Statistics
Name: Oz
Race: Deep Gnome
Class: Trickery Cleric 2/Illusion Wizard 18
Starting Ability Scores: 8 STR, 13 DEX, 15 CON, 17 INT, 13 WIS, 8 CHA
Level 20 Ability Scores: 8 STR, 13 DEX, 15 CON, 20 INT, 13 WIS, 8 CHA
Feats: Observant ( Intelligence ), Heavily Armored, War Caster, Spell Sniper
Spell Mastery: Shield, Misty Step
Powers
1-minute Invincibility: As been fully and elaborately discussed here, albeit too long to post in this thread, Oz can gain almost total invincibility for 1 minute while retaining his spellcasting capabilities for up to 1 minute and a range of 120 feet or more. ( Invoke Duplicity+Etherealness/Forcecage, Including True Seeing, Mind Blank and Heroe's Feast when needed )
Blessing of the Trickster: Oz can cancel the stealth disadvantage imposed by wearing heavy armor.
Armor Class: Oz can have a starting AC of 17 with Scale Mail and a Shield, 19 when sacrificing concentration for Shield of Faith, and up to 24 when using Shield. Oz's full non-magical potential with War Caster and Heavily Armored is an AC of 20 with Plate and Shield and 22 with Shield of Faith, up to 27 for 10 minutes with Shield and Spell Mastery. Magical potential with +3 Plate, +3 Shield, A ring/cloak/ioun stone of protection ( 2 ), and +2AC with the Staff of Power ( Ignoing Wand of Orcus +3AC ), you can have a permanent AC of 30 and 37 to 10 minutes with Shield and Spell Mastery, up to 42 with 3/4 cover. Heavy Armor without Strength will penalize your speed by 10 feet, but this class build doesn't really need speed, and it's cancelled with Longstrider for 1 hour anyway.
Superior Darkvision: Oz can see up to 120 feet with Darkvision
Gnome Cunning: Advantage on all Intelligence, Wisdom and Charisma saving throws against magic
Tiny Flight: Oz can initially or with enough diet weigh 80 pounds, and with Enlarge/Reduce for up to 1 minute with concentration, can carry his own weight with Mage Hand for up to 9 rounds ( 7 if recasting enlarge/reduce and Mage Hand ) to move up to 270 or 210 feet ( Doubled if recast, tripled if renewed 3 times, and so on ) flying, also passing through spaces as narrow as 1.5 feet. Useful for certain situations, or if one needs a very quick boost and just really doesn't want to spend a 3rd-level slot on Fly. Not useful for combat because moving the Mage Hand takes an action. At level 20 with Spell Mastery and choosing Enlarge/Reduce, Oz can have permanent flight this way ( Renewing Enlarge/Reduce at 8th round and Mage Hand at the 9th, moving for the rest ) in case various teleport slots have been expended or reserved and you want to reach somewhere in the air, in case for some reason you want to fly further than abilities such as Fly will let you, while reserving the spell slot ( Albeit with half the speed ), if flying mounts and creatures who need to rest every hour or two are insufficient, or unable to fly through certain aerial or planar terrain, or space ( While the Mage Hand never tires, takes no damage, isn't frightened, etc.. and your own size is 1.5 feet while weighing 10 pounds ), or if no flying magical items are available.
Spell Sniper: Choosing Eldritch Blast as a cantrip, With Invoke Duplicity, for 7 rounds ( Minus the 3 rounds it would take to move the Illusion up to 120 feet away from you ), Oz can cast spells as though he were in the Illusion's space, meaning a spell like Firebolt will now have a range of 240 feet from Oz himself when cast through the illusion, and with Spell Sniper, it's 360 feet. The same is true for all spells with an attack roll, to varying ranges.
Healing: Oz primarily uses the Cleric's spellcasting to heal himself with Cure Wounds or allies with Healing Word when needed ( Hence why the Wisdom modifier hardly matters ), and can even heal allies from afar with Cure Wounds using Invoke Duplicity, bonus action to move the illusion up to 30 feet, and an action to cast Cure Wounds through it.
Illusory Reality - Oz uses this to block off creatures from escaping with some kind of transparent box or sphere ( Such as those made of Diamonds ) with Major Image of 6th level or higher, combined with Silence for spellcasters, to block off a target from escaping and still affecting it with spells that require a line of sight. Foregoing Silence, the illusion of Invoke Duplicity can pass through the barrier to cast any other spell on the target, while the target can't affect it in turn. Foregoing both Invoke Duplicity and Silence, the Major Image can also be cast at 3rd level with concentration. Oz can also use it to create 3/4 or even total cover with Minor Illusion for himself.
