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#Post#: 684--------------------------------------------------
Hunter Cannith
DIR By: Pluribus
Date: November 12, 2019, 2:34 pm
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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)
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