Adventure Date: October, 2023
Last Updated: November 12, 2023
Campaign: The Lost Mine - Ian - Chapter 2 class: Wizard - Abjuration species: gold dragonborn level: 2 alignment: neutral good xp: 0 deity: Bahamut Background: sage - librarian Home Region: size: medium age: 20 gender: male height: 6'6" eyes: mystic blue hair: gold scales skin: gold scales weight: 240 lbs Languages: common, draconic, goblin, giant ward hp = 6 hp = 12 HD: 1d6+1 x2 ==================================================================================== STR: 10 +0 HP: 12 Healing HD: 1d6+1 x2 inspiration = DEX: 14 +2 CON: 13 +1 AC: 12/15 AC other: 17/20 (shield, reaction) INT: 15 +2 = 10/13 + 0 + 2 + 0 + 0 WIS: 12 +1 armor + shield + dex + magic + misc CHA: 11 +0 Speed: 30 ft Initiative: +2.14 passive perception = 11 Proficiency: +2 ==================================================================================== SAVES Total = base +prof +magic +misc STR: +0 = +0 +0 DEX: +2 = +2 +0 CON: +1 = +1 +0 INT: +4 = +2 +2 WIS: +3 = +1 +2 CHA: +0 = +0 +0 - fire resistance = fire damage is halved ==================================================================================== Attack Attack Damage Type Range Notes ------------ ------ ------ ---- ----- ----- firebreath DEX DC 11 2d6 fire 15 cone 1/short or long rest 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 ==================================================================================== TOTAL SKILLS: Ability Mod Prof Misc +2 acrobatics DEX +2 +1 animal handling WIS +1 +4 *arcana INT +2 +2 +0 athletics STR +0 advantage if swimming +0 deception CHA +0 +4 *history INT +2 +2 +1 insight WIS +1 +0 intimidation CHA +0 +4 investigation INT +2 +3 *medicine WIS +1 +2 +2 nature INT +2 +1 perception WIS +1 +0 performance CHA +0 +0 persuasion CHA +0 +4 *religion INT +2 +2 +2 sleight of hand DEX +2 +2 stealth DEX +2 +1 survival WIS +1 ============================================================================= SPECIAL ABILITIES / FEATS Armor: none Weapons: daggers, darts, slings, quarterstaffs, light crossbows Tools: none SPECIES: GOLD DRAGONBORN (STR+2, CHA+1) Gold Draconic Ancestry - speak common and draconic - fire resistance = fire damage is halved - fire breath - 15 ft cone, damage 2d6 or DEX save for half - save DC = 8 + CON + proficiency = 8 + 1 + 2 = 11 BACKGROUND: SAGE Skill Proficiencies: Arcana, History Languages: Two of your choice (goblin, giant) CLASS: WIZARD - ABJURATION Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion (Medicine, 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. Abjuration Savant - the gold and time spent to copy an abjuration spell into your spellbook is halved. Arcane Ward - cast abjuration spell of 1st level or higher, to create a magical ward on yourself - lasts until you finish a long rest. - ward hit point maximum equal to twice wizard level + INT - Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell ============================================================================= 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 = 2 + 2 = 4 0: cantrips = 3 - dancing lights, firebolt, minor illusion 1: slots = 2 remaining = 2 - featherfall, mage armor, magic missile, 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 Magic's Enduring Spellbook: total value = 600 gp - immune to fire, water and aging - spellbook base = 50 gp + enduring spellbook = +50 gp = 100 gp base level 1 = 50 gp x 1 x 10 = +500 gp - detect magic (C,R), find familiar (R), identify (R), unseen servant (R) disguise self, featherfall, mage armor, magic missile, sleep, shield ============================================================================== GEAR Total WT= 10 + 59 = 69 lbs load: STR x 15 = 150 lbs push/drag/lift: STR x 30 = 300 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 --- --------------------- 3 common clothes (0.5 gp) 1 dagger (2 gp) 1 pouch (0.5 gp) 1 - coins 3 Magic's Enduring Spellbook (600 gp) 1 crystal arcane focus (10 gp) 0 spell component: identify (100 gp pearl) 0 Goblin Hat of Vermin (common) - summon bat, rat or frog = 1 charge, 3 charge/day (50 gp) 0 Jade Frog Figurine (common) - waterborne, adv on STR (athletics) to swim (50 gp) 0 Potions of Healing (50 gp) x1 0 spell component: find familiar (10 gp) x2 5 backpack (2 gp) 7 - bedroll (1 gp) 1 - mess kit (0.2 gp) 20 - rations (days) = x10 (0.5 gp/day = 5 gp) 5 - waterskin (0.2 gp) 1 - tinderbox (0.5 gp) 10 - torches = x10 (0.01 gp/torch = 0.1 gp) 10 - 50 ft hempen rope (1 gp) 0 - bottle of black ink (10 gp) 0 - quill 0 - small knife 0 - scroll case 0 - a letter from a dead colleague posing a question you have not yet been able to answer ============================================================================== TREASURE store credit = 0 gp pp = 25 gp = 2 sp = cp = 5 ============================================================================= In Storage: pp = gp = sp = cp = ============================================================================== SPECIAL NOTES: - starting equipment = explorer's pack (10 gp) + sage equipment