+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
-3 | Strength | |
+1 | Dexterity | |
+1 | Constitution | |
+5 | Intelligence | |
+4 | Wisdom | |
-1 | Charisma |
+1 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+5 | Arcana | INT | |
-3 | Athletics | STR | |
-1 | Deception | CHA | |
+3 | History | INT | |
+4 | Insight | WIS | |
-1 | Intimidation | CHA | |
+7 | Investigation | INT |
+2 | Medicine | WIS | |
+3 | Nature | INT | |
+2 | Perception | WIS | |
-1 | Performance | CHA | |
-1 | Persuasion | CHA | |
+3 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
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Weight: 18.5 lbs
Color: Black
Height: 2'6
Age: 16
2 Daggers
Staff
Robe
Spellbook
Scholars Pack
All people, rich or poor, deserve respect.
I'm committed to the people I care about, not to ideals.
I like seeing the smiles on peoples faces when im around. Thats all that matters.
All people, rich or poor, deserve respect.
Theres no good pretending to be something I am not.
I'm committed to the people I care about, not to ideals.
I have a bond to the town of Almoca and the people within due to their generosity and kindness.
I Idolize the Tabaxi wizard within the queens gaurd.
There is a shopkeeper in Almoca that tend to my needs when I didn't have anybody else.
In tense situations, my emotions may overwhelm me.
Too trustful.
Overconfident.
Larry was abandoned by his parents at a young age. He was left in the town of Almoca, and the townspeople there took care of him. When Larry matured, there was a lack of variety in jobs due to the town mostly relying on alchemy, so he started work as an alchemist. After working as an alchemist for a couple of months, a wizard of the queens gaurd visited the town Larry was working at. After seeing what he could do, Larry started to looked up to him and became obsessed with the art of wizardry. He quit his job as an alchemist to study magic. With the limited resources Almoca had for magic, Larry learned everything he could about wizardry that the the town had to offer. Wanting even more knowledge about magic and to become a better wizard, he decided to leave the town of Almoca and adventure off into the world. Before he left, one of the older townspeople gave Larry a worn staff that was about three foot four inches and a completely oversized blue wizard hat with yellow stars.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Sound Magic
0-level (Cantrip) Evocation
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
0-level (Cantrip) Illusion
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.
PHB
0-level (Cantrip) Evocation
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
Ranged Spell Attack | 1d8 | Cold Damage |
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Basic Rules , pg. 257
1-level Evocation
1-level Abjuration
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.
Basic Rules
1-level Evocation
phb
1-level Evocation
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Ranged Spell Attack | [roll 3d8] | Choose Damage Type |
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PHB
1-level Abjuration
You 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
Base AC | 13 + Dexterity Modifier |
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PHB, page 231
1-level Divination (ritual)
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell 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.
D&D 5e PHB Page 289
1-level Evocation
A beam of crackling, blue energy lances out towards a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
3-level Abjuration
Statblocks for your Trinkets, businesses, building, castles, empires.