Editing Tokoni
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
__notoc__ | __notoc__ | ||
− | ==Tokoni :: Human Wizard :: ( | + | ==Tokoni :: Human Wizard :: (no school yet) == |
==Base Matrix== | ==Base Matrix== | ||
− | :'''Ht:''' 5'11" | '''Wt:''' 176lbs | '''Skin:''' nice brown colour |'''Hair:''' brown, mid-length, tied back | '''Eyes:''' brown | '''Lv:''' | + | :'''Ht:''' 5'11" | '''Wt:''' 176lbs | '''Skin:''' nice brown colour |'''Hair:''' brown, mid-length, tied back | '''Eyes:''' brown | '''Lv:''' 1 | |
==Attributes== | ==Attributes== | ||
: '''STR''' 12 / '''+1''' Save (+1) || '''DEX''' 13 / '''+1''' Save (+1) || '''CON''' 12 / '''+1''' Save (+1) | : '''STR''' 12 / '''+1''' Save (+1) || '''DEX''' 13 / '''+1''' Save (+1) || '''CON''' 12 / '''+1''' Save (+1) | ||
− | : '''INT''' | + | : '''INT''' 18 / '''+4''' Save (+6) || '''WIS''' 12 / '''+1''' Save (+3) || '''CHA''' 10 / '''+0''' Save (+0) |
==Skills== | ==Skills== | ||
− | : '''Proficiencies in bold:''' (Proficiency Bonus + | + | : '''Proficiencies in bold:''' (Proficiency Bonus +2) |
:Acrobatics +1 | :Acrobatics +1 | ||
:Animal Handling +1 | :Animal Handling +1 | ||
− | :'''Arcana + | + | :'''Arcana +6''' |
:Athletics +1 | :Athletics +1 | ||
:Deception +0 | :Deception +0 | ||
− | :'''History + | + | :'''History +6''' |
:Insight +1 | :Insight +1 | ||
:Intimidation +0 | :Intimidation +0 | ||
− | :'''Investigation + | + | :'''Investigation +6''' (21 for Passive checks) |
:Medicine +1 | :Medicine +1 | ||
− | :'''Nature + | + | :'''Nature +6''' |
:Perception +1 (15 for Passive checks) | :Perception +1 (15 for Passive checks) | ||
:Performance +0 | :Performance +0 | ||
:Persuasion +0 | :Persuasion +0 | ||
− | :'''Religion + | + | :'''Religion +6''' |
:Sleight of Hand +1 | :Sleight of Hand +1 | ||
:Stealth +1 | :Stealth +1 | ||
Line 41: | Line 41: | ||
==Combat== | ==Combat== | ||
− | '''AC''' 14(11) | '''HP''' | + | '''AC''' 14(11) | '''HP''' 12 | <u>Hit Dice: 1d6</u> | Initiative Modifier +0 |
{| class="wikitable" | {| class="wikitable" | ||
|'''Weapon''' | |'''Weapon''' | ||
Line 114: | Line 114: | ||
'''Name:''' Description | '''Name:''' Description | ||
− | ==Familiar | + | ==Familiar Nevala (Tiny Celestial Mongoose)== |
+ | |||
+ | AC 13 | Hit Points 2 (1d4) | Speed 30 ft., burrow 5 ft. | ||
− | |||
STR 4 (-3) | DEX 14 (+2) | CON 10 (+0) | INT 2 (-4) | WIS 10 (+0) | CHA 6 (-2) | STR 4 (-3) | DEX 14 (+2) | CON 10 (+0) | INT 2 (-4) | WIS 10 (+0) | CHA 6 (-2) | ||
− | :'''Skills''' Perception +2 | + | :'''Skills''' Perception +2, Stealth +4 |
: Senses darkvision 60 ft., passive Perception 10 | : Senses darkvision 60 ft., passive Perception 10 | ||
:'''Special Traits''' | :'''Special Traits''' | ||
− | ::'''Keen Hearing and Smell'''- The | + | ::'''Keen Hearing and Smell'''- The mongoose has advantage on Wisdom (Perception) checks that rely on hearing or smell. |
− | ::''' | + | ::'''Venom Resistance''' - The mongoose has advantage on saving throws against the poison of snakes and snakelike monsters. |
:'''ACTIONS''' | :'''ACTIONS''' | ||
Line 130: | Line 131: | ||
==Class Features (Wizard)== | ==Class Features (Wizard)== | ||
− | : '''School:''' | + | : '''School:''' xxxxx |
: '''Proficiencies''': Daggers, darts, slings, quarterstaffs, light crossbows. Tools: None | : '''Proficiencies''': Daggers, darts, slings, quarterstaffs, light crossbows. Tools: None | ||
− | : '''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 = | + | : '''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. |
− | |||
− | |||
: '''Feature''' - X/rest | : '''Feature''' - X/rest | ||
Line 142: | Line 141: | ||
<u>Spellcasting Logistics</u> | <u>Spellcasting Logistics</u> | ||
