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Rose Illuminara

Zocudae Race
Dannose (Ulura) Origin
Wizard 2 Class & Level
Chaotic Good Alignment
Yvdros Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 16
+3
constitution 15
+2
intelligence 18
+4
wisdom 11
+0
charisma 11
+0
Total Hit Dice 2
Hit Die
1d1d6+2
+2 proficiency bonus
+0 Strength
+3 Dexterity
+2 Constitution
+4 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+6 Arcana
+0 Athletics
+0 Deception
+6 History
+0 Insight
+0 Intimidation
+6 Investigation
+0 Martial
+0 Medicine
+4 Nature
+0 Perception
+0 Performance
+0 Persuasion
+6 Religion
+3 Sleight of Hands
+3 Stealth
+0 Survival
skills

 

MV

Prestige

Attunement Slots
13
Armor Class
14
Hit Points
+3
Initiative
30ft, 20ft fly
Speed
Attacks
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Weaver's Tools (Zocudae)
Saving Throws: Intelligence, Wisdom
Skills: Arcana (Dannose), History (Lip Service), Investigation(Wizard), and Religion(Wizard)
Languages: Mothspeech, Common
Proficiences
Coin Pouch

0gp

 


Bag

Dagger
Component Pouch
Explorer's Pack
Spellbook

 


Spellbook Spells

1st level:
Feather Fall
Find Familiar
Fog Cloud
Magic Missile
Ray of Sickness
Shield

 

Equipment
Mad Man [10/14/15/15/11/11]
Stat Array
Zocudae

+2 Int, +1 Dex ASI (Changed with Tasha's)

Moth Wings: Your moth wings grant you a flying speed of 20 feet. To be able to use this speed, you mustn’t be wearing heavy or medium armor.

Darkvision: Accustomed to having the moon as the only light in your days, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Sensible antennae: Thanks to your long antennae, you have advantage on Wisdom (Perception) checks that rely on smell.

Light Sensitivity: You are not accustomed to unlight on the daily, and thus your eyes are sensitive to the light. You have disadvantage on attack rolls and Wisdom (Perception) checks when you are in direct sunlight conditions.

Extra limbs: You have a second pair of arms, which are smaller and weaker than your normal arms, but that can still carry out tasks with precision. Those arms cannot wield weapons or shields, nor perform somatic components of spells, but can hold and use a spellcasting focus or any other small object, weighing up to 3 times your strength score.
As a bonus action on your turn, you can use your extra limbs to interact with one additional object or feature of the Environment during your movement or action.

Weaver of silk: You gain proficiency with the Weaver’s tools. Also, you can use your action to produce up to 5 feet of a thin, silky thread. In order to do that, your mouth and two of your hands must be free (you can use your secondary arms for this action). The amount of silk you can produce is a number of feet equal to 5 times your Constitution score. Once you have produced the maximum length of silk, you cannot produce any more until you finish a long rest. The thread produced in this way is thin and breaks easily, but you can use some weaver’s tools to make cloth out of it, which is instead warm, comfortable and resistant.

Feet of Thread required
Object
250
Clothes, common
250
Clothes, travel
280
Clothes, fine
180
Blanket, 5 feet by 5 feet
20
Pouch
200
Rope, silk (50 feet)

Languages: Mothspeech, Common

 


Dannose

+2 Int Stat Cap

+1Dex, +1 Int ASI's

Arcana Proficiency

Learn 1 Cantrip: Guidance

Learn 1 lvl 1 Artificer Spell that can be used for free once: Faerie Fire

 


Lip Service (Yvdros)

History proficiency

 


Wizard

Spellbook:
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. 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. 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.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Arcane Recovery:
You have learned to regain some of your magical energy by studying your spellbook. 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), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

 


School of Voluptas

Voluptas Spells*
Wizard Level
Spells
Cantrips
Un-Mend, The Rapid Twister, Disease Spread, Animated Doll, Pillow Talk
1st
Erotic Overload, Conjured Toy, Surprise Fingers
2nd
Detect Pregnancy
3rd
Mantle of Love
4th
Minor Vasectomy
9th
Meatier-Swarm

*Spells are being worked on and will be linked when available from Drontov.
Voluptas Savant:
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Voluptas spell into your spellbook is halved.
Sex Appeal:
Starting at 2nd level when you choose this school of magic, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

 

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

King Riki.

Statblock Type

Verum Character Sheet

Link/Embed