisibility
3rd Level: Counterspell, Stinking Cloud, Fireball, Glyph Ward

Attunements::
Risian Pine Imbued Wand -- This specially prepared wand, made from wood taken from a manifest zone, increases all spell-based Ice Damage by +1 if it is used as a Spell Focus during the casting.

Magic Equipment::

Risian Pine Imbued Wand -- This specially prepared wand, made from wood taken from a manifest zone, increases all spell-based Ice Damage by +1 if it is used as a Spell Focus during the casting.

Bag of Holding -- This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

Everbright Lantern -- This is a Bullseye Lantern with a Eberron dragonshard in it upon which Continual Flame has been cast. It provides normal light in a 60ft cone, and an 120ft of dim light. Because Continual Flame was used, the lantern does not use fuel and cannot be put out, but it can be shuttered to suppress the light per a normal bullseye lantern.

Wand of Magic Detection -- This wand has 3 charges. While holding it, you can spend 1 charge as an action to cast the detect magic
spell from it. The wand regains ld3 expended charges daily at dawn.

Equipment:

Dagger
Spell Component Pouch
Spellbook
Scholar's Robes
Writing Kit (with double the supplies)
Borrowed Book about Wards
Backpack
10 Sheets of Paper
Book of Lore
10gp

Wishlist and Ambitions:

1. Make a back-up of Nyd's current spellbook.
2. Add more spells to the spellbook, particularly looking at Abjuration spells in general and ice spells like Sleet Storm.
3. Would love to develop or discover a cold version of Fireball.
4. Warforge components are cool, but a built-in weapon would not be super useful. (Hopefully the core book gives more examples.)
5. Continue to develop Ansuz, ultimately searching for a way to create Warforged without a Creation Forge.

Ansuz:

Owl
Tiny beast, Unaligned

Armor Class 11
Hit Points 1 (1d4-1)
Speed 5 ft., fly 60 ft.

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

Skills Perception +3, Stealth +3
Senses Darkvision 120 Ft., passive Perception 13
Challenge 0 (10 XP)

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d1) slashing damage.