− | '''Spell Slots:''' L1 | + | '''Spell Slots:''' L1 | 3 |
− | '''Spell DC:''' (8 + Prof | + | '''Spell DC:''' (8 + Prof 2 + Stat 4) 14 |
− | '''Spell Att Mod:''' (Prof | + | '''Spell Att Mod:''' (Prof 2 + Stat 4) +6 |
− | + | <u>Cantrips</u> | |
− | :'''Fire Bolt''' (Evoc) | 1 action | 120 feet | V, S | You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. | + | :'''Fire Bolt''' (Evoc) | 1 action | 120 feet | V, S | You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. |
:'''Mage Hand''': 30' | V,S | 1min | spectral floating hand can dismiss as an action | can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it | can’t attack, activate magic items, or carry more than 10 pounds | :'''Mage Hand''': 30' | V,S | 1min | spectral floating hand can dismiss as an action | can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it | can’t attack, activate magic items, or carry more than 10 pounds | ||
:'''Minor Illusion''' (Illus) | 1 action | 30 feet | S, M (a bit of fleece) | 1 minute | You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again | If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. | If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. | Physical interaction with the image reveals it to be an illusion, because things can pass through it | If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature | :'''Minor Illusion''' (Illus) | 1 action | 30 feet | S, M (a bit of fleece) | 1 minute | You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again | If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. | If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. | Physical interaction with the image reveals it to be an illusion, because things can pass through it | If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature | ||
:Source: '''xxx''': Description | :Source: '''xxx''': Description | ||
− | + | <u>'''Spells Prepared''' (Int 4 + L2) = 6 </u> | |
− | + | :'''Alarm''' | |
− | : | + | :'''Comprehend Languages''' |
− | :''' | + | :'''Detect Magic''' |
− | :''' | + | :'''Feather Fall''' |
− | :''' | ||
:'''Magic Missile''' | :'''Magic Missile''' | ||
− | |||
:'''Sleep''' | :'''Sleep''' | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | '''Spell Book:''' - | |
− | :'''Alarm'' | + | :'''Alarm''" (Abj, Ritual 1 min) | 30 feet |
+ | | V,S,M (a tiny bell and a piece of fine silver wire) | Duration:8 hours | You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. | ||
+ | | A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. | ||
:'''Comprehend Languages''' (Div, Ritual) - 1 action | self | V,S,M (a pinch of soot and salt) | 1 hour | Understand literal meaning of any spoken language you hear | Also any written language you see, but must be touching the surface on which the words are written | It takes about 1 minute to read one page of text | Doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language | :'''Comprehend Languages''' (Div, Ritual) - 1 action | self | V,S,M (a pinch of soot and salt) | 1 hour | Understand literal meaning of any spoken language you hear | Also any written language you see, but must be touching the surface on which the words are written | It takes about 1 minute to read one page of text | Doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language | ||
:'''Detect Magic''' (Div, Ritual) - 1 action | self | V,S | Concentration, up to 10 min | Sense presence of magic within 30 ft | If you sense magic, can use action to see a faint aura around any visible creature or object in the area that bears magic, and learn its school of magic, if any | Can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | :'''Detect Magic''' (Div, Ritual) - 1 action | self | V,S | Concentration, up to 10 min | Sense presence of magic within 30 ft | If you sense magic, can use action to see a faint aura around any visible creature or object in the area that bears magic, and learn its school of magic, if any | Can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | ||
− | :'''Feather Fall'''1st-level transmutation | + | :'''Feather Fall'''1st-level transmutation |
− | : '''Find Familiar''' - ( | + | |
− | + | Casting Time:1 reaction, which you take when you or a creature within 60 feet of you falls | |
− | : '''Mage Armour''' (Abj) - 1 action | Touch | V,S,M (piece of cured leather) | 8 hours | touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | + | Range:60 feet | |
− | : '''Magic Missile''' (Evoc) - 1 action | 120 feet | V,S | Three glowing darts of magical force. Each dart hits a creature of your choice that you can see | 1d4 + 1 force damage each | All strike simultaneously | + | Components: V, M (a small feather or piece of down) | |
− | : '''Sleep''' (Ench) - 1 action | 90 feet | V, S, M (pinch of fine sand, rose petals, or a cricket) | 1 min | Sends creatures into a magical slumber. 5d8 hit points of creatures . Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures) | Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected | Undead and creatures immune to being charmed aren’t affected by this spell | + | D|uration:1 minute | |
− | + | ||
− | + | Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. | |
− | + | ||
− | + | : '''Find Familiar''' - (mongoose) | |
− | + | :'''Mage Armour''' (Abj) - 1 action | Touch | V,S,M (piece of cured leather) | 8 hours | touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | |
− | + | :'''Magic Missile''' (Evoc) - 1 action | 120 feet | V,S | Three glowing darts of magical force. Each dart hits a creature of your choice that you can see | 1d4 + 1 force damage each | All strike simultaneously | |
− | + | :'''Sleep''' (Ench) - 1 action | 90 feet | V, S, M (pinch of fine sand, rose petals, or a cricket) | 1 min | Sends creatures into a magical slumber. 5d8 hit points of creatures . Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures) | Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected | Undead and creatures immune to being charmed aren’t affected by this spell. | |
− | |||
− | |||
==Background Features (Adventuring Scholar)== | ==Background Features (Adventuring Scholar)== | ||
Line 205: | Line 195: | ||
'''<u>Wealth</u>''' | '''<u>Wealth</u>''' | ||
: 0 gems | : 0 gems | ||
− | : | + | : 0 pp |
− | : ''' | + | : '''0''' gp |
: 0 ep | : 0 ep | ||
− | : ''' | + | : '''0''' sp |
− | : ''' | + | : '''0''' cp |
'''<u>Weapons</u>''' | '''<u>Weapons</u>''' | ||
− | : | + | : Weapon |
− | : | + | : Weapon |
− | : | + | : Weapon |
− | |||
'''<u>Gear</u>''' | '''<u>Gear</u>''' | ||
− | + | : Backpack 5lb ? | |
− | + | :: xxxxx Xlb | |
− | : Backpack | + | :: xxxxx Xlb |
− | :: | + | :: xxxxx Xlb |
− | :: | + | :: xxxxx Xlb |
− | :: | + | :: xxxxx Xlb |
− | :: | + | :: xxxxx Xlb |
− | :: | + | :: xxxxx Xlb |
− | :: | + | :: xxxxx Xlb |
− | :: | + | :: xxxxx Xlb |
− | :: | + | :: xxxxx Xlb |
− | :: | + | :: xxxxx Xlb |
− | :: | + | :: xxxxx Xlb |
− | :: | + | :: xxxxx Xlb |
− | :: | + | : Clothes, xxxxx Xlb |
− | :: | + | : Item Xlb |
− | : | + | : Item Xlb |
− | : | + | : Item Xlb |
− | : | + | : Item Xlb |
− | : | + | : Item Xlb |
− | : | + | : Item Xlb |
− | : | ||
− | : | ||
Line 248: | Line 235: | ||
'''<u>Magic Items</u> | '''<u>Magic Items</u> | ||
− | : | + | : XXXX |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==Backstory== | ==Backstory== | ||
Line 272: | Line 247: | ||
==Notes== | ==Notes== | ||
− | : | + | :xxxxxx |