Adventure Date: December 10, 2022
Last Updated: February 19, 2023
Campaign: The Lost Mine - Chapter 12 class: Aberrant Mind Sorcerer species: half-elf level: 5 alignment: neutral xp: 0 deity: Fuzzy-Wuzzy Background: Cloistered Scholar Home Region: Baldur’s Gate size: medium age: 25 gender: male height: 5'10" eyes: dark hazel hair: brown skin: coppery weight: 160 lbs - coppery skin, wenge wood brown hair and dark hazel eyes, with strong elvish features Languages: Common, Draconic, Elven, Giant, Undercommon hp = HD: ==================================================================================== STR: 8 -1 HP: 29+1d6 Healing HD: 5d6 inspiration = DEX: 12 +1 AC: 13 CON: 14 +2 = 0 + 0 + 1 + 1 + 1 INT: 10 +0 armor + shield + dex + staff + ring WIS: 16 +3 AC other: 16 (mage armor spell) CHA: 17 +3 AC other: 18 (shield spell) AC other: 21 (mage armor + shield spell) Initiative: +1.12 Speed: 30 ft Proficiency: +3 ==================================================================================== SAVES Total = base +prof +magic +misc STR: +0 = -1 +0 +1 DEX: +2 = +1 +0 +1 CON: +6 = +2 +3 +1 INT: +1 = +0 +0 +1 WIS: +4 = +3 +0 +1 CHA: +7 = +3 +3 +1 - advantage on saving throws against being charmed, and magic can't put you to sleep. - immune to the poisoned condition and have immunity to poison damage (periapt) - immune to contracting any disease (periapt) ==================================================================================== Attack Attack Damage Type Range Notes ------------ ------ ------ ---- ----- ----- quarterstaff +2 1d6-1 bludgeoning versatile (1d8) dagger +4 1d4+1 piercing 20/60 finesse, light, thrown dart +4 1d4+1 piercing 20/60 finesse, thrown light crossbow +4 1d8+1 piercing 80/320 ammunition, loading, two-handed Spellcasting Attack Damage Type Range Notes ------------ ------ ------ ---- ----- ----- chill touch +7 1d8 necrotic 120 1 action fire bolt +7 1d10 fire 120 1 action mind sliver DC 15 INT 1d6 psychic 60 1 action ray of frost +7 1d8 cold 60 1 action chaos bolt +7 2d8+1d6 random 120 1 action, see Xanathar p152 dissonant whisper DC 15 WIS 3d6 + MV psychic 60 1 action magic misile auto 1d4+1 (x3) force 120 1 action, 3 missiles shatter DC 15 CON 3d8 (save 1/2) thunder 60 1 action, 10 ft sphere, crystal/stone/metal= dis on save fireball DC 15 DEX 8d6 (save 1/2) fire 150 1 action, 20' sphere hunger of hadar auto 2d6 (start turn)cold 150 1 action, 20' sphere darkness (a.k.a. "here comes Fuzzy-Wuzzy") 2d6 (end turn) acid ==================================================================================== TOTAL SKILLS: Ability Mod Prof Misc +1 acrobatics DEX +1 +3 animal handling WIS +3 +3 *arcana INT +0 +3 -1 athletics STR -1 +3 deception CHA +3 +3 *history INT +0 +3 +6 *insight WIS +3 +3 +3 intimidation CHA +3 +0 investigation INT +0 +3 medicine WIS +3 +0 nature INT +0 +6 *perception WIS +3 +3 +3 performance CHA +3 +6 *persuasion CHA +3 +3 +0 religion INT +0 +1 sleight of hand DEX +1 +4 *stealth DEX +1 +3 +3 survival WIS +3 tool- ============================================================================= SPECIAL ABILITIES / FEATS Armor: none Weapons: daggers, darts, slings, quarterstaffs, light crossbows Tools: none SPECIES: HALF-ELF Darkvision. - Thanks to your elf blood, you have superior vision in dark and dim conditions. 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. Fey Ancestry. - You have advantage on saving throws against being charmed, and magic can't put you to sleep. Skill Versatility. - You gain proficiency in two skills of your choice. (perception, stealth) Languages. - You can speak, read, and write Common, Elvish, and one extra language (draconic) BACKGROUND: CLOISTERED SCHOLAR Skill Proficiencies: History, plus your choice of one from among Arcana, Nature, and Religion (arcana) Languages: Two of your choice (giant, undercommon) CLASS: SORCERER: Origin = Aberrant Mind (Tasha pg. 66) - Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion (Insight, Persuasion) - Telepathic Speech (1st-level Aberrant Mind feature) - form a telepathic connection between your mind and the mind of another. - As a bonus action, choose one creature you can see within 30 feet of you. - You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). - To understand each other, you each must speak mentally in