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 Bran as an A5e mage

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mikebr99

mikebr99


Posts : 315
Join date : 2009-11-11
Age : 54
Location : Picton, The County

Bran as an A5e mage Empty
PostSubject: Bran as an A5e mage   Bran as an A5e mage EmptyTue Nov 16, 2021 2:43 pm

Draft
A5e
Bran Strongbow, 14th lvl wizard
AC xx, HPs 105
STR 8, DEX 14, CON 15, INT 16, WIS 12, CHA 8
Human,  (Greyhawk-SIU)
Skills: Perception, History, and Arcana, Insight, Investigation
Languages: common, elvish, draconic, giant, Primordial, Infernal

Intrepid: Your survival instinct is remarkably strong. When you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll. Once you use this trait, you cannot use it again until you finish a short or long rest.

Ingenious Focus
Inexorable Concentration. When you fail a Constitution saving throw to maintain concentration, you can immediately reroll it, taking the new result. You may use this trait a number of times equal to your Intelligence modifier (minimum 1), and regain all expended uses after a long rest.
Resident Expert. You have a reputation for painstaking detail on certain tasks and subjects. Choose two tools with which you are proficient, or a skill with which you are proficient from Animal Handling, Arcana, Culture, Engineering, History, Medicine, Nature, or Religion. When you make a check with that tool or skill and the d20 shows a natural result of less than 10, you can count the d20 result as being 10.

Human Paragon
Voracious Learner: You gain an expertise die in each of three different skill or tool proficiencies.

Origin
Collegiate:
Philosophic Mind. Your rationale shields your psyche occasionally. Once between long rests, at the start of your turn you can suppress the effects of an enchantment spell you are under for 1 round as your logic overrides it.
Practiced Artisan. You are proficient with calligrapher’s supplies and two other artisan’s tools.
Studied Discipline. You have extensive knowledge in certain fields. For all skill proficiencies gained through this trait, you always choose which ability score to use for these rolls (Intelligence, Wisdom, or Charisma). Magic: You gain proficiency in Arcana. In addition, at 3rd level, you can cast detect magic once per long rest. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest).
Languages. You can speak, read, write, and sign Common and three additional languages (elvish, draconic, giant).

Background
Sage (Magical investigator for The City of Greyhawk)
Ability Score Increases: +1 to Intelligence and Dex
Skill Proficiencies: History, and Arcana.
Languages: Primordial, Infernal
Feature: Library Privileges. As a fellow or friend of several universities you have visiting access to the great libraries, most of which are off-limits to the general public. With enough time spent in a library, you can uncover most of the answers you seek (any question answerable with a DC 20 Arcana, Culture, Engineering, History, Nature, or Religion check).
Adventures and Advancement. When you visit libraries and universities you tend to be asked for help in your role as a comparatively rough-and-tumble adventurer. After fetching a few bits of esoteric knowledge and settling a few academic disputes, you may be granted access to the restricted areas of the library (which contain darker secrets and deeper mysteries, such as those answerable with a DC 25 Arcana, Culture, Engineering, History, Nature, or Religion check).

Destiny
Excellence

Wizard
Armor: None
Weapons: Daggers, darts, slings, and quarterstaffs
Tools: One artisan’s tool of your choice (calligrapher’s supplies)
Saving Throws: Intelligence, Wisdom
Skills: Choose two (Insight & Investigation)
Cantrips (5)
Spells: 4, 3, 3, 3, 3, 1, 1
Studies (3): Detect Magic Savant, Illusion Detective, Loremaster of Creatures
Prof: +5
Spell DC: 8+5+INT
Arcane Recovery: 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.

Arcane Tradition: Abjuration Arcanist
Esoteric Talent - Bend Magic: When you cast a wizard spell that deals damage to an area, you can choose a number of creatures equal to your Intelligence modifier in the area that you can see. The chosen creatures take no damage from the spell.
Refined Learning - Arcane Armour: When you cast a wizard spell of 1st-level or higher, you store some of its magic to protect yourself, gaining temporary hit points equal to twice the level of the spell, or three times the spell’s level if the spell is from your chosen school. Instead of gaining these temporary hit points yourself, you can use your reaction to
grant them to a creature within 30 feet.
War Magic: When you deal damage with a wizard spell from your chosen school, you deal additional damage equal to your Intelligence modifier on the first damage roll for that spell.
Superior Talent - Secondary Learning (Evocation - War Magic)
Specialized Mastery - Precise Understanding: When you see a creature cast a spell from your chosen school, you automatically know what spell it’s casting. You also have advantage on saving throws against spells.

Scholarly Excellence: Ritual Efficiency: When you cast a spell as a ritual, you only add 1 minute to the casting time (instead of 10 minutes).
Ability Score Improvement: 4th level, and again at 8th, 12th,

Signature Spells: one 1st-level wizard spell that is in your spellbook. You always have this spell prepared, it doesn’t count toward your maximum prepared
spells, and you can cast this spell at its lowest level without expending a spell slot. If you want to cast it at a higher level, you must expend a spell slot as
normal. Once you have cast a Signature Spell in this way, you must finish a short or long rest before you can do so again. At higher levels, you gain additional Signature Spells, each of which you can cast once between rests. At 11th level, you can choose one 2nd-level Signature Spell.

Spell Study: Detective Spell Study: You are adept at sensing magic and its effects. If there are active magical effects near you, such as a spell effect on an object or a spell effect in an area, you automatically sense its presence. You don’t know what spell effects there are or where they are, but you can automatically sense the effect of magic in a 20-foot radius around you. In addition, you have honed your detection spells. Add detect magic and detect thoughts to your spellbook if they weren’t already there. Whenever you cast detect magic, the range that you can sense magic is increased to 60 feet.
Whenever you cast detect thoughts, the range of creatures that you can read thoughts from is increased to 60 feet.

Wizard’s Flair: At 9th level, you have created a flair that you use when casting spells. Choose a flair from the options below. When you finish a long rest, you may replace your flair with another. Whenever you cast a spell of 1st level or higher, you can choose to cast it with your flair. You can do so again when you finish a short or long rest. Warding: After casting the spell, until the start of your next turn, a creature who attempts to attack you must make a Wisdom saving throw. On a failure, it must choose a new target or waste its attack.

Bestow Magics: At 13th level, your understanding of magic is so thorough that you can even grant it to others. You can spend 1 minute touching a willing creature and concentrating, spending a spell slot of 3rd-level or lower. When you do, choose a spell you have prepared of that level or lower. The creature can cast the spell using the slot you expended, following its normal rules for casting time, spell components, range, and concentration, but using your spellcasting ability modifier, spell attack modifier, and spell save DC. You can only have one spell imbued at a time, and if you bestow a spell upon a different creature the previous spell dissipates, its magic unspent and the spell slot used to imbue it expended.
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