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Ignatius

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0% found this document useful (0 votes)
14 views6 pages

Ignatius

Uploaded by

f8b2jdjgzq
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Chronurgy Wizard 3 Archivist

CLASS & LEVEL BACKGROUND PLAYER NAME

Ignatius Deo
Human Lawful Neutral
RACE ALIGNMENT EXPERIENCE POINTS

CHARACTER NAME

INSPIRATION

STRENGTH

Ignatius treats his work and his magic seriously, and is very to-the-point.
0 30
0
10

PERSONALITY TRAITS
Hit Point Maximum
2 PROFICIENCY BONUS

DEXTERITY

0 Focus. Precision and concentration: These are the keys to successful completion of
my objectives.
CURRENT HIT POINTS

10

CONSTITUTION
IDEALS

0
TEMPORARY HIT POINTS

0 Strength
0 Dexterity 3
I always keep a journal. It grounds me to my past and organizes my thoughts. Without
10 0 Constitution it, I would be lost.

6 Intelligence
2 Wisdom
0 Charisma

INTELLIGENCE
SAVING THROWS

4 BONDS

NAME ATK DAMAGE/TYPE

18
Dagger +2 1d4 Piercing
I am afraid of fire.

0 Acrobatics (Dex) Luminous Bolt +6 1d6 radiant


WISDOM 0 Animal Handling (Wis)
6 Arcana (Int)

0 0 Athletics (Str) Lacerate DC14 4d8 slashing

0 Deception (Cha)
6 History (Int)
Merchant of Minutes DC14 1d6 necrotic
2 Insight (Wis) FLAWS

10 0 Intimidation (Cha)
6 Investigation (Int)
Magic Missile - 1d4+1 Force
0 Medicine (Wis)
4 Nature (Int)
0 Perception (Wis) Magnify Gravity DC14 2d8 force
CHARISMA
0 Performance (Cha) Expert Researcher

0
0 Persuasion (Cha)
4 Religion (Int) Black Ribbons DC14
Spellbook
0 Sleight of Hand (Dex)
0 Stealth (Dex)
ATTACKS & SPELLCASTING Preparing and Casting Spells
0
10 Survival (Wis)

Spellcasting Ability
SKILLS
15
CP SP EP GP PP
Ritual Caster

1 Dagger Arcane Recovery


10 PASSIVE WISDOM (PERCEPTION)
1 Spellbook
1 Component Pouch
Chronal Shift
1 Monocle
1 Robes
Temporal Awareness
1 Backpack
1 Bedroll
TOOL: Calligrapher's Supplies
Cantrip Formulas
LANGUAGE: Common, Elvish, Infernal
EQUIPMENT
WEAPON: Daggers, darts, slings, quarterstaffs, light crossbows
Ability Score Improvement

OTHER PROFICIENCIES & LANGUAGES

FEATURES & TRAITS

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CP SP EP GP PP

NAME ATK DAMAGE/TYPE

1 Mess Kit
Total: Total:
1 Tinderbox
10 Rations
1 Waterskin
1 50 ft. Hempen Rope
1 Journal
1 Calligrapher's Supplies
ATTACKS & SPELLCASTING

Total: Total:

EQUIPMENT

Total: Total:

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INTELLIGENCE 14 6

0 CANTRIPS 3 0 SPELLCASTING SPELL SAVE


6 DC 0 SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
Een's Molten Shard

Luminous Bolt

Light

4 0 7 0

1 4

5 0 8 0
Detect Magic

Gift of Alacrity

Mage Armour

Magic Missile

Shield

Twist the Skein

Magnify Gravity 9 0
Black Ribbons

2 2

Lacerate

Merchant of Minutes

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FEATURES & TRAITS
Expert Researcher
Your familiarity with libraries and the tomes contained in them is unmatched. If you spend 1 hour studying the available books, grimoires, and codices in an archive, library, or similar collection while researching a specific subject, you can treat any Intelligence-based check result related to that subject of 9 or
lower as a 10. Once you use this feature, you can’t use it again to research the same subject in the same library.

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.

Preparing and Casting Spells


The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for
you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell
slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of
prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell
you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Caster
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.

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.

