+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
-1 | Strength | |
+4 | Dexterity | |
+0 | Constitution | |
+4 | Intelligence | |
+3 | Wisdom | |
+1 | Charisma |
+4 | Acrobatics | DEX | |
-97 | Animal Handling | WIS | |
-98 | Arcana | INT | |
-1 | Athletics | STR | |
+1 | Deception | CHA | |
-98 | History | INT | |
+3 | Insight | WIS | |
+1 | Intimidation | CHA | |
+2 | Investigation | INT | |
+7 | Magical Creatures | WIS | |
+2 | Potion Making | INT | |
+2 | Herbology | INT | |
+2 | Muggle Studies | INT | |
+2 | Magical Theory | INT |
+3 | Medicine | WIS | |
-98 | Nature | INT | |
+3 | Perception | WIS | |
+1 | Performance | CHA | |
+1 | Persuasion | CHA | |
-98 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Unarmed | +1 | STR | 1d4-1 | Bludgeoning |
Magizoology Subclass, Level 1
Your study of magical creatures has taught you about their injuries and physiologies. You can cast any known Healing spells on beasts.
You have developed the presence of mind to resist a mental invasion. When targeted by legilimens, you make a Wisdom saving throw to resist its initial effects, and you have advantage on the Intelligence contests. If you fail your initial saving throw, you are immediately aware that the spell is targeting you. If you succeed on a saving throw or contest, you can let the spell continue and reveal false information, false emotions, or false memories of your choosing.
Veritaserum will not work on you, unless you allow it.
Potion
Common
First Year Potion When you drink this potion, you become utterly discombobulated for 6 seconds. You can’t take actions or reactions and you roll a d10. If you roll 1-8, you must use all of your movement to move in a random direction. To determine the direction, assign a direction to each number 1-8. If you roll a 9-10, you don't move.
1 bundle of gurdyroots
2 bundles of lovage
1 flask of ethanol
Weight: .5 lb
Potion
Common
First Year Potion When you drink this potion, you forget everything you perceived in the last minute and you won't be able to remember anything you perceive in the next 10 minutes.
1 bundle of lovage
1 cluster of mistletoe berries
2 flasks of Lethe River water
Weight: .5 lb
Header 1 | Header 2 | Header 3 |
---|---|---|
Row 1, Cell 1 | Row 1, Cell 2 | Row 1, Cell 3 |
Row 2, Cell 1 | Row 2, Cell 2 | Row 2, Cell 3 |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Level | Proficiency Bonus | Focus Points | Metamagic | Features |
---|---|---|---|---|
1st | +2 | 3 | -- | Font of Focus, School of Magic |
2nd | +2 | 3 | 1 | Metamagic |
3rd | +2 | 3 | 1 | Metamagic, Spell Deflection |
Magizoology Subclass, Level 1
Your study of magical creatures has taught you about their injuries and physiologies. You can cast any known Healing spells on beasts.
First Year Potions
Potion
Common
When you drink this potion, simple poisons in your system are neutralized and you gain advantage on saving throws against poison for 1 hour. If you took poison damage in the previous minute, you regain half of your hit points lost to poison damage, up to a maximum of 15 hit points. Antidote to: Baneberry Poison, Doxycide, Garrotting Gas, Moonseed Poison
1 bundle of galanthus nivalis
1 cluster of mistletoe berries
1 flask of honeywater
1 vial of billywig stings
Weight: .5 lb
Statblocks for your familiars, mounts etc.
Pack Tactics: The Dire Wolf Dragon Pup has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated. Keen Senses: The pup has advantage on Wisdom (Perception) checks that rely on hearing or smell. Flight: The pup can fly 30 feet per round.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Cold Breath (Recharge 1d4 per day): The pup exhales icy cold breath in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 9 (2d8) cold damage on a failed save, or half as much damage on a successful one.
Uncontroled Size. Shasta is tiny but if he becomes too excited, fearful or senses high danger for the ones in his "pack" then the spell holding him to a tiny height will temporarily break until he is calm again.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
The Unlocking Charm
0-level (Cantrip) Enchantment
The Airway Clearing Spell
0-level (Cantrip) Abjuration
The Sticking Spell
0-level (Cantrip) Transmutation
The Wand-Lighting Charm
0-level (Cantrip) Enchantment
The Flower-Conjuring Spell
0-level (Cantrip) Transmutation
The Knockback Jinx
1-level Evocation
The Full Body-Bind Curse
1-level Enchantment
Statblocks for your Trinkets, businesses, building, castles, empires.