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Statistics

Experience NA Character Level 16 Proficiency Bonus
Class(es) & Level(s) Wizard (Illusionist) 14, Warlock (Archfey) 2
Name Value Bonus w/ Prof w/ Expt Notes
Strength 8
Dexterity 18
Constitution 15
Intelligence 22
Wisdom 10
Charisma 14
Initiative Speed 30'
Armor Class 17 Hit Points 99
Size Small Hit Dice 14d6, 2d8

Proficiencies

Type List Notes
Saves Intelligence, Wisdom
Skills Acrobatics, Arcana, Deception, Investigation, Stealth
Tools Gaming Set (Dice), Thieves' Tools
Armors Light
Weapons Simple
Languages Common, Gnome

Actions

Type Name Source Notes
Normal Attack: Unarmed General +X to hit, XdY+Z damage
Move Ground General 30'
Bonus x x x
Reaction x x x

General Action chart found here.

Features

Type Name Source Notes
Racial Darkvision Gnome See 60' in dim light as in bright, and darkness as in dim.
Racial Gnome Cunning Gnome Advantage on Intelligence, Wisdom, and Charisma saves against magic.
Racial Speak with Beasts Gnome Communicate simple ideas to Small or smaller beasts.
Background Criminal Contact Criminal I know a guy, who knows a guy…
Class Spellcasting Wizard Ability: Intelligence.
Class Ritual Casting Wizard Can cast a ritual (R) without having it prepared if it's in your spellbook.
Class Arcane Recovery Wizard 1/day after short rest, recover slots 5th or less, of total level = half Wiz level, round up.
Class Illusion Savant Wizard Halve the gold and time spent to copy an illusion spell into spellbook.
Class Imp. Minor Illusion Wizard Can create both sound and image with a single casting. Also, gain a cantrip.
Class Malleable Illusions Wizard As action, change nature of illusion with duration of 1 min or longer that you can see.
Class Illusory Self Wizard 1/short, Reaction: Cause an attack roll against you to miss.
Class Illusory Reality Wizard Bonus: Make ongoing illusory object real for 1 min.
Class Pact Magic Warlock Ability: Charisma. Regain warlock spell slots with short or long rest.
Class Fey Presence Warlock 1/short, Action: Each creature in 10' cube makes Wis save (warlock), or is charmed or frightened until end of your next turn.
Feat Spell Sniper Wizard Disregard cover unless full, double AC-based spell ranges, gain ranged attack cantrip.
Feat Fade Away Wizard 1/short, Reaction: On taking damage, become invisible until end of next turn, or until you attack, deal damage, or force a save.
Feat Squat Nimbleness Wizard Gain 5ft of movement, prof. in Acrobatics, and advantage on checks to escape grapples.

Assets & Equipment

Platinum Gold Electrum Silver Copper Miscellanous
2220 12758 0 0 0 0
Type Name Weight# Value Notes
Weapon Dagger 1 2gp 1d4 piercing, Finesse, Light, Thrown (20/60)
Focus Rod of the Master Trickster 2 special Details below
Armor Glamoured Studded 13 (rare) Light armor, AC 13 + Dex mod, Bonus to change appearance
Clothing Common clothes 3 5sp Dark clothing complete with hood and lots of pockets
Item Rod of Rulership (A) 2 (rare) As an action, command obedience. DMG pg 197
Item Crystal Ball (A) 2 (very rare) Can cast Scrying at will, DC 17.
Item Amulet of the Planes (A) 1 (very rare) Can cast Plane Shift with a DC 15 Int check.
Gear Spellbook 3 50gp Where you're casting all these spells from. 100 pages
Gear Backpack 5 2gp Holds up to 1 cubic foot / 30 lbs of gear
Gear Belt pouch 1 5sp Holds up to 1/5 cubic foot / 6 lbs of gear
Gear Bedroll 7 1gp So you don't have to sleep in the dirt
Gear Mess kit 1 2sp For cooking in the wilderness
Gear Tinderbox 1 5sp Light a torch/lantern/etc as an action, anything else in 1 min
Gear Crowbar 5 2gp Gives Advantage on certain Strength checks
Gear Waterskin 5 2sp Holds half a gallon (4 pints) of liquid
Gear Hemp rope 10 1gp 50 ft. Somewhere, somehow, you will need rope.
Gear Torch (x10) 10 10cp Provides 20ft bright light, 20ft dim beyond that for 1 hour
Gear Rations (x10) 20 50sp A day's worth of iron rations, now with 20% more iron!

