Adventure Date: July 3, 2021
Last Updated: January 29, 2023
Campaign: Tablets of the Old Ones - Chapter 1 class: Wizard species: mountain dwarf level: 1 alignment: lawful good xp: 0 deity: Moradin Background: sage Home Region: size: medium age: 33 gender: male height: 4'6" eyes: mystic blue hair: earth brown skin: leathery tan weight: 240 lbs Languages: common, dwarven, draconic, goblin hp = HD: ==================================================================================== STR: 14 +2 HP: 8 Healing HD: 1d6 inspiration = DEX: 14 +2 AC: 16 CON: 15 +2 = 14 + 0 + 2 + 0 + 0 INT: 15 +2 armor + shield + dex + magic + misc WIS: 10 +0 AC other: 21 (shield, reaction) CHA: 8 -1 Initiative: +2.14 Speed: 25 ft Proficiency: +2 ==================================================================================== SAVES Total = base +prof +magic +misc STR: +2 = +2 +0 DEX: +2 = +2 +0 CON: +2 = +2 +0 INT: +4 = +2 +2 WIS: +2 = +0 +2 CHA: -1 = -1 +0 - You have advantage on saving throws against poison, and you have resistance against poison damage ==================================================================================== Attack Attack Damage Type Range Notes ------------ ------ ------ ---- ----- ----- warhammer, 1 hand +4 1d8+2 bludgeon n/a Versatile warhammer, 2 hands +4 1d10+2 bludgeon n/a Versatile dagger +4 1d4+2 ` piercing 20/60 finesse, light, thrown Spellcasting Attack Damage Type Range Notes ------------ ------ ------ ---- ----- ----- fire bolt +4 1d10 fire 120 1 action magic misile auto 1d4+1 (x3) force 120 1 action, 3 missiles sleep auto 5d8 hp total sleep 90 1 action ==================================================================================== TOTAL SKILLS: Ability Mod Prof Misc +2 acrobatics DEX +2 +0 animal handling WIS +0 +4 arcana INT +2 +2 +2 athletics STR +2 -1 deception CHA -1 +4 history INT +2 +2 +0 insight WIS +0 -1 intimidation CHA -1 +4 investigation INT +2 +2 +0 medicine WIS +0 +2 nature INT +2 +0 perception WIS +0 -1 performance CHA -1 -1 persuasion CHA -1 +4 religion INT +2 +2 +2 sleight of hand DEX +2 +2 stealth DEX +2 (disadvantage: scale mail) +0 survival WIS +0 tool-smith ============================================================================= SPECIAL ABILITIES / FEATS Armor: light, medium Weapons: daggers, darts, slings, quarterstaffs, light crossbows battleaxe, handaxe, light hammer, and warhammer Tools: smith SPECIES: MOUNTAIN DWARF 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. Dwarven Armor Training. - You have proficiency with light and medium armor. - Your base walking speed is 25 feet. - Your speed is not reduced by wearing heavy armor. Dwarven Resilience. - You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Combat Training. - You have proficiency with the battleaxe, handaxe, light hammer, and warhammer Tool Proficiency. - You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools (smith's tools) Stonecunning. - Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. BACKGROUND: SAGE Skill Proficiencies: Arcana, History Languages: Two of your choice (draconic, goblin) CLASS: WIZARD Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion (Investigation, Religion) 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 = 1), and none of the slots can be 6th level or higher. ============================================================================= SPELLS spell casting ability = INT spell save DC = 8 + INT + Prof = 8 + 2 + 2 = 12 spell attack bonus = INT + Prof = 2 + 2 = +4 total number of prepared spells = wizard + INT = 1 + 2 = 3 0: cantrips = 3 - firebolt, light, mage hand 1: slots = 2 remaining = 2 - magic missile, sleep, shield 2: slots = 0 remaining = 0 3: slots = 0 remaining = 0 4: slots = 0 remaining = 0 5: slots = 0 remaining = 0 6: slots = 0 remaining = 0 7: slots = 0 remaining = 0 8: slots = 0 remaining = 0 9: slots = 0 remaining = 0 Bruenor's Spellbook: level 1 - detect magic (R), find familiar (R), identify (R), magic missile, sleep, shield ============================================================================== GEAR Total WT= 49 + 62 + 2 = 113 lbs load: STR x 15 = 210 lbs push/drag/lift: STR x 30 = 420 lbs DM HOUSE RULE: Potions can be drunk as a bonus action DM HOUSE RULE: characters can attune to number of magic items = 1 + prof = 1 + 2 = 3 (0) WT Item --- --------------------- 0 common clothes 45 scale mail 2 warhammer 1 dagger 1 crystal arcane focus scholar's pack (10 gp) 5 - backpack 7 - bedroll 1 - mess kit 20 - rations (days) = x10 1 - waterskin 1 - tinderbox 10 - torches = x10 10 - 50 ft hempen rope background equipment 0 - sheets of parchment = x10 0 - bottle of black ink, ink pen, little bag of sand 0 - small knife 1 - iron holy symbol devoted to an unknown god 3 - Book of Lore 3 - Bruenor's Spellbook 1 pouch 1 - coins ============================================================================== TREASURE store credit = 0 gp pp = gp = 5 sp = 20 cp = ============================================================================= In Storage: pp = gp = sp = cp = ============================================================================== SPECIAL NOTES: celestial owl familiar, the "Professor", has already been cast and is safely tucked away in his pocket dimension.