Yeziver
Strength Dexterity Constitution Intelligence Wisdom Charisma
11 [+0] 8 [-1] 15 [+2] 16 [+3] 12 [+1] 10 [+0]

Gnome, Wizard, Haunted One

Yeziver.jpg

Lawful neutral

  • Size: Medium [3’4”, 38 lb]
  • Speed: 25
  • Exp: 0 [Next at -]
  • HP:8 (6 + Con Modifier) [+D6 (4) + Con].
  • Level Proficiency: +2 [Level 1].
  • Saving Throws: Intelligence, Wisdom
  • Passive Perception: 10
  • AC: 9
  • Spell Save: 8 + proficiency + int (13)
  • Spell Attack: proficiency + int (+5)

Proficiencies:

  • Weapon Proficiency: Quarterstaves, daggers, darts, slings
  • Armour Proficiency: None
  • Tool Proficiencies: None
  • Languages: Common, Gnomish
  • Skills: Arcana (Int), History (Int), Religion (Int), Investigation (Int)

Traits and Features:

  • Darkvision: Accustomed to life underground, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.
  • Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • 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.

Feats:

  • None

Spells: Spells in bold are prepared spells

Spell School:

  • None

Cantrips:

  • Chill Touch: 1 action, 120 ft, V, S You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th leveI(3d8), and 17th level (4d8)

  • Acid Splash: 1 minute, touch, V, S, M (2 lodestones). 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.

  • Mage Hand: 1 action, 30ft, V, S. Creates a spectral floating hand lasting for 1 minute. Use action to control the hand. If it moves out of range it disappears. Can use it for manipulating objects, opening doors etc. but it can’t attack, activate magical items or carry more than 10 pounds.

Level 1:

  • Identify (ritual): 1 minute (10), touch, V, S, M (pearl worth at least 100gp and an owl feather). Learn the properties of a magical item, if it requires attunement, how many charges it has etc. If it was created by a spell, you learn what spell it is. If cast on a creature you discover what spells are affecting it.
  • Unseen Servant (ritual) 1 action (ritual), Concentration, 1 hr, V, S,M (piece of string or wood).This spell creates an invisible, mindless, shapeless 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.
  • Grease: (abj) 1 action, 60 ft, V, S, M (pork rind or butter). 1 minute. Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

  • Magic Missile: 1 action. 120ft, V, S, M. 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 level above 1st.
  • Expeditious Retreat: 1 bonus action, self, V, S.This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Notice the name of the spell has little to do with the actual way you can use this spell, it is merely based on the typical application of the spell by wizards and sorcerers.

  • Sleep: 1 action, 90 ft, V,S,M (a pinch of sand). 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 creatures’ 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.

Equipment:

  • Quarterstaff
  • Arcane focus
  • Monster Hunter's Pack:
    • chest
    • crowbar
    • hammer
    • 3 wooden stakes
    • holy symbol
    • flask of holy water
    • manacles
    • steel mirror
    • flask of oil
    • tinderbox
    • torches x3
  • Spellbook

Currency:
Platinum: 0
Gold: 0
Silver: 0
Copper: 0


Background:

Gnome who always felt he had a calling towards the university, but was inexplicably turned away. With nothing to his name and an insatiable curiosity for the arcane Yeziver took to the underground network beneath the university, able to eavesdrop on some of the classes being taught above and convincing some of the students to feed him secrets.

Personality:
Specialty: Haunted One
Trait: Opened an eldritch tome its secrets are burned onto my soul.
Trait: I put no trust in divine beings
Ideal: I like to know my enemies capabilities and weaknesses before rushing into battle (lawful)
Bond: Terrible guilt consumes me. I hope to find redemption through my actions.
Flaw: I feel no compassion for the dead, they're the lucky ones.

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