Bali Drakegut
Strength Dexterity Constitution Intelligence Wisdom Charisma
12 [+1] 14 [+2] 20 [+5] 6 [-2] 9 [-1] 9 [-1]

12,13,15,4,8,9

//Dwarf Hill, Sage, Wizard-Transmutation //

  • Size: Medium [4'0", 131 lb]
  • Speed: 25
  • HP: 155 (d6+6 per level)
  • Level Proficiency: +5 [Level 16].
  • Saving Throws: Intelligence, Wisdom, Con, dex.
  • Passive Perception: 9 (Wisdom [-1])
  • AC: 12/15 (10+dexb)

Traits and Features:

  • Researcher: If you do not know something, you know where to find out about it or from whom.
  • Darkvision: 60ft, grayscale
  • Dwarven Combat: Proficiency with Battleaxe, Handaxe, Light hammer, Warhammer.
  • Dwarven Resilience: Advantage and resistance for saving throws and damage by poison
  • Dwarven Toughness: +1hp/level
  • Stonecunning: Double proficiency for history stonework.
  • Transmutation Savant: time and gold cost is halved when copying transmutation spells into your spellbook.
  • Resiliencex2: +1 con, dex and proficiency with con, dex saving throws.
  • Skilled: Blacksmith, carpenter and Jeweller's tools proficiency
  • +2 con

Abilities:

  • Minor Alchemy: change an object entirely made of wood, stone, iron, copper or silver into another of those materials. 10min=1ft3 of material up to 1hour or concentration is lost, reverts.
  • Transmuter's Stone: 8hours to create a stone with one of the following options, which applies to whoever has possession of the stone
    • Darkvision 60ft
    • +10ft movement
    • proficiency in con saving throws
    • Resistance to one of acid, cold, fire, lightning or thunder.

Each time you cast a transmutation spell of at least level 1 you may change the bonus of your stone.

  • Shapechanger: can cast polymorph on self to CR 1 or lower, (short/Long rest recharge)
  • Master Transmuter: Can use action to expend the Transmuter's Stone. can't be remade until you finish a long rest. 1 of the following effects.
    • Major Transformation: non-magical object no larger than 5ft cube, into another non-magical object of similar size and mass of equal or lesser value.
    • Panacea: Remove all curses, disease and poisons affecting 1 creature you touch, also regains all hp.
    • Restore Life: cast raise dead.
    • Restore Youth: touch willing creature, reduce apparent age by 3d10 years (min age is 13). lifespan does not increase.

Proficiencies:

  • Weapon Proficiency: Daggers, Darts, Slings, Quarterstaff, Light Crossbow, Battleaxe, Handaxe, Light hammer, Warhammer.
  • Armour Proficiency: none
  • Tool Proficiencies: Blacksmith, Carpenter, Jeweller, Mason's
  • Languages: Common, Dwarvish, Elvish, Orcish
  • Skills: Arcana, history, insight, medicine.

Equipment: (59/60 /120 /180) -10ft movement/ -20 and disadvantage on physical stat ability checks, attack rolls and saves.
Equipped

  • common clothes 3lb
  • frost Battleaxe+1, (d8/d10) +1 S 4lb , resist frost attuned
  • Amulet of Knowledge? +1Int light activity for 8hrs can count as long rest. no need for sleep
  • token of concentration (advantage on concentration

Belt/Pouch

  • component pouch 1lb
  • Two toy soldiers, one missing a head.
  • waterskin 5lb
  • Spellbook 3lb
  • small knife 1lb
  • Transmuter's stone fire RES
  • Bag of rocks?

backpack 5lb

  • Bedroll 7lb
  • charcoal & parchment -
  • 5 Rations 10lb
  • rope 50ft 10lb
  • torch alarm
  • // 46 lbs of backpack stuff//

Currency:
Platinum:
Gold: 0
Silver: 4
Copper: 12


Spells:
Casting mod: +3 , Save: DC 11

Spells Prepared = 14/14 Mage Armour, Absorb Elements, invisibility, dragons breath, fly, fabricate, Shape stone, conjure elemental, wall of stone, Tenser's Transformation, Sequester, Forcecage, Control Weather, Anti-magic Field


Cantrips:

  • Mould Earth
  • Mending.
  • Prestidigitation: VS, 10ft, 1 action, up to 1hr. up to 3 effects at one time.
    • Sensory effect
    • light or snuff
    • clean or soil 1 ft3
    • chill warm or flavour
    • mark, colour or symbol on object or surface 1hr
    • trinket or illusory image last 1 turn.
  • Green flame blade
  • mage hand

Level 1: 4

  • Absorb Elements
  • Alarm (ritual)
  • Tenser's Floating Disk (ritual)
  • Illusory Script (ritual)
  • Find Familiar (ritual)
  • Comprehend Languages (ritual)
  • Unseen Servant (Ritual)
  • Mage Armour
  • Magic Missile

Level 2: 3

  • Gentle Repose (Ritual)
  • Skywrite (Ritual)
  • Enlarge/Reduce
  • Invisibility
  • dragons breath. bonus action touch. Conc 1 min. Target may use action to deal 3d6, 15ft cone dex save halves. acid fire lightning poison cold (chosen at start)
  • Magic Mouth (Ritual) 10gp jade dust consumed (x2cast)
  • Continual Flame 50gp ruby dust consumed (x1cast)

Level 3: 3

  • Leomud's Tiny Hut (Ritual) VSM, 10ft radius hut on self, 8 Hours or til it caster leaves.
  • Haste:
  • Water Breathing (Ritual) VSM, 30ft, 1act, 24 hours, up to 10 willing creatures water breathing.
  • Fly
  • Clairvoyance.

Level 4: 3

  • Fabricate
  • Shape Stone
  • Polymorph

Level 5: 2

  • Conjure elemental
  • Wall of stone
  • Rary's Telepathic Bond (Ritual)
  • Passwall

Level 6: 1

  • Globe of Invulnerability
  • Tenser's Transformation
  • Move Earth
  • Create Homunculus
  • Disintegrate

Level 7: 1

  • Mordenkainen's Magnificent Mansion
  • Sequester 5kgp gem dust
  • Forcecage

Level 8: 1

  • Control Weather
  • Anti-magic Field
  • Demiplane

Personality: I often get lost in my own thoughts and contemplations, becoming oblivious to my surroundings.
Personality: I'm oblivious to etiquette and social expectations.
Ideal: Independence. I must prove that I can handle myself without the coddling of my family.
Bond: My family is the most important thing in my life, even when they are far from me.
Flaw: Despite my best efforts, I am unreliable to my friends.

Background:

  • Apprentice wizard with great talent to an ancient Dwarf wizard
  • Struck dumb by an illness/fever
  • Old wizard knew he did not have much time left to choose another apprentice. changed his teaching style more to fit his gifted but now stupid apprentice.
  • Eventually his master had to go on a "holiday" leaving Bali looked after but relatively ignored.
  • Following his masters teachings Bali decided to leave home. Out to learn on the road, see the sights and read books in the libraries around the kingdom which his master had said will help improve his spellcraft.
  • Somehow Bali ended up in Greenest.
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