Notable Magic Items

Rod of the Master Trickster

  • A two-foot long length of black iron inscribed with arcane symbols and capped with a diamond-shaped crystal of deep indigo. When held, the rod functions as an arcane focus and provides a +2 bonus to spell attack rolls and to the saving throw DCs of your illusion spells. The rod holds a maximum of 50 charges (2.5 per level, currently 40). It regains 4d6+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the rod regains 1d12+1 charges.
  • Spells: While holding the rod, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability (only spells you are high enough level to cast may be cast this way): Animate Object (5 charges), Confusion (4 charges), Chromatic Orb (1 charge), Dispel Magic (3 charges), Fear (3 charges), Hypnotic Pattern (3 charges), Invisibility (2 charges), Knock (2 charges), Major Image (3 charges or 6 charges for 6th level casting), Passwall (5 charges), Phantasmal Force (2 charges), Phantasmal Killer (4 charges), Telekinesis (5 charges), Teleport (7 charges), or Wall of Force (5 charges). You can also use an action to cast one of the following spells from the rod without using any charges: Arcane Lock, Blur, Detect Magic, Enlarge/Reduce, Friends, or Light.
  • Spell Absorption: While holding the rod, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the rod absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the rod's total number of charges above 50, the rod overloads and none of its properties or abilities function until you have finished a long rest.
  • As an action, you can change the appearance of the rod to any handheld inanimate object no more than 10 pounds in weight and 5 feet in length. This effects lasts until you dismiss it as an Action or the item leaves your possession. In addition, as a Bonus Action you can create one of the following magical effects within 30 feet. If you use this ability multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You alter the appearance of your eyes for 1 minute.

Spells

Spell Slots/Day Wiz DC Wiz +Atk War DC War +Atk Cantrip Tier Prepared
L1x4 (+2) L2x3 L3x3 L4x3 L5x2 L6x1 L7x1 L8x0 L9x0 18(20) 11 14 6 3 20

Cantrips

Source Name School Casting Time Range Cmpnts Duration Effect
Wiz Chill Touch Nec Action 120' V, S Instant Spell attack, 1d8/tier necrotic, target can't regain hit points.
Wiz Dancing Lights Evo Action 120' V, S, M 1 min(C) Create up to 4 torch-sized lights.
Feat Fire Bolt Evo Action 120' V, S, M Instant Spell attack, 1d10/tier fire, ignites unattended flammables.
Wiz Frostbite Evo Action 60' V, S Instant Con save or 1d6/tier cold, disadvantage on next weapon attack before end of its next turn.
War Mage Hand Con Action 30' V, S 1 min Move, lift, carry up to 10 pounds.
Wiz Mending Tra 1 min Touch V, S, M Instant Repair break or tear no larger than 1 foot.
Wiz Message Tra Action 120' V, S, M 1 round Only target hears message and can reply.
Race Minor Illusion Ill Action 30' V, S 1 min Create sound or image up to 5' cube.
War Prestidigitation Tra Action 10' V, S 1 hour Minor magical effects, up to three at once.
Wiz Shocking Grasp Evo Action Touch V, S Instant Spell attack, 1d8/tier lightning, target can't take reactions.

