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Test of High Level 5E: Design 4 or 5 lvl 13 PCs for 6 to 8 encounter adventuring day
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<blockquote data-quote="Lord Twig" data-source="post: 6841207" data-attributes="member: 31754"><p>For my fourth character I have the classically trained wizard, Ceric Bale.</p><p></p><p><strong>Ceric Bale</strong></p><p><strong>Race</strong>: Human <strong>Class</strong>: Wizard (Abjurer) 13</p><p><strong>Background</strong>: Sage (Wizard’s apprentice) <strong>Alignment</strong>: Neutral Good</p><p><strong>Sex</strong>: Male <strong>Age</strong>: 23 <strong>Height</strong>: 5'9” <strong>Weight</strong>: 130lbs. <strong>Size</strong>: Medium</p><p><strong>Senses</strong>: passive perception 12</p><p><strong>Speed</strong>: 30 ft</p><p></p><p><strong>Abilities</strong></p><p>Str 9 -1 (base 8, +1 human)</p><p>Dex 14 +2 (base 13, +1 human)</p><p>Con 16 +3 (base 13, +1 human, +2 ASI)</p><p>Int 20 +5 (base 15, +1 human, +4 ASI)</p><p>Wis 14 +2 (base 13, +1 human)</p><p>Cha 12 +1 (base 11, +1 human)</p><p></p><p><strong>Proficiency</strong>: (+5)</p><p><strong>Saving Throws</strong>: Intelligence +10, Wisdom +7</p><p><strong>Skills</strong>: Arcana +10, History +10, Insight +7, Investigation +10</p><p><strong>Tools</strong>: none</p><p><strong>Languages</strong>: common, draconic, dwarvish, elvish</p><p></p><p><strong>Combat</strong></p><p><strong>Initiative</strong>: +2</p><p><strong>Defense</strong>:</p><p><strong>Armor Class</strong>: 12 (15 with mage armor)</p><p><strong>Hit Points</strong>: 93 (13d6+39) (Arcane Ward 31hp)</p><p><strong>Hit Dice</strong>: 13d6</p><p><strong>Attacks</strong>:</p><p><strong>+1 Quarterstaff</strong>: +5 to hit (reach 5 ft.; one creature).</p><p>Damage: 1d6 bludgeoning damage (1d8 bludgeoning damage if wielded in two hands)</p><p><strong>Ray of Frost</strong>: +11 to hit (range 120 ft.; one creature).</p><p>Damage: 3d8 necrotic damage, can not regain hit points for 1 round</p><p></p><p><strong>Class Features</strong></p><p><strong>Arcane Recovery</strong>: Once per day during a short rest recover 7 level of spell slots.</p><p><strong>Abjuration Savant</strong>: Gold and time spent to copy an abjuration spell into Ceric’s spellbook is halved.</p><p><strong>Arcane Ward</strong>: When Ceric casts an abjuration spell of 1st level or higher, he can simultaneously use a strand of the spell’s magic to create a magical ward on himself that lasts until he finishes a long rest. The ward has 31 hit points (twice Ceric’s wizard level + his Int mod). Whenever Ceric takes damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.</p><p> While the ward has 0 hit points, it can’t absorb damage, but it’s magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.</p><p> Once you create the ward, you can’t create it again until you finish a long rest.</p><p><strong>Projected Ward</strong>: When a creature Ceric can see within 30’ of him takes damage, he can use his reaction to cause his Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.</p><p><strong>Improved Abjuration</strong>: When Ceric casts an abjuration spell that requires him to make an ability check as a part of casting that spell (as in counterspell and dispel magic), he adds his proficiency bonus to that ability check.</p><p></p><p><strong>Prepared Spells</strong></p><p><strong>DC</strong>: 18</p><p><strong>Cantrips</strong>: Chill Touch, Light, Mage Hand, Minor Illusion, Prestidigitation</p><p><strong>Level 1</strong> (4 slots): Mage Armor, Magic Missile, Shield</p><p><strong>Level 2</strong> (3 slots): Misty Step, Scorching Ray, Web</p><p><strong>Level 3</strong> (3 slots): Counterspell, Fireball, Hypnotic Pattern</p><p><strong>Level 4</strong> (3 slots): Banishment, Evard's Black Tentacles, Polymorph</p><p><strong>Level 5</strong> (2 slots): Bigby's Hand, Cone of Cold, Wall of Force</p><p><strong>Level 6</strong> (1 slot): Globe of Invulnerability, Sunbeam</p><p><strong>Level 7</strong> (1 slot): Plane Shift</p><p></p><p><strong>Known Spells</strong></p><p><strong>1st-level</strong>: Alarm(r), Burning