Magic

Adventure Date: February 15, 2024
Last Updated: February 26, 2024

Campaign: 	The Lost Mine - Ian - Chapter 3
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

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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 = 	11	
gp = 	8		
sp = 		
cp = 	1 			


=============================================================================
In Storage:
pp = 		
gp = 	
sp = 		
cp = 		



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SPECIAL NOTES:
- starting equipment = explorer's pack (10 gp) + sage equipment