Name: Oz
Race: Deep Gnome
Class: Trickery Cleric 2/Illusion Wizard 18
Starting Ability Scores: 8 STR, 13 DEX, 15 CON, 17 INT, 13 WIS, 8 CHA
Level 20 Ability Scores: 8 STR, 13 DEX, 15 CON, 20 INT, 13 WIS, 8 CHA
Feats: Observant ( Intelligence ), Heavily Armored, War Caster, Spell Sniper
Spell Mastery: Shield, Misty Step
Powers
1-minute Invincibility: As been fully and elaborately discussed here, albeit too long to post in this thread, Oz can gain almost total invincibility for 1 minute while retaining his spellcasting capabilities for up to 1 minute and a range of 120 feet or more. ( Invoke Duplicity+Etherealness/Forcecage, Including True Seeing, Mind Blank and Heroe's Feast when needed )
Blessing of the Trickster: Oz can cancel the stealth disadvantage imposed by wearing heavy armor.
Armor Class: Oz can have a starting AC of 17 with Scale Mail and a Shield, 19 when sacrificing concentration for Shield of Faith, and up to 24 when using Shield. Oz's full non-magical potential with War Caster and Heavily Armored is an AC of 20 with Plate and Shield and 22 with Shield of Faith, up to 27 for 10 minutes with Shield and Spell Mastery. Magical potential with +3 Plate, +3 Shield, A ring/cloak/ioun stone of protection ( 2 ), and +2AC with the Staff of Power ( Ignoing Wand of Orcus +3AC ), you can have a permanent AC of 30 and 37 to 10 minutes with Shield and Spell Mastery, up to 42 with 3/4 cover. Heavy Armor without Strength will penalize your speed by 10 feet, but this class build doesn't really need speed, and it's cancelled with Longstrider for 1 hour anyway.
Superior Darkvision: Oz can see up to 120 feet with Darkvision
Gnome Cunning: Advantage on all Intelligence, Wisdom and Charisma saving throws against magic
Tiny Flight: Oz can initially or with enough diet weigh 80 pounds, and with Enlarge/Reduce for up to 1 minute with concentration, can carry his own weight with Mage Hand for up to 9 rounds ( 7 if recasting enlarge/reduce and Mage Hand ) to move up to 270 or 210 feet ( Doubled if recast, tripled if renewed 3 times, and so on ) flying, also passing through spaces as narrow as 1.5 feet. Useful for certain situations, or if one needs a very quick boost and just really doesn't want to spend a 3rd-level slot on Fly. Not useful for combat because moving the Mage Hand takes an action. At level 20 with Spell Mastery and choosing Enlarge/Reduce, Oz can have permanent flight this way ( Renewing Enlarge/Reduce at 8th round and Mage Hand at the 9th, moving for the rest ) in case various teleport slots have been expended or reserved and you want to reach somewhere in the air, in case for some reason you want to fly further than abilities such as Fly will let you, while reserving the spell slot ( Albeit with half the speed ), if flying mounts and creatures who need to rest every hour or two are insufficient, or unable to fly through certain aerial or planar terrain, or space ( While the Mage Hand never tires, takes no damage, isn't frightened, etc.. and your own size is 1.5 feet while weighing 10 pounds ), or if no flying magical items are available.
Spell Sniper: Choosing Eldritch Blast as a cantrip, With Invoke Duplicity, for 7 rounds ( Minus the 3 rounds it would take to move the Illusion up to 120 feet away from you ), Oz can cast spells as though he were in the Illusion's space, meaning a spell like Firebolt will now have a range of 240 feet from Oz himself when cast through the illusion, and with Spell Sniper, it's 360 feet. The same is true for all spells with an attack roll, to varying ranges.
Healing: Oz primarily uses the Cleric's spellcasting to heal himself with Cure Wounds or allies with Healing Word when needed ( Hence why the Wisdom modifier hardly matters ), and can even heal allies from afar with Cure Wounds using Invoke Duplicity, bonus action to move the illusion up to 30 feet, and an action to cast Cure Wounds through it.
Illusory Reality - Oz uses this to block off creatures from escaping with some kind of transparent box or sphere ( Such as those made of Diamonds ) with Major Image of 6th level or higher, combined with Silence for spellcasters, to block off a target from escaping and still affecting it with spells that require a line of sight. Foregoing Silence, the illusion of Invoke Duplicity can pass through the barrier to cast any other spell on the target, while the target can't affect it in turn. Foregoing both Invoke Duplicity and Silence, the Major Image can also be cast at 3rd level with concentration. Oz can also use it to create 3/4 or even total cover with Minor Illusion for himself.
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