Wizard Spellbook

Prep Level Name School Casting Time Range Cmpnts Duration Effect
- 1 Alarm Abj 1 min(R) 30' V, S, M 8 hours Place audible or mental alarm.
- 1 Burning Hands Evo Action 15' cone V, S Instant Targets take 3d6 fire, Dex halves.
- 1 Charm Person Enc Action 30' V, S 1 hour Charm humanoid you can see, Wis negates.
- 1 Comprehend Languages Div Action(R) Self V, S, M 1 hour Understand spoken or written (by touch) languages.
- 1 Detect Magic Div Action(R) Self V, S 10 mins(C) Sense magic within 30'.
X 1 Feather Fall Tra Reaction 60' V, M 1 min Slow decent for up to 5 creatures.
- 1 Find Familiar Con 1 hour(R) 10' V, S, M Instant Gain the services of a familiar.
- 1 Fog Cloud Con Action 120' V, S 1 hour(C) 20' radius sphere, heavily obscured.
X 1 Magic Missile Evo Action 120' V, S Instant 3 darts for 1d4+1 force each.
X 1 Shield Abj Reaction Self V, S 1 round +5 AC until start of next turn.
- 1 Sleep Enc Action 90' V, S, M 1 min Affects 5d8 total hit points in 20' radius.
- 1 Tasha's Hideous Laughter Enc Action 30' V, S, M 1 min(C) Creature falls prone and is incapacitated, Wis negates.
- 1 Tenser's Floating Disk Con Action(R) 30' V, S, M 1 hour Create 3' diameter disk of force.
Prep Level Name School Casting Time Range Cmpnts Duration Effect
- 2 Alter Self Tra Action Self V, S 1 hour(C) Choose from list of options.
X 2 Earthbind Tra Action 300' V 1 min(C) Str save or flying target is speed 0.
- 2 Hold Person Enc Action 60' V, S, M 1 min(C) Target humanoid is paralyzed, Wis negates.
- 2 Invisibility Ill Action Touch V, S, M 1 hour(C) Target is invisible until it attacks or casts.
- 2 Knock Tra Action 60' V Instant Object is unlocked, unbarred, or unstuck.
- 2 Locate Object Div Action Self V, S, M 10 mins(C) Sense location of familiar object within 1000'.
X 2 Misty Step Con Bonus Self V Instant Teleport 30' to a space you can see.
- 2 Phantasmal Force Ill Action 60' V, S, M 1 min(C) Target affected by mental illusion, Int negates.
- 2 Rope Trick Tra Action Touch V, S, M 1 hour Create extradimensional space holding 8 Medium or smaller creatures.
- 2 Suggestion Enc Action 30' V, M 8 hours(C) Plant suggestion in target's mind, Wis negates.
X 2 Web Con Action 60' V, S, M 1 hour(C) Webs 20' cube, Dex save or be restrained.
Prep Level Name School Casting Time Range Cmpnts Duration Effect
X 3 Blink Tra Action Self V, S 1 min Blink in and out of the Ethereal Plane.
X 3 Counterspell Abj Reaction 60' S Instant Counter spell of casting level or less, or higher with ability check DC 10+ spell level.
- 3 Dispel Magic Abj Action 120' V, S Instant Dispel 3rd or lower, 4th or higher with check.
X 3 Fireball Evo Action 150' V, S, M Instant 8d6 fire to 20' radius, Dex halves.
- 3 Haste Tra Action 30' V, S, M 1 min(C) Target gains +2 AC, x2 speed, and extra action per turn.
- 3 Hypnotic Pattern Ill Action 120' S, M 1 min(C) Creatures in 30' cube make Wis save or are charmed, incapacitated, and have speed 0.
- 3 Leomund's Tiny Hut Evo 1 min(R) Self V, S, M 8 hours Create 10' radius dome of force.
- 3 Major Image Ill Action 120' V, S, M 10 mins(C) Illusory object, creature, or visual phenomenon up to 20' cube.
- 3 Sending Evo Action Unlimited V, S, M 1 round Send 25 word message to familiar creature.
Prep Level Name School Casting Time Range Cmpnts Duration Effect
- 4 Charm Monster Enc Action 30' V, S 1 hour Charm creature you can see, Wis negates.
- 4 Confusion Enc Action 90' V, S, M 1 min(C) Confuses creatures in 10' radius, Wis negates.
X 4 Greater Invisibility Ill Action Touch V, S 1 min(C) Target is invisible until spell ends.
X 4 Otiluke's Resilient Sphere Evo Action 30' V, S, M 1 min(C) Impervious sphere around up to Large creature/object, Dex negates.
- 4 Phantasmal Killer Ill Action 120' V, S 1 min(C) Creature makes Wis save or is frightened. Start of its turns, make Wis save or take 4d10 psychic.
X 4 Wall of Fire Evo Action 120' V, S, M 1 min(C) 60' long, 20' high or 20' diameter, 20' high.
Prep Level Name School Casting Time Range Cmpnts Duration Effect
X 5 Creation Ill 1 min 30' V, S, M Special Create nonliving object no bigger that 5' cube.
X 5 Hold Monster Enc Action 90' V, S, M 1 min(C) Non-undead creature makes Wis save or is paralyzed. Repeats save at end of its turns.
X 5 Mislead Ill Action Self S 1 hour(C) Become invisible and create illusory double you can see/hear through.
X 5 Synaptic Static Enc Action 120' V, S Instant 8d6 psychic within 20', Int for half, then -d6 to attacks/checks for 1 min.
Prep Level Name School Casting Time Range Cmpnts Duration Effect
- 6 Contingency Evo 10 mins Self V, S, M 10 days Casts contingent spell of 5th level or lower.
X 6 Mental Prison Ill Action 60' S 1 min(C) Target makes Int save. Success, 5d10 psychic. Fail, 5d10 psychic, can't see or hear, and is restrained for duration. Melee/movement through barrier deals 10d10 psychic and ends spell.
X 6 Otiluke's Freezing Sphere Evo Action 300' V, S, M Instant 10d6 cold within 60' radius, Con save for half. Can refrain from firing up to 1 min.
- 6 Programmed Illusion Ill Action 120' V, S, M Until Dispelled Create illusion that activate under specific conditions.
Prep Level Name School Casting Time Range Cmpnts Duration Effect
X 7 Prismatic Spray Evo Action Self (60' cone) V, S Instant Each creature is hit by one or more rays randomly.
- 7 Project Image Ill Action 500 miles V, S, M 1 day(C) Creates moveable (x2 speed) image that caster can see and hear through in any location seen before within range.
X 7 Reverse Gravity Tra Action 100' V, S, M 1 min(C) Reverses gravity in a 50' radius, 100' high cylinder.
- 7 Simulacrum Ill 12 hours Touch V, S, M Until dispelled Create duplicate of one beast or humanoid.
Spellbook Spells to be Scribed