a language the other knows. - The telepathic connection lasts for a number of minutes equal to your sorcerer level. - It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature - Font of Magic - sorcery points = 2 - Creating Spell Slots: bonus action, lose created slots after long rest cost = level 1=2, level 2=3, level 3=5, level 4=6, level 5=7 - Convert Spell Slot to Sorcery Points: bonus action, expend one spell slot and gain a number of sorcery points equal to the slot's level. - Metamagic - Empowered Spell - When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). - You must use the new rolls. - You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. - Twinned Spell - When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). - To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are. FEAT: - Telekinetic: You learn to move things with your mind, granting you the following benefits: - Increase your Charisma score by 1, to a maximum of 20. - You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat. - As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + CHA = 8 + 3 + 3 = 14) or be moved 5 feet toward or away from you. A creature can willingly fail this save. ============================================================================= SPELLS spell casting ability = CHA spell save DC = 8 + CHA + Prof = 8+3+3 = 14 +1 = 15 spell attack bonus = CHA + Prof = 3+3 = +6 +1 = +7 spells known = 6 + psionic spells psionic spells at level 1 = arms of Hadar, dissonant whispers, mind sliver psionic spells at level 3 = calm emotions, detect thoughts psionic spells at level 5 = hunger of Hadar, sending Sorcery Points = 5 0: cantrips = 5 - chill touch, firebolt, mage hand, mind sliver, ray of frost, shape water 1: slots = 4 remaining = 0 - absorb elements, chaos bolt, dissonant whisper, feather fall, identify, magic missile 2: slots = 3 remaining = 0 - detect thoughts, misty step, shatter 3: slots = 2 remaining = 0 - fireball, hunger of Hadar, sending 4: slots = 0 5: slots = 0 6: slots = 0 7: slots = 0 8: slots = 0 9: slots = 0 Whenever you gain a sorcerer level, you can replace one spell you gained from this feature (psionic spells) with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. ============================================================================== GEAR Total WT= 12 + 55 = 64 lbs load: STR x 15 = 120 lbs push/drag/lift: STR x 30 = 240 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 (3) WT Item --- --------------------- 0 scholar's robes of your cloister 2 dagger x2 (4 gp) 0 darts x10 5 light crosbow 1 case 1 light crossbow bolts = x20 0 arcane focus 0 spell component: identify = pearl (100 gp) on necklace 0 Bloodwell Vial +1 (uncommon, requires attunement) = 100 gp (purchase) = +1 spell attack, +1 spell DC, regain socery points 3 "Glass Staff" Staff of Defense (rare, requires attunement) = 500 gp (loot) = +1 AC - regains 1d6+4 charges at dawn, charges = 10 - cast: mage armor (action, 1 charge), shield (reaction, 2 charges) 0 Merfolk Friendship Ring (ring, rare, requires attunement) = 600 gp (purchase) 0 Decanter of Endless Water (uncommon) = 100 gp value (purchase) 0 Scuro's Double-Proof Periapt (wondrous item, rare) = 600 gp (purchase) 0 Wand of Magic Missile (uncommon) = 100 gp value (loot) - 7 charges, recharge 1d6+1/dawn, expend 1-3 charges/use 0 golden statuette of Sun Elf (10 gp) with single use Augury spell 0 holy water 0 Potion of Greater Healing x1 = 4d4+4 hp = 100 gp (loot) 0 Potion of Healing x1 (common) = 50 gp (loot) 0 Scroll = lightning bolt (uncommon, 3rd lvl spell) = 75 gp (loot) 0 Scroll = misty step (uncommon, 2nd lvl spell) = 50 gp (loot) 0 vials of acid x2 5 - backpack 7 - bedroll 1 - mess kit 20 - rations (days) = x10 1 - waterskin 1 - tinderbox 10 - torches = x10 10 - 50 ft hempen rope 0 - writing kit (small pouch with a quill, ink, folded parchment, and a small penknife) 0 - borrowed book on the subject of your current study 1 pouch 1 - coins ============================================================================== TREASURE store credit = 0 gp pp = gp = 11 sp = cp = 4 ============================================================================= In Storage: pp = gp = sp = cp = ============================================================================== SPECIAL NOTES: