If I may also put forth a character, Wizard (Evoker) 12th
[sblock="Ignis"]
Name: Ignis
Race Fire Genasi
Class Wizard (Evoker)
lvl 12
Alignment: CG
Age:42
Ht:5'8"
Wt:124bs
[sblock="Appearance"]

[/sblock]
Languages: Common, Primordial, Draconic (background), Elvish (Background)
[sblock="Stat buy breakdown/ASI"]Str 10(~2pts), Dex 14 (14 ~7 pts) Con 16(14~7pts, +2 racial,+2 ASI) Int 20 ( 15 ~9pt, +1 racial, +4ASI) Wis 10(~2pts) Cha 8
ASI= 4th level +2 Int, 8th Level, +2 Con, 12th Level +2 Int[/sblock]
Str 10,
Dex14 +2,
Con 18 +4,
Int 20 +5,
Wis 10,
Cha 8 -1
Speed: 30
Size: Medium
HP: 98/98 {
HD[12 d6] (50)+48}
[sblock= AC: 19]
Elven chain(Chain Shirt+1)=14+(Staff of power+2, Dex+2, Cloak of protection +1)=19ttl Note: Elven Chain grants medium armor proficiency[/sblock]
Saving Throws: Intelligence, Wisdom
Proficiency Bonus= +4/+7*
(+2 to saves from Staff of Power, +1 from Cloak of Protection)
Spellcasting:
Spell Attack Modifier= +11*
Spell Save DC= 17
*+2 from Staff of Power
[sblock="Combat"]
[TABLE="width: 650"][TR][TD]Weapon[/TD][TD]Att[/TD][TD]Dmg[/TD][TD]Mod[/TD][TD]type[/TD][TD]
[/TD][/TR][TR][TD]Staff of power(+2)
Staff of pwr 2hd
Dagger
lt Crossbow(20)[/TD][TD]+6
+6
+6
+6[/TD][TD]1d6
1d8
1d4
1d8[/TD][TD]+2
+2
+2
+2[/TD][TD]Bludgeoning
Bludgeoning
Piercing
Piercing[/TD][TD]
versatile
versatile
finesse, Light, Thrown (20/60)
ranged (80/320), loading, two-handed
[/TD][/TR][/TABLE][/sblock]
[sblock="Skills"]
Proficiencies: Investigation, Insight, Arcana(BG), History(BG)
~BG = from Background
Skill Check Modifiers:
[TABLE="width: 650"][TR][TD]-Proficient[/TD][TD="align: center"] Proficency Bonus[/TD][TD="align: center"] Stat Bonus[/TD][TD="align: center"] Total Mod[/TD][TD="align: center"] Passive Check[/TD][/TR][TR][TD]Acrobatics(Dex)
Animal_Handling(Wis)
-Arcana(Int)
Athletics(Str)
Deception(Cha)
-History(Int)
-Insight(Wis)
Intimidation(Cha)
-Investigation(Int)
Medicine(Wis)
Nature(Int)
Perception(Wis)
Performance(Cha)
Persuasion(Cha)
Religion(Int)
Sleight-of-Hand(Dex)
Stealth(Dex)
Survival(Wis)[/TD][TD="align: center"]+0
+0
+4
+0
+0
+4
+4
+0
+4
+0
+0
+0
+0
+0
+0
+0
+0
+0[/TD][TD="align: center"]+2
0
+4
+0
-1
+4
+0
-1
+4
0
+4
+0
-1
-1
+4
+2
+2
0[/TD][TD="align: center"]+2
+0
+8
+0
-1
+8
+4
-1
+8
+0
+4
+0
-1
-1
+4
+2
+2
+0[/TD][TD="align: center"]12
10
18
10
9
18
14
9
18
10
14
10
9
9
14
12
12
10[/TD][/TR][TR][TD]
[/TD][TD]
[/TD][TD]
[/TD][TD]
[/TD][TD]
[/TD][/TR][/TABLE][sblock="Racial Traits"]
Racial ASI, +2 Con, +1 Int
Darkvision, 60'
Fire Resistance, You have resistance to fire damage
Reach to the Blaze, You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells
Languages,
You can speak read and write, Common, and one Primordial
[/sblock]
[sblock="Class Traits"]
Ritual Casting, You can cast any wizard spell you know as a ritual if that spell has the ritual tag.
[sblock="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.[/sblock]
[sblock="Sculpt Spells"]
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.[/sblock]
[sblock="Potent Cantrip"]
Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.[/sblock]
Empowered Evocation, Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast.
[/sblock][/sblock]
[sblock=Spells gained during leveling]
[TABLE="width: 500"][TR][TD]Spells Gained[/TD][TD]Scribed bonus[/TD][TD]Total known[/TD][/TR][TR][TD]1st level =(6) 1st
2nd level=(2) 1st
3rd level=(2) 2nd
4th level=(2) 2nd
5th level=(2) 3rd
6th level=(2) 3rd
7th level=(2) 4th
8th level=(2) 4th
9th level=(2) 5th
10th level=(2) 5th
11th level=(2) 6th
12th level=(2) 6th[TABLE="width: 500"][TR][/TR][/TABLE][/TD][TD](6) 1st
(5) 2nd
(4) 3rd
(3) 4th
(2) 5th
(1) 6th[/TD][TD](14) 1st
(9) 2nd
(8) 3rd
(7) 4th
(6) 5th
(5) 6th[/TD][/TR][/TABLE][/sblock]
Code:
[U][B]SPELLS[/B][/U]
Total Spells that can be prepared (Level =12, Int=+5)=17
(number of Spells in book) ~Denotes Spells Prepared
[TABLE="width: 500"][TR][TD][U]Spells in Ring:
[/U][I](holds 5 spell levels)[/I][/TD][TD]Cantrips (6 known)[/TD][TD]1st level (14)
Slots:4[/TD][TD]2nd level(9)
Slots:3[/TD][TD]3rd Level(8)
Slots:3[/TD][TD]4th Level(7)
Slots:3[/TD][TD]5th Level (6)
Slots:2[/TD][TD]6th Level (5)
Slots:1[/TD][/TR][TR][TD]Bigby's Hand(5)[/TD][TD]Blade Ward
Create Bonfire
Fire Bolt
+Produce Flame ( racial)1/Lrest
Shocking Grasp
True Strike[/TD][TD]~Absorb Elements
Alarm(ritual)
+Burning Hands ( racial)1/Lrest
Comprehend Languages(ritual)
~Chromatic Orb
Detect Magic ( ritual)
Earth Tremor
Grease
Identify(ritual)
~Magic Missile
~Shield
Thunderwave
Tenser's Floating Disc (ritual)
Unseen Servant ( ritual)
Witchbolt[/TD][TD]Continual Flame
Flaming Sphere
Knock
Invisibilty
~Mirror Image
~Misty Step
~Scorching Ray
Shatter
~Web[/TD][TD]~Counterspell
~Dispel Magic
Fireball
Haste
Leomund's Tiny Hut(ritual)
~Melf's Minute Meteors
~Protection From Energy
Wall of Sand[/TD][TD]Elemental Bane
~Fire Shield
~Otiluke's Resilient Sphere
Rary's Telepathic Bond (ritual)
Phantasmal Killer
Stoneskin
Wall of Fire[/TD][TD]Bigby's Hand
~Conjure Elemental
Hold Monster
Immolation
Telekinesis
~Wall of Force[/TD][TD]Contingency*
Disintegrate
Globe of invulneralbility
~Investiture of Flame
Sunbeam[/TD][/TR][/TABLE]
[sblock=*Contingency] Contingency will be cast the day before entering the great wyrms den, set to cast
Misty Step on Ignis should any Dragon move to attack him[/sblock]
[sblock="Inventory"]
Equipment:
[sblock=Staff of Power]This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn.
If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus:
cone of cold (5 charges),
fireball (5th-level version, 5 charges),
globe of invulnerability (6 charges),
hold monster (5 charges),
levitate (2 charges).
lightning bolt (5th-level version, 5 charges),
magic missile (1 charge),
ray of enfeeblement (1 charge), or
wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charge in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save. a creature rake an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.[/sblock]
Elven Chain
Cloak Of Protection
Ring of Spell Storing
[sblock=Necklace of Fireballs with 7 beads] This necklace has 7 beads hanging from it. You can use an action to detach a bead and throw it up to 6 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15 You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first[/sblock]
[sblock=Elemental Gem(red)]This gem contains a mote of elemental (fire) energy. When you use an action to break the gem, an elemental is summoned as if you had cast the
conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell- Red Corundum= Fire Elemental[/sblock]
[sblock=Keoghtom's Ointment]This glass jar, 3 inches in diameter, contains 3 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.[/sblock]
Dagger
Hand crossbow, Quiver, 20 bolts, (1d6, Piercing, light,loading, range 30/120)
bottle of black ink, a quill, a small knife, belt/2 pouches, haversack
a statuette of myselfself carved from ivory and decorated with gems worth 1,500 gp (contingency)
Component Pouch (3/spells)
Arcane Focus - TBD(<<Staff of power?)
Ornate Spellbook with brass binding and clasp
[/sblock]
[sblock="Background"]
Sage
Not one for formalities, Ignis, though of goodly nature, tends to burn every bridge he crosses, hopefully after helping any allies over first. It's get the job done, all business. He does not believe in the passive approach. He's fueled by knowing his power helps to cleanse the world of darkness.
Made of fiery stuff, inside and out, caring not for the trivialities of day to day, nor holding on to the past, his time is of the essence, and his hunger for knowledge arcane, specifically pyromancy, spurns his inner thoughts. The flames of his existence fanned with the rumors on the wind of a great wyrm, and where there is a great wyrm, there are secrets waiting to be liberated unto the light of day. Flame on!
Feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.
Background Traits:
I use polysyllabic words that convey the impression of great erudition.I’m convinced that people are always trying to steal my secrets. I believe nothing should fetter the infinite possibility inherent in all existence. My life’s work is a series of tomes related to pyromancy. Most people scream and run when they see a demon. I stop and take notes on its anatomy..
[/sblock]
[/sblock]
[sblock=Magic Item choices]
Tier One Magical Item Choice: You may select one nonconsumable magical item that directly impacts your battle capability of Very Rare or less rarity.-
Staff of Power
Tier Two Magical Item Choice: You may select two nonconsumable magical items that directly impact your battle capability of Rare or less rarity. -
Ring of Spell storing, Elven Chain
Tier Three Magical Item Choice: You may select one magical item of your choice of Uncommon or less rarity.-
Cloak of Protection
Tier Four Magical Item Choice: You may select one consumable magical item of your choice of Rare or less rarity.-
Necklace of Fireballs with 7 Beads
Tier Five Magical Item Choice: You may select two consumable magical items of your choice of Uncommon or less rarity.-
Elemental Gem (red), Keoghtom's Ointment, (3 doses)
[/sblock]
ENworld PbP info: currently playing in 3 games
