Adventure Date: TBD, 2024
Last Updated: March 9, 2024
Campaign: Tablets of the Old Ones - Chapter 15 class: Wizard - Diviner species: mountain dwarf level: 4 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 left: x4 ==================================================================================== STR: 14 +2 HP: 32 Healing HD:d6+3: x4 inspiration = DEX: 14 +2 AC: 16 CON: 16 +3 = 14 + 0 + 2 + 0 + 0 INT: 16 +3 armor + shield + dex + magic + misc WIS: 10 +0 AC other: 21 (shield, reaction) CHA: 8 -1 Speed: 25 ft Initiative: +2.14 Passive Perception: 10 Proficiency: +2 ==================================================================================== SAVES Total = base +prof +magic +misc STR: +2 = +2 +0 DEX: +2 = +2 +0 CON: +3 = +3 +0 INT: +5 = +3 +2 WIS: +2 = +0 +2 CHA: -1 = -1 +0 - You have advantage on saving throws against poison, and you have resistance against poison damage. - Portant = X and X for attack roll, saving throw, or ability check (1/turn) ==================================================================================== 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 +5 1d10 fire 120 1 action ray of frost +5 1d8 cold 60 1 action, -10 MV magic misile auto 1d4+1 (x3) force 120 1 action, 3 missiles hold person DC 13 WIS paralysis paralysis 60 1 action, concentration shatter DC 13 CON 3d8 (save 1/2) thunder 60 1 action, 10 ft radius sphere, crystal/stone/metal= dis on save ==================================================================================== TOTAL SKILLS: Ability Mod Prof Misc +2 acrobatics DEX +2 +0 animal handling WIS +0 +5 arcana INT +3 +2 +2 athletics STR +2 -1 deception CHA -1 +5 (+7) history INT +3 +2 (+2 vs stone) +0 insight WIS +0 -1 intimidation CHA -1 +5 investigation INT +3 +2 +0 medicine WIS +0 +3 nature INT +3 +0 perception WIS +0 -1 performance CHA -1 -1 persuasion CHA -1 +5 religion INT +3 +2 +2 sleight of hand DEX +2 +2 stealth DEX +2 (disadvantage: scale mail) +0 survival WIS +0 +4 tool-smith STR +2 +2 ============================================================================= 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 - DIVINER 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 = 2), and none of the slots can be 6th level or higher. Divination Savant - the gold and time spent to copy a divination spell into your spellbook is halved. Portant - 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. ============================================================================= SPELLS spell casting ability = INT spell save DC = 8 + INT + Prof = 8 + 3 + 2 = 13 spell attack bonus = INT + Prof = 3 + 2 = +5 total number of prepared spells = wizard + INT = 4 + 3 = 7 arcane recovery = 2 left = 0 0: cantrips = 4 - fire bolt, light, mage hand, ray of frost 1: slots = 4 remaining = 3 - magic missile, shield, silent image - ritual: detect magic, find familiar, identify, unseen servant 2: slots = 3 remaining = 2 - hold person, knock, misty step, shatter 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: Total Value = 850 gp - base value = 50 gp spellbook level 1: Value = 50 gp x8 = +400 gp - detect magic (R), find familiar (R), identify (R), unseen servant (R) magic missile, shield, silent image, sleep, level 2: Value = 100 gp x4 = +400 gp - hold person, knock, misty step, shatter Bruenor's Enduring Spellbook: Total Value = 100 gp - base value = 50 gp spellbook - +50 gp Enduring Spellbook - empty spell components - identify (100 gp) = x0 - focus - find familiar (10 gp) = x3 - consumed with each casting ============================================================================== GEAR Total WT= 49 + 45 = 94 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 (1) WT Item --- --------------------- 0 common clothes 45 scale mail 2 warhammer 1 dagger 1 crystal arcane focus 0 Ring of Feather Falling (rare, requires attunement) descend 60 ft/round, no fall damage 0 Magic Ring - transmutation aura, no attunement needed (swimming? waterwalkng?) 0 Magic Potion - evocation - Jabba (healing? firebreath?) 0 Magic Potion - enchantment - basilisk (Philter of Love? Animal friendship? heroism?) 