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Xiefneroi

Satyr Race
Inheritor Origin
Wizard Chronurgy Magic 4 Class & Level
chaotic neutral Alignment
?? Deity
none Faction
n/a Rank/Position
n/a Loyalty
n/a Company

Strength 7
-2
Dexterity 14
+2
constitution 15
+2
intelligence 15
+2
wisdom 14
+2
charisma 12
+1
Total Hit Dice 4
Hit Die
1d1d6+2
+2 proficiency bonus
-2 Strength
+2 Dexterity
+2 Constitution
+5 Intelligence
+4 Wisdom
+1 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+5 Arcana
-2 Athletics
+1 Deception
+5 History
+4 Insight
+2 Intimidation
+3 Investigation
+2 Martial
+2 Medicine
+3 Nature
+2 Perception
+3 Performance
+3 Persuasion
+3 Religion
+2 Sleight of Hands
+2 Stealth
+4 Survival
skills

 

MV

Prestige
2
Attunement Slots
12
Armor Class
27
Hit Points
+4
Initiative
35
Speed
Attacks
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Gaming set dice and pan flute
Saving Throws: Intelligence, Wisdom
Skills: Arcana, Survival, History, Performance, Persuasion, and Insight
Languages. You can speak, read, and write Common, Primordial, and Sylvan.
Proficiences
Copying a Spell into the Book.
Spoiler label
When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.


Replacing the Book.
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You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.


Wizard
Spoiler label
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier 8+ 2+ 3 = 13
Spell attack modifier = your proficiency bonus + your Intelligence modifier 2+ 3 = 5


Slots: Cantrip 4, 1st 4, 2nd 3,

Cantrips

Minor Illusion (illusion; S M; 30ft)
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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.


Mage Hand (conjuration; V S action)
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A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You 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.
The hand can’t attack, activate magical items, or carry more than 10 pounds.


Mind Sliver (enchantment; V action; 60ft)
Spoiler label
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Prestidigitation (transmutation; V S action)
Spoiler label
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
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 instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
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.
If you cast this spell 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.


Shape Water (transmutation; S action)
Spoiler label
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


1st Level

Alarm (abjuration; VSM; Ritual)
Spoiler label
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 (divination; VSM; Ritual)
Spoiler label
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.


Identify (divination; VSM; ritual)
Spoiler label
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.


Magic Missile (evocation; V S action; 120ft)
Spoiler label
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.


Shield (abjuration; V S reaction)
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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.


Sleep (enchantment; V S M action;)
Spoiler label
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. 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.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.



2nd
Enhance Ability (transmutation; V S M; C 1hr)
Spoiler label
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on Charisma checks.
Fox's Cunning: The target has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


Vortex Warp (conjuration; V S; 90ft)
Spoiler label
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.


Spoiler label

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Spellcasting
a dagger
a component pouch
a scholar's pack
an arcane focus
a spell book
set of traveler's clothes
dice gaming set
pan flute
Gold- 15
Equipment
none
Faction
10, 13, 14, 14, 14, and 7
Stat Array
Creature type:
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Fey


Stat array two:
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10, 13, 14, 14, 14, and 7 with Charisma +2 and Dexterity +1


HP:
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HP Formula: 6+6+2+5+ (con*level)
Actual HP:6+6+2+5+ (2*4)


Ram
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You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier [1d4+2].


Magic Resistance
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You have advantage on saving throws against spells and other magical effects.


Mirthful Leaps
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Whenever you make a long or high jump, you can roll a d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.


Reveler
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You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice (pan flute).


Inheritor
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Skills: Survival, History
Tool Proficiencies: gaming set dice
Languages: primordial
Equipment: Your inheritance (secret), a set of traveler's clothes, the tool you choose for this background's tool proficiency (gaming set/ musical instrument), and a pouch containing 15 gp


Feature: Inheritance
Spoiler label
Its a secret. Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.


Ritual Casting
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You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.


Spellcasting Focus
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You can use an arcane focus as a spellcasting focus for your wizard spells.


Cantrip Formulas (Optional)
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At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.


Ability Score Improvement / Feat
Telekinetic
Spoiler label
You learn to move things with your mind, granting you the following benefits:
Increase Intelligence by 1, to a maximum of 20.
You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat [8+ 2+ 3 = 13] ) or be moved 5 feet toward or away from you. A creature can willingly fail this save.


Chronal Shift
Spoiler label
At 2nd level, you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.
You can use this ability twice, and you regain any expended uses when you finish a long rest.


Temporal Awareness
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Starting at 2nd level, you can add your Intelligence modifiers to your initiative rolls.


DM Mid Entry Spells
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Vortex Warp and Enhance Ability

Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Drangoana.

Statblock Type

Verum Character Sheet

Link/Embed