Saving Throws Str +3, Dex +4, Con +4, Int +6, Wis +5, Cha +1
Skill Proficiencies Acrobatics +4, *Arcana +6, Athletics +3, *History +6, *Insight +5, *Investigation +6, Medicine +3, Nature +4, *Perception +5, Religion +4, Stealth +4, Survival +3
Armor Languages Common, Draconic, Elven, Giant, Infernal
Weapons Daggers, darts, slings, quarterstaffs, light crossbows, in addition of Elvish weapons.
Class, Racial, Other Features:
RACE FEATURES Darkvision 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.
Elf Weapon Training You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Keen Senses You have proficiency in the Perception skill.
Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
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.
Cantrips You know four cantrips of your choice. You learn additional at higher levels.
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.
FACTION AGENT The Zhentarim
Safe Haven As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
Personality I idolize a particular hero of my faction, and constantly refer to that person’s deeds and example.
Ideal Change: We must help bring about the changes the faction is working towards in the world.
Bond Every five nights, you have a strange sequence of apocalyptic dreams. The world is destroyed by cold, choking fumes, lightning storms, waves of acid, and horrible fire. Each time, the dream ends with ten evil eyes glaring at you from the darkness. You feel a strange compulsion to travel to Greenest. Perhaps the answer to the riddle of your dreams awaits you there.
Flaw Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
Wizard Spells:
Spell Attack +6, DC 14
0(At Will)Chill Touch, Fire Bolt, Minor Illusion, Prestidigitation
1st(2/day)Mage Armor, Shield
Explorer's Pack - Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Backstory:
Born to a upper class family in Evereska, Vermathus was sent to the finest schools as a child and quickly developed a talent for the arcane arts. He also was fairly adept with a blade and this often lead to him sneaking into the Bladesinger Temple to witness the art. Upon reaching adulthood Vermathus set out to increase his knowledge of the world and visit new places. He was determined to make a name for himself and achieve great heights as a wizard!
His travels eventually took him to Baldur's Gate where he was indoctrinated into The Zhentarim. Their goals fit right inline with his own so it was a natural fit. He continued to work up in the ranks for a year or so until he started receiving strange dreams of death and destruction. They occurred every 5 days and every time he awakened from his trance seeing just one word, Greenest. Finally fed up he notified his Faction and set off to clear his head of these foul dreams.
1. Negative Talk about his faction, in particular his idol.
2. Furthering his skills in the arcane arts and becoming more powerful.
3. Determined, Vengeful, Witty
4. An assortment of steamed vegetables with butter and salt.
5. No favorite. General elvish style music will suffice.
6. As an eccentric High Elf he is very clean and ocd. More than likely nothing would be found in his pockets as everything has an exact place it goes.
Vermathus is standard height, 5'8" tall and has pale bronze skin. He has dark, piercing green eyes and light blonde hair. He wears standard travel clothes that are dark in color and carries a longsword in addition to his backpack. He keeps himself and his gear well maintained and clean.