Bali Drakegut
Strength Dexterity Constitution Intelligence Wisdom Charisma
12 [+1] 13 [+1] 18 [+4] 6 [-2] 9 [-1] 9 [-1]


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

  • Size: Medium [4'0", 131 lb]
  • Speed: 25
  • HP: 83 (d6+5 per level)
  • Level Proficiency: +4 [Level 9].
  • Saving Throws: Intelligence, Wisdom, Con
  • Passive Perception: 9 (Wisdom [-1])
  • AC: 11/14 (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.
  • Resilience: +1 con and proficiency with con saving throws.
  • Skilled: Blacksmith, carpenter and Jeweller's tools proficiency


  • 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.

  • 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.

  • 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


  • 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//

Gold: 0
Silver: 4
Copper: 12

Casting mod: +2 , Save: DC 10

Spells Prepared = 7, Magic missile, invisibility, dragons breath, fabricate, Shape stone, conjure elemental, wall of stone


  • 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

Level 1: 4

  • 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

Level 5: 1

  • Conjure elemental
  • Wall of stone

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.


  • 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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