URI:
   DIR Return Create A Forum - Home
       ---------------------------------------------------------
       ChakraBound
  HTML https://chakrabound.createaforum.com
       ---------------------------------------------------------
       *****************************************************
   DIR Return to: Character Creation
       *****************************************************
       #Post#: 684--------------------------------------------------
       Hunter Cannith
   DIR By: Pluribus
       Date: November 12, 2019, 2:34 pm
       ---------------------------------------------------------
       Name: Hunter Cannith
       Epithet: -
       Race: Human
       Gender: Male
       Age: 26
       Height: 5'10"
       Weight: 135 lbs
       Eyes: Brown
       Skin: Pale
       Hair: Brown
       Background: Phlan Refugee
       Country: Swords Coast
       Place of Birth: Phlan
       Professional Info
       Class: Wizard
       Languages: Common, draconic, dwarven
       Proficiencies:
       Skills:
       Insight, Athletics, Arcana, Investigation
       Tools:
       Thieves' Tools
       Saving Throws:
       Intelligence, Wisdom
       Weapons:
       Daggers, darts, slings, quarterstaffs, light crossbows
       Feat
       Artisan’s Intuition
       When you make an ability check with artisan’s tools, roll 1d4
       and add it to the result.
       Magecraft
       You can create a temporary magic item out of common materials.
       Choose a cantrip from the wizard spell list. Describe the item
       connected to it. As long as you possess the item, you know that
       cantrip. At the end of a long rest, you can replace it with a
       new item and select a new cantrip from the wizard spell list.
       Intelligence is your spellcasting ability for these cantrips.
       Spellsmith
       You can spend one minute to weave a temporary enchantment into a
       nonmagical suit of armor or weapon. For the next hour the object
       becomes a magic item, gaining a +1 bonus to AC if it is armor or
       a +1 bonus to hit and damage if it is a weapon. Once you use
       this trait, you can’t use it again until you finish a long rest.
       Inventory
       Carrying Capacity: 180
       AC: 12
       Speed 30
       Money: 35g
       Equipped Gear
       Helm:
       Torso:
       Arms:
       Legs:
       Feet:
       Right Hand: Quarterstaff (1d6 or vers 1d8) 4 lbs
       Left Hand: -
       Back:
       Bag: Thieves Tools: weight 1 lb
       Sling (1d4) (30/120 range)
       Spell Slots:
       Slot 1: 2
       Cantrips
       Mending
       CASTING TIME: 1 Minute
       DURATION: Instantaneous
       RANGE/AREA: touch
       This spell repairs a single break or tear in an object you
       touch, such as a broken chain link, two halves of a broken key,
       a torn cloak, or a leaking wineskin. As long as the break or
       tear is no larger than 1 foot in any dimension, you mend it,
       leaving no trace of the former damage.
       This spell can physically repair a magic item or construct, but
       the spell can't restore magic to such an object.
       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.
       Mind Sliver
       CASTING TIME: 1 Action
       DURATION: 1 Round
       RANGE/AREA: 60 ft
       You drive a disorienting spike of psychic energy into the mind
       of one creature you can see within range. The target must make
       an Intelligence saving throw. Unless the saving throw is
       successful, the target takes 1d6 psychic damage, and the first
       time it makes a saving throw before the end of your next turn,
       it must roll a d4 and subtract the number rolled from the save.
       This spell’s damage increases by 1d6 when you reach certain
       levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
       Minor Illusion
       CASTING TIME: 1 Action
       DURATION: 1 Minute
       RANGE/AREA: 30 ft
       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.
       Ray of Frost
       CASTING TIME: 1 Action
       DURATION: Instantaneous
       RANGE/AREA: 60 ft
       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.
       The spell's damage increases by 1d8 when you reach 5th level
       (2d8), 11th level (3d8), and 17th level (4d8).
       Spell Book
       Alarm
       SCHOOL: Abjuration
       DURATION: 8 Hours
       RANGE/AREA: 30 ft
       CASTING TIME: 1 Minute
       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.
       Charm Person
       CASTING TIME: 1 Action
       DURATION: 1 Hour
       RANGE/AREA: 30 ft
       You attempt to charm a humanoid you can see within range. It
       must make a Wisdom saving throw, and does so with advantage if
       you or your companions are fighting it. If it fails the saving
       throw, it is charmed by you until the spell ends or until you or
       your companions do anything harmful to it. The charmed creature
       regards you as a friendly acquaintance. When the spell ends, the
       creature knows it was charmed by you.
       At Higher Levels. When you cast this spell using a spell slot of
       2nd level or higher, you can target one additional creature for
       each slot level above 1st. The creatures must be within 30 feet
       of each other when you target them.
       Sleep
       CASTING TIME: 1 Action
       DURATION: 1 Minute
       RANGE/AREA: 90 ft
       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.
       Mage Armor
       CASTING TIME: 1 Action
       DURATION: 8 hours
       RANGE/AREA: Touch
       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.
       Unseen Servant
       CASTING TIME: 1 Action
       DURATION: 1 hours
       RANGE/AREA: 60 ft
       This spell creates an invisible, mindless, shapeless, Medium
       force that performs simple tasks at your command until the spell
       ends. The servant springs into existence in an unoccupied space
       on the ground within range. It has AC 10, 1 hit point, and a
       Strength of 2, and it can't attack. If it drops to 0 hit points,
       the spell ends.
       Once on each of your turns as a bonus action, you can mentally
       command the servant to move up to 15 feet and interact with an
       object. The servant can perform simple tasks that a human
       servant could do, such as fetching things, cleaning, mending,
       folding clothes, lighting fires, serving food, and pouring wine.
       Once you give the command, the servant performs the task to the
       best of its ability until it completes the task, then waits for
       your next command.
       If you command the servant to perform a task that would move it
       more than 60 feet away from you, the spell ends.
       Earth Tremor
       CASTING TIME: 1 Action
       DURATION: 1 hours
       RANGE/AREA: 10 ft
       You cause a tremor in the ground within range. Each creature
       other than you in that area must make a Dexterity saving throw.
       On a failed save, a creature takes 1d6 bludgeoning damage and is
       knocked prone. If the ground in that area is loose earth or
       stone, it becomes difficult terrain until cleared, with each
       5-foot-diameter portion requiring at least 1 minute to clear by
       hand.
       At Higher Levels. When you cast this spell using a spell slot of
       2nd level or higher, the damage increases by 1d6 for each slot
       level above 1st.
       Stat Bonuses: Human +1 Dex, +1 Int
       Attributes (No Modifications)
       HP: 6
       Strength: 12
       Dexterity: 13
       Constitution: 13
       Intelligence: 15
       Wisdom: 14
       Charisma: 12
       Attributes (No Modifications)
       HP: 7
       Strength: 12 (+1)
       Dexterity: 14 (+2)
       Constitution: 13 (+1)
       Intelligence: 16 (+3)
       Wisdom: 14 (+2)
       Charisma: 12 (+1)
       *****************************************************
       Page 1 of 1