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

Cantrip Formulas
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

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SPELLS
Een's Molten Shard
Conjuration cantrip
Casting Time: 1 action
Range: self
Target:
Components: V S
Duration: 1 minute
Description:
You conjure two small, magical shards of molten glass that circle around you. The shards appear in any color and pattern you wish. Until this spell ends, you can use your reaction to command a shard to hinder one melee attack against you. If you do so, that shard flies between you and your attacker and
shatters, imposing disadvantage on the attack roll. If the attack hits you, the attacker takes 1d4 piercing damage. When all shards have shattered, the spell ends. The spell conjures one additional shard when you reach 5th level (three shards), 11th level (four shards), and 17th level (five shards).

Luminous Bolt
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Target:
Components: V S
Duration: Instantaneous
Description:
A ray of sunlight shoots out at a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d6 radiant damage, and it must succeed on a Constitution saving throw or become blinded until the end of its next turn. The spell’s damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).

Light
Abjuration cantrip
Casting Time: 1 action
Range: touch
Target: One object that is no larger than 10 feet in any dimension
Components: V M
Duration: 1 hour
Description:
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you
cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Detect Magic
Divination 1
Casting Time: 1 action
Range: Self
Target: Self
Components: V S
Duration: ConcentrationUp to 10 minutes
Description:
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is
blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Gift of Alacrity
Divination 1
Casting Time: 1 minute
Range: touch
Target: One willing creature
Components: V S
Duration: 8 hours
Description:
You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

Mage Armour
Abjuration 1
Casting Time: 1 action
Range: touch
Target: One willing creature
Components: V S M
Duration: 8 hours
Description:
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.

Magic Missile
Evocation 1
Casting Time: 1 action
Range: 120 feet
Target: A creature of your choice that you can see within range
Components: V S
Duration: Instantaneous
Description:
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 1
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Target: Self
Components: V S
Duration: 1 round
Description:
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.

Twist the Skein


Enchantment 1
Casting Time: 1 reaction, taken when a creature in range makes an attack roll, saving throw, or ability check
Range: 30 ft.
Target: A creature of your choice within range
Components: S
Duration: Instantaneous
Description:
You tweak a strand of a creature’s fate as it attempts an attack roll, saving throw, or skill check. Roll a d20 and subtract 10 to produce a number from 10 to –9. Add that number to the creature’s roll. This adjustment can turn a failure into a success or vice versa, or it might not change the outcome at all.

Magnify Gravity
Transmutation 1
Casting Time: 1 action
Range: 60 ft.
Target: 10 ft. radius sphere
Components: V S
Duration: 1 round
Description:
The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of
its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Black Ribbons
Conjuration 1
Casting Time: 1 action
Range: 40 ft.
Target: 20 ft. cube
Components: V S M
Duration: Concentrationup to 1 minute
Description:
Centered on a point you can see within range, you pull pieces of the Plane of Shadow into your own reality, causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creatures. Any creature that ends its turn in the area becomes restrained by the ribbons
until the end of its next turn, unless it makes a successful Dexterity saving throw. Once a creature succeeds on this saving throw, it can’t be restrained again by the ribbons, but it’s still affected by the difficult terrain.

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Lacerate
Evocation 2
Casting Time: 1 action
Range: 60 ft.
Target: One creature within range
Components: V S M
Duration: Instantaneous
Description:
You make a swift cutting motion through the air to lacerate a creature you can see within range. The target must make a Constitution saving throw. It takes 4d8 slashing damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the wound erupts with a
violent spray of blood, and the target gains one level of exhaustion.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Merchant of Minutes
Necromancy 2
Casting Time: 1 action
Range: 30 ft.
Target: A creature within range
Components: V S M
Duration: Instantaneous
Description:
A black corona surrounds a creature you can see within range, stealing time from it and causing it to age. Spectral, black sand flakes away from the corona around the target and settles into the hourglass you are holding. The target must make a constitution saving throw. On a failed save, the target takes
1d6 necrotic damage, and it ages one hour. On a successful save, the target takes half the damage and doesn’t age one hour. As part of casting this spell or as a bonus action on a subsequent turn but before your next long rest, you can consume this stolen hour of time. Alternatively, you can gift the time to
a friendly creature you can see within range. As a bonus action at any point before your next long rest, that creature can consume the stolen time. A creature that consumes the stolen hour of time can expend hit dice to regain hit points as if it had completed a short rest. The creature doesn’t gain any other
benefits of a short rest.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and ages the target an additional hour for each slot level above 2nd. The stolen time can be shared with multiple creatures and must be used in 1-hour increments.

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