Hands, Charm Person, Find Familiar(r), Ice Knife, Mage Armor, Magic Missile, Shield, Sleep</p><p><strong>2nd-level</strong>: Mirror Image, Misty Step, Scorching Ray, Web</p><p><strong>3rd-level</strong>: Counterspell, Fireball, Hypnotic Pattern, Sleet Storm</p><p><strong>4th-level</strong>: Banishment, Evard's Black Tentacles, Fire Shield, Polymorph</p><p><strong>5th-level</strong>: Animate Objects, Bigby's Hand, Cone of Cold, Wall of Force</p><p><strong>6th-level</strong>: Disintegrate, Globe of Invulnerability, Mass Suggestion, Sunbeam</p><p><strong>7th-level</strong>: Forcecage, Plane Shift</p><p></p><p><strong>Equipment</strong></p><p>Quarterstaff of the War Mage +1, Ring of Evasion, spell component pouch, arcane focus (wand), scholar's pack, spellbook, 2 potions of greater healing, bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, set of fine clothes, and a belt pouch.</p><p></p><p><strong>Money</strong>: ?gp</p><p></p><p><strong>Quarterstaff of the War Mage +1</strong></p><p>As well as being a +1 magic weapon, holding this staff grants a +1 bonus to spell attack rolls and, in addition, you ignore half cover when making the spell attack.</p><p></p><p><strong>Ring of Evasion</strong> (Attuned, 3 charges) </p><p>When Ceric fails a dexterity saving throw, he can use his reaction to expend one charge to succeed on that saving throw instead.</p><p></p><p><strong>Myrkyn's Teleport Focus</strong></p><p>A crystal the size of a clenched fist. By holding the crystal and expending a spell slot of at least 5th level, the crystal allows the wielder to cast teleport - but only to the teleportation circle programmed. It takes 1 minute to program a new set of coordinates into the stone.</p><p></p><p><strong>Personal Characteristics</strong></p><p><strong>Description</strong>: Ceric was classically trained by a proper wizard. He wears blue robes with arcane symbols that are divided for riding and freedom of movement. A tall pointed hat completes the ensemble. He has green eyes, short brown hair and a pointed goatee.</p><p><strong>Feature</strong>: If I don’t know some information, I often know where to find it.</p><p><strong>Personality Trait</strong>: I’m willing to listen to every side of an argument before I make my own judgment.</p><p><strong>Personality Trait</strong>: I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.</p><p><strong>Ideal</strong>: Beauty. What is beautiful points us beyond itself toward what is true. (Good)</p><p><strong>Bond</strong>: I’ve been searching my whole life for the answer to a certain question.</p><p><strong>Flaw</strong>: I am easily distracted by the promise of information.</p><p></p><p><strong>Familiar</strong></p><p><strong>Owlbert</strong></p><p><strong>Owl</strong> (tiny celestial)</p><p>Standard stats</p><p>Currently in pocket dimension</p></blockquote><p></p>
[QUOTE="Lord Twig, post: 6841207, member: 31754"] For my fourth character I have the classically trained wizard, Ceric Bale. [B]Ceric Bale[/B] [B]Race[/B]: Human [B]Class[/B]: Wizard (Abjurer) 13 [B]Background[/B]: Sage (Wizard’s apprentice) [B]Alignment[/B]: Neutral Good [B]Sex[/B]: Male [B]Age[/B]: 23 [B]Height[/B]: 5'9” [B]Weight[/B]: 130lbs. [B]Size[/B]: Medium [B]Senses[/B]: passive perception 12 [B]Speed[/B]: 30 ft [B]Abilities[/B] Str 9 -1 (base 8, +1 human) Dex 14 +2 (base 13, +1 human) Con 16 +3 (base 13, +1 human, +2 ASI) Int 20 +5 (base 15, +1 human, +4 ASI) Wis 14 +2 (base 13, +1 human) Cha 12 +1 (base 11, +1 human) [B]Proficiency[/B]: (+5) [B]Saving Throws[/B]: Intelligence +10, Wisdom +7 [B]Skills[/B]: Arcana +10, History +10, Insight +7, Investigation +10 [B]Tools[/B]: none [B]Languages[/B]: common, draconic, dwarvish, elvish [B]Combat[/B] [B]Initiative[/B]: +2 [B]Defense[/B]: [B]Armor Class[/B]: 12 (15 with mage armor) [B]Hit Points[/B]: 93 (13d6+39) (Arcane Ward 31hp) [B]Hit Dice[/B]: 13d6 [B]Attacks[/B]: [B]+1 Quarterstaff[/B]: +5 to hit (reach 5 ft.; one creature). Damage: 1d6 bludgeoning damage (1d8 bludgeoning damage if wielded in two hands) [B]Ray of Frost[/B]: +11 to hit (range 120 ft.; one creature). Damage: 3d8 necrotic damage, can not regain hit points