0 Magic Potion - transmutation - basilisk (Climbing, Oil of Sharpness, Diminuition, Flying, Gaseous form, Giant strength, Growth, Speed, waterbreathing) 1 - waterskin 10 - 50 ft hempen rope 5 - backpack 7 - bedroll 1 - mess kit 1 - tinderbox 10 - torches = x10 0 - small knife 1 - iron holy symbol devoted to an unknown god 3 - Bruenor's Book of Lore 3 - Bruenor's Spellbook 3 - Bruenor's Enduring Spellbook - not damaged by fire, water or age 0 - bottle of black ink, ink pen, little bag of sand 0 - map/scroll case 0 - drow pass - Valania's territory 0 - directions - Valania's territory to green claw lizardfolk tribe in the underdark 0 - directions - Mother Angela's Inn to detailed route to the surface, will take 3-4 weeks 0 - sheets of parchment = x8 ============================================================================== TREASURE store credit = 0 gp pp = gp = 3 sp = cp = ============================================================================= In Storage: pp = gp = sp = cp = ============================================================================== SPECIAL NOTES: - Bruenor refers to his celestial owl familiar as the "Professor" and to his unseen servants as the "Spirits of my Ancestors". - celestial owl familiar, the "Professor" is back in play - once slain by umberhulk - once slain by basilisk ------------------------------------------------- Bruenor's Book of Lore: - sketch and notes of iron holy symbol devoted to an unknown god - sketch and notes of each "Tablet of the Old Gods" - Anodresh, Bheleu, Oblok, Shaneenah - cypher for translating "old gods" text on tablets to common and dwarven - map/directions - gnoll slave cave to lava chamber to Cave of Oblok - Cave of Oblok to Tomb of Anodresh - Tomb of Anodresh to Valania's drow territory - Valania's territory to green claw lizardfolk tribe - location of Mother Angela's Inn along route - Mother Angela's Inn to detailed route to the surface, 3-4 week journey - green claw lizardfolk tribe to Jabba and his red flame tribe of destuctive lizardfolk - green claw lizardfolk tribe to basilisk den - Mother Angela's Inn to ... -------------------------------------------------- - would like to get: - "identify" spell component = 100 gp - Hat of Wizardry (common item, requires attunement by a wizard) = 50 gp - spell focus - cast any cantrip = DC 10 Intelligence (Arcana) check - Headband of Intelect - INT = 19/+4 (uncommon, requires attunement) = 100 gp - Arcane Grimoire +1 (uncommon, requires attunement by a wizard) = 100 gp (Tasha's) - +1 spell save DC, +1 spell attack roll, +1 arcane recovery - Bag of Holding (uncommon) = 100 gp (Mother Angela has one for 400 gp) - half-plate = 750 gp - mithral half-plate or adamantine half-plate = 850 gp - half-plate +1 = 1,250 gp - mithral half-plate +1 or adamantine half-plate +1 = 1,350 gp ---------------------------------------------- - Enduring Spellbook - copy existing spells = 10 gp/level or 5 gp/level divination level 1 = 6*10 gp + 2*5 gp = 60 gp + 10 gp = 70 gp level 2 = 4*20 gp = 80 gp --------------------------------------------- - would like to get spells 50 gp / spell level 1 absorb elements (xanathar p150 - somatic only, reaction) catapult (xanathar p150 - somatic only) 2 see invisibility (div) rope trick mirror image ---------------------------------- wizard divination spells: 25 gp / spell level 1 Comprehend languages 2 detect thoughts locate object mind spike (xanathar p162 - somatic only) see invisibility 3 clairvoyance (focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) tongues 4 arcane eye locate creature 5 contact other plane legend lore rary's telepathic bond scrying ---------------------------------- would like to get the following ritual spells = 50 gp / spell level 1 Alarm Comprehend languages - div Illusory script Tensor's Floating disk 2 Gentle repose Magic mouth skywrite 3 Feign death Leomund's tiny hut Phantom steed Water breathing 5 Contact other plane - div Rary's Telepathic bond - div 6 Drawmij's Instant summons FEATS worth considering ----------------------- Elemental adept - Fire - ignore creature's fire resistance - treat any 1 on a fire damage die as a 2 Lucky - luck points = 3 - roll extra d20 after first die rolled but before results known - use if being attacked, attacking, ability check or saving throw Spell Sniper RESILIENT Increase CON score by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability. OR WAR CASTER - You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. - You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. - When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature