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==Base Matrix==
 
==Base Matrix==
:'''Ht:''' 5'11" | '''Wt:''' 176lbs | '''Skin:''' nice brown colour |'''Hair:''' brown, mid-length, tied back | '''Eyes:''' brown | '''Lv:''' 5 |
+
:'''Ht:''' 5'11" | '''Wt:''' 176lbs | '''Skin:''' nice brown colour |'''Hair:''' brown, mid-length, tied back | '''Eyes:''' brown | '''Lv:''' 3 |
  
 
==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''' 20 / '''+5''' Save (+7) || '''WIS''' 12 / '''+1''' Save (+4) || '''CHA''' 10 / '''+0''' Save (+0)
+
: '''INT''' 18 / '''+4''' Save (+6) || '''WIS''' 12 / '''+1''' Save (+3) || '''CHA''' 10 / '''+0''' Save (+0)
  
 
==Skills==
 
==Skills==
: '''Proficiencies in bold:''' (Proficiency Bonus +3)
+
: '''Proficiencies in bold:''' (Proficiency Bonus +2)
 
:Acrobatics +1
 
:Acrobatics +1
 
:Animal Handling +1
 
:Animal Handling +1
:'''Arcana +8'''
+
:'''Arcana +6'''
 
:Athletics +1
 
:Athletics +1
 
:Deception +0
 
:Deception +0
:'''History +8'''
+
:'''History +6'''
 
:Insight +1
 
:Insight +1
 
:Intimidation +0
 
:Intimidation +0
:'''Investigation +8''' (22 for Passive checks)
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:'''Investigation +6''' (21 for Passive checks)
 
:Medicine +1
 
:Medicine +1
:'''Nature +8'''
+
:'''Nature +6'''
 
:Perception +1 (15 for Passive checks)
 
:Perception +1 (15 for Passive checks)
 
:Performance +0
 
:Performance +0
 
:Persuasion +0
 
:Persuasion +0
:'''Religion +7'''
+
:'''Religion +6'''
 
:Sleight of Hand +1
 
:Sleight of Hand +1
 
:Stealth +1
 
:Stealth +1
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==Combat==
 
==Combat==
'''AC''' 14(11) | '''HP''' 26 | <u>Hit Dice: 5d6</u> | Initiative Modifier +0
+
'''AC''' 14(11) | '''HP''' 16 | <u>Hit Dice: 1d6</u> | Initiative Modifier +0
 
{| class="wikitable"
 
{| class="wikitable"
 
|'''Weapon'''
 
|'''Weapon'''
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: '''School:''' Divination
 
: '''School:''' Divination
 
: '''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 =2), and none of the slots can be 6th level or higher.
+
: '''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.
 
: '''Divination Savant''' - Beginning w hen you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.
 
: '''Divination Savant''' - Beginning w hen you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.
 
: '''Portent''' - Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the num bers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls
 
: '''Portent''' - Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the num bers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls
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<u>Spellcasting Logistics</u>
 
<u>Spellcasting Logistics</u>
  
'''Spell Slots:'''  L1 | 4 || L2 | 3 || L3 | 2
+
'''Spell Slots:'''  L1 | 4 || L2 | 2
  
'''Spell DC:''' (8 + Prof 3 + Stat 5) 16
+
'''Spell DC:''' (8 + Prof 2 + Stat 4) 14
  
'''Spell Att Mod:''' (Prof 3 + Stat 5) +8
+
'''Spell Att Mod:''' (Prof 2 + Stat 4) +6
  
===Cantrips===
+
<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. 1d20+7;1d10
+
:'''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
  
===Spells Prepared===
+
<u>'''Spells Prepared''' (Int 4 + L3) = 7</u>
: (Int 5 + L5) = 10</u>
 
 
:Level 1
 
:Level 1
:'''Feather Fall'''
+
:'''Comprehend Languages'''
:'''Hideous Laughter'''
+
:'''Detect Magic'''  
:'''...'''
+
:'''Feather Fall'''  
 
:'''Magic Missile'''
 
:'''Magic Missile'''
:'''Shield'''
 
 
:'''Sleep'''
 
:'''Sleep'''
 
:Level 2
 
:Level 2
 
:'''Suggestion'''
 
:'''Suggestion'''
:'''Invisibility'''
 
:'''Maximilian's Earthen Grasp'''
 
:Level 3
 
:'''Clairvoyance'''
 
:'''Fireball'''
 
  
===Spell Book===
+
'''Spell Book:''' -
:'''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.
+
:'''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 | Casting Time:1 reaction, which you take when you or a creature within 60 feet of you falls | Range:60 feet | Components: V, M (a small feather or piece of down) | Duration: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.
+
:'''Feather Fall'''1st-level transmutation
: '''Find Familiar''' - (otter)
+
 
: '''Hideous Laughter''' (Ench) - 1 Action | 30' | V,S,M (tiny tarts and a feather that is waved in the air) | A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected | At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
+
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 |
: '''Shield''' (Abj) - 1 Reaction | Self | V, S | An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
+
 
 +
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.
 
:Level 2
 
:Level 2
: '''Augury'''
+
:
: '''Invisibility'''
+
: Suggestion
: '''Maximilian's Earthen Grasp'''
 
: '''Suggestion'''
 
:Level 2
 
: '''Clairvoyance''' (Div) - 10 minutes | 1 mile | V S M (A focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) | Target: A point in range in a location familiar to you or in an obvious location that is unfamiliar to you | You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with | When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. | A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
 
: '''Fireball''' (Evoc) - 1 action | 150 feet | V S M (A tiny ball of bat guano and sulfur) | Instantaneous | Bright streak flashes from pointing finger to point you choose within range and then blossoms with a low roar into an explosion of flame | Each creature in 20' radius sphere centered on that point makes Dex save | 8d6 fire damage or half if save | Fire spreads around corners, ignites flammable objects not being worn or carried | When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
 
  
 
==Background Features (Adventuring Scholar)==
 
==Background Features (Adventuring Scholar)==
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'''<u>Wealth</u>'''
 
'''<u>Wealth</u>'''
 
: 0 gems
 
: 0 gems
: 22 pp
+
: 0 pp
: '''94''' gp
+
: '''8''' gp
 
: 0 ep
 
: 0 ep
: '''309''' sp
+
: '''7''' sp
: '''168''' cp
+
: '''8''' cp
  
 
'''<u>Weapons</u>'''
 
'''<u>Weapons</u>'''
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:: Signet ring
 
:: Signet ring
 
:: Soap
 
:: Soap
:: Waterproof scroll case
 
 
:: Waterskin 5 lb. (full)
 
:: Waterskin 5 lb. (full)
:: Spell component pouch, including 2 foci (200+200gp) for Clairvoyance
+
 
  
  
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'''<u>Magic Items</u>
 
'''<u>Magic Items</u>
: Ring of Water Walking
+
: XXXX
: Scrolls:
 
:: Tenser's Floating Disk
 
:: Gift of Alacrity
 
:: Cloud of Daggers
 
:: Distort Value
 
: Potions:
 
:: Climbing
 
:: Cure Wounds
 
:: Elixir of Health
 
:: Enlarge
 
:: Hill Giant Strength
 
:: Invisibility
 
  
 
==Backstory==
 
==Backstory==

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