for 1 round [B]Class Features Arcane Recovery[/B]: Once per day during a short rest recover 7 level of spell slots. [B]Abjuration Savant[/B]: Gold and time spent to copy an abjuration spell into Ceric’s spellbook is halved. [B]Arcane Ward[/B]: When Ceric casts an abjuration spell of 1st level or higher, he can simultaneously use a strand of the spell’s magic to create a magical ward on himself that lasts until he finishes a long rest. The ward has 31 hit points (twice Ceric’s wizard level + his Int mod). Whenever Ceric takes damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but it’s magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can’t create it again until you finish a long rest. [B]Projected Ward[/B]: When a creature Ceric can see within 30’ of him takes damage, he can use his reaction to cause his Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage. [B]Improved Abjuration[/B]: When Ceric casts an abjuration spell that requires him to make an ability check as a part of casting that spell (as in counterspell and dispel magic), he adds his proficiency bonus to that ability check. [B]Prepared Spells DC[/B]: 18 [B]Cantrips[/B]: Chill Touch, Light, Mage Hand, Minor Illusion, Prestidigitation [B]Level 1[/B] (4 slots): Mage Armor, Magic Missile, Shield [B]Level 2[/B] (3 slots): Misty Step, Scorching Ray, Web [B]Level 3[/B] (3 slots): Counterspell, Fireball, Hypnotic Pattern [B]Level 4[/B] (3 slots): Banishment, Evard's Black Tentacles, Polymorph [B]Level 5[/B] (2 slots): Bigby's Hand, Cone of Cold, Wall of Force [B]Level 6[/B] (1 slot): Globe of Invulnerability, Sunbeam [B]Level 7[/B] (1 slot): Plane Shift [B]Known Spells[/B] [B]1st-level[/B]: Alarm(r), Burning Hands, Charm Person, Find Familiar(r), Ice Knife, Mage Armor, Magic Missile, Shield, Sleep [B]2nd-level[/B]: Mirror Image, Misty Step, Scorching Ray, Web [B]3rd-level[/B]: Counterspell, Fireball, Hypnotic Pattern, Sleet Storm [B]4th-level[/B]: Banishment, Evard's Black Tentacles, Fire Shield, Polymorph [B]5th-level[/B]: Animate Objects, Bigby's Hand, Cone of Cold, Wall of Force [B]6th-level[/B]: Disintegrate, Globe of Invulnerability, Mass Suggestion, Sunbeam [B]7th-level[/B]: Forcecage, Plane Shift [B]Equipment[/B] Quarterstaff of the War Mage +1, Ring of Evasion, spell component pouch, arcane focus (wand), scholar's pack, spellbook, 2 potions of greater healing, bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, set of fine clothes, and a belt pouch. [B]Money[/B]: ?gp [B]Quarterstaff of the War Mage +1[/B] As well as being a +1 magic weapon, holding this staff grants a +1 bonus to spell attack rolls and, in addition, you ignore half cover when making the spell attack. [B]Ring of Evasion[/B] (Attuned, 3 charges) When Ceric fails a dexterity saving throw, he can use his reaction to expend one charge to succeed on that saving throw instead. [B]Myrkyn's Teleport Focus[/B] A crystal the size of a clenched fist. By holding the crystal and expending a spell slot of at least 5th level, the crystal allows the wielder to cast teleport - but only to the teleportation circle programmed. It takes 1 minute to program a new set of coordinates into the stone. [B]Personal Characteristics Description[/B]: Ceric was classically trained by a proper wizard. He wears blue robes with arcane symbols that are divided for riding and freedom of movement. A tall pointed hat completes the ensemble. He has green eyes, short brown hair and a pointed goatee. [B]Feature[/B]: If I don’t know some information, I often know where to find it. [B]Personality Trait[/B]: I’m willing to listen to every side of an argument before I make my own judgment. [B]Personality Trait[/B]: I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others. [B]Ideal[/B]: Beauty. What is beautiful points us beyond itself toward what is true. (Good) [B]Bond[/B]: I’ve been searching my whole life for the answer to a certain question. [B]Flaw[/B]: I am easily distracted by the promise of information. [B]Familiar Owlbert Owl[/B] (tiny celestial) Standard stats Currently in pocket dimension [/QUOTE]
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