Leirthal The Magnificent
High Elf / Chloistered Scholar
Wizard 4 (War)
L/N with proud and ambitious tendancies
His work is more important than yours.
He really is better than you... Yes, you.
Str 8. -1
Dex 16. +3
Con 14 +2
Int 17 +3
Wis 12. +1
Cha 8. -1
Prof bonus +2
Init +6 (tactical wit)
Saves int, wis
+4 arcane deflection
Advantage vs. charm
Immune to sleep
AC 13 (16 mage armor)(18 arcane deflection)
Hp 26
Attacks:
Cantrip. +6
Dagger. +5. 1d4+3
Spell save: 13
Spells 1:4 2:3
C(5) ray of frost, acid splash, fire bolt, friends, create bonfire
1/day use unknown cantrip Int DC 10
Spell book:
1)Alarm (R) / Burning Hands / Detect Magic (R) / feather fall / Identify (R) / Mage Armor / magic missile / Sleep
2) flaming sphere / web /misty step / shatter / detect thoughts
Proficiencies: (+2)
Arcana 5 (advantage), history 5, investigation5 , insight 3, perception(elf) 3
Darkvision 60'
Trance 4 hrs
Languages: elvish, common, draconic, celestial, abyssal
Elf Weapon Training. proficiency with longsword, shortsword, shortbow, and longbow.
Library Access
Equipment:
The scholar's robes of your cloister,
a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife),
a borrowed book on arcana (advantage)
and a pouch containing 10 gp
Spell book
Dagger
Arcane focus
Scholars pack
Cloak of billowing (bonus action)
Ring +1 spell attack, add int to DMG 1/day
Hat of Wizardry (Human). This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
1)You can use the hat as a spellcasting focus for your wizard spells.
2)You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case you can't use this property again until you finish a long rest.
~This quarterstaff of bone channels the madness of the elder gods of chaos. Staff of Gloorpk. Dragonfang Bolt: Targeted creature WIS save DC 14 or suffer 1d10+4 Poison damage and all creatures adjacent to target take 3 Poison damage. Electric Reflux (Recharge: 4-6): Ray, Targeted Creature DEX save DC 14 or take 4d6 Lightning damage. Fiery Croak (Recharge: 6): Cone 30', Targeted creatures CON save DC 14 or take 4d10 Fire and Force damage on a failed save, or 1/2 damage on a successful one. Requires Attunement.
ARCANE RECOVERY
You have learned to regain some of your magical energy by studying your spellbook. 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), and none of the slots can be 6th level or higher.For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
ARCANE DEFLECTION
At 2nd level, you have learned to weave your magic to
fortify yourself against harm. When you are hit by an at-
tack or you fail a saving throw, you can use your reaction
to gain a +2 bonus to your AC against that attack or a +4
bonus to that saving throw.
When you use this feature, you can't cast spells other
than cantrips until the end of your next turn.
TACTICAL WIT
Starting at 2nd level, your keen ability to assess tactical
situations allows you to act quickly in battle. You can
give yourself a bonus to your initiative rolls equal to your
Intelligence modifier.
FEY TELEPORTATION
Prerequisite: Eiffliigh)
Your study of high elven lore has unlocked fey power
that few other elves possess, except your eladrin cous-
ins. Drawing on your fey ancestry, you can momentarily
stride through the Feywild to shorten your path from
one place to another. You gain the following benefits: - Increase your Intelligence or Charisma score by 1, to
a maximum of 20. - You learn to speak, read, and write Sylvan.
. You learn the misty step spell and can cast it once without expending a spell slot. You regain the abil—
ity to cast it in this way when you finish a short or
long rest. Intelligence is your spellcasting ability for
this spell.
High Elf / Chloistered Scholar
Wizard 4 (War)
L/N with proud and ambitious tendancies
His work is more important than yours.
He really is better than you... Yes, you.
Str 8. -1
Dex 16. +3
Con 14 +2
Int 17 +3
Wis 12. +1
Cha 8. -1
Prof bonus +2
Init +6 (tactical wit)
Saves int, wis
+4 arcane deflection
Advantage vs. charm
Immune to sleep
AC 13 (16 mage armor)(18 arcane deflection)
Hp 26
Attacks:
Cantrip. +6
Dagger. +5. 1d4+3
Spell save: 13
Spells 1:4 2:3
C(5) ray of frost, acid splash, fire bolt, friends, create bonfire
1/day use unknown cantrip Int DC 10
Spell book:
1)Alarm (R) / Burning Hands / Detect Magic (R) / feather fall / Identify (R) / Mage Armor / magic missile / Sleep
2) flaming sphere / web /misty step / shatter / detect thoughts
Proficiencies: (+2)
Arcana 5 (advantage), history 5, investigation5 , insight 3, perception(elf) 3
Darkvision 60'
Trance 4 hrs
Languages: elvish, common, draconic, celestial, abyssal
Elf Weapon Training. proficiency with longsword, shortsword, shortbow, and longbow.
Library Access
Equipment:
The scholar's robes of your cloister,
a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife),
a borrowed book on arcana (advantage)
and a pouch containing 10 gp
Spell book
Dagger
Arcane focus
Scholars pack
Cloak of billowing (bonus action)
Ring +1 spell attack, add int to DMG 1/day
Hat of Wizardry (Human). This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
1)You can use the hat as a spellcasting focus for your wizard spells.
2)You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case you can't use this property again until you finish a long rest.
~This quarterstaff of bone channels the madness of the elder gods of chaos. Staff of Gloorpk. Dragonfang Bolt: Targeted creature WIS save DC 14 or suffer 1d10+4 Poison damage and all creatures adjacent to target take 3 Poison damage. Electric Reflux (Recharge: 4-6): Ray, Targeted Creature DEX save DC 14 or take 4d6 Lightning damage. Fiery Croak (Recharge: 6): Cone 30', Targeted creatures CON save DC 14 or take 4d10 Fire and Force damage on a failed save, or 1/2 damage on a successful one. Requires Attunement.
ARCANE RECOVERY
You have learned to regain some of your magical energy by studying your spellbook. 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), and none of the slots can be 6th level or higher.For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
ARCANE DEFLECTION
At 2nd level, you have learned to weave your magic to
fortify yourself against harm. When you are hit by an at-
tack or you fail a saving throw, you can use your reaction
to gain a +2 bonus to your AC against that attack or a +4
bonus to that saving throw.
When you use this feature, you can't cast spells other
than cantrips until the end of your next turn.
TACTICAL WIT
Starting at 2nd level, your keen ability to assess tactical
situations allows you to act quickly in battle. You can
give yourself a bonus to your initiative rolls equal to your
Intelligence modifier.
FEY TELEPORTATION
Prerequisite: Eiffliigh)
Your study of high elven lore has unlocked fey power
that few other elves possess, except your eladrin cous-
ins. Drawing on your fey ancestry, you can momentarily
stride through the Feywild to shorten your path from
one place to another. You gain the following benefits: - Increase your Intelligence or Charisma score by 1, to
a maximum of 20. - You learn to speak, read, and write Sylvan.
. You learn the misty step spell and can cast it once without expending a spell slot. You regain the abil—
ity to cast it in this way when you finish a short or
long rest. Intelligence is your spellcasting ability for
this spell.
Last edited by navyik on Fri Jul 27, 2018 9:20 am; edited 25 times in total