Grease, Thunderwave, Witch Bolt, Blindness/Deafness, Darkness, Ray of Enfeeblement, Water Breathing, Fabricate, Fire Shield, Polymorph, Dominate Person, Geas, Planar Binding, Teleportation Circle, Wall of force, Disintegrate, Magic Jar

Warlock Spells Known

Level Name School Casting Time Range Cmpnts Duration Notes
1 Expeditious Retreat Tra Bonus Self V, S 10 mins(C) Dash as a Bonus action each round.
1 Hex Enc Bonus 90' V, S, M 1 hour(C) Extra 1d6 necrotic with attacks.
1 Protection From Evil and Good Abj Action Touch V, S, M 10 mins(C) Ward against unearthly creatures.

Warlock Invocations

Name Description
Mask of Many Faces Cast Disguise Self at will without expending a spell slot.
Misty Visions Cast Silent Image at will without expending a spell slot or material components.

Character Build

  • Background: Criminal (Smuggler)
    • Personality Trait #1: “I always have a plan for what to do when things go wrong.”
    • Personality Trait #2: “The first thing I do in a new place is note the locations of everything valuable – or where such things could be hidden.”
    • Ideal: “Chains are meant to be broken, as are those who would forge them.”
    • Bond: “Someone I loved died because of a mistake I made. That will never happen again.”
    • Flaw: “When I see something valuable, I can't think about anything but how to steal it.”
  • Race & Subrace: Gnome (Forest)
  • Point Buy Ability Scores: Str X (Ypt), Dex X (Ypt), Con X (Ypt), Int X (Ypt), Wis X (Ypt), Cha X (Ypt)

Level Progression

XP(k) CLev Prof AttBonus Class & Level HPs Class Features
0 1 +2 - Adventurer X X Blah
.3 2 +2 +1 Xxx Adventurer X X Blah
.9 3 +2 - Adventurer X X Blah
2.7 4 +2 +1 Xxx Adventurer X X Blah
6.5 5 +3 - Adventurer X X Blah
14 6 +3 +1 Xxx Adventurer X X Blah
23 7 +3 - Adventurer X X Blah
34 8 +3 +1 Xxx Adventurer X X Blah
48 9 +4 - Adventurer X X Blah
64 10 +4 +1 Xxx Adventurer X X Blah
85 11 +4 - Adventurer X X Blah
100 12 +4 +1 Xxx Adventurer X X Blah
120 13 +5 - Adventurer X X Blah
140 14 +5 +1 Xxx Adventurer X X Blah
165 15 +5 - Adventurer X X Blah
195 16 +5 +1 Xxx Adventurer X X Blah
225 17 +6 - Adventurer X X Blah
265 18 +6 +1 Xxx Adventurer X X Blah
305 19 +6 - Adventurer X X Blah
355 20 +6 +1 Xxx Adventurer X X Blah
dd5b/bango/charsheet.txt · Last modified: 2018/09/29 20:04 by jason