Aether9k Character in Verum | World Anvil

Aether9k

Jeanne

Species
Ethnicity
Children
Eyes
Brown
Hair
Long and blonde
Height
6'1
Weight
160 lbs

Jeanne

Wood-Elf Race
Majital / Mirage Born Origin
Wizard / Illusion 3 Class & Level
Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 13
+1
constitution 14
+2
intelligence 16
+3
wisdom 16
+3
charisma 11
+0
Total Hit Dice
Hit Die
1d+2
+2 proficiency bonus
+0 Strength
+1 Dexterity
+2 Constitution
+5 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
+5 Arcana
+0 Athletics
+0 Deception
+5 History
+5 Insight
+0 Intimidation
+5 Investigation
+3 Martial
+3 Medicine
+3 Nature
+5 Perception
+0 Performance
+0 Persuasion
+3 Religion
+1 Sleight of Hands
+1 Stealth
+3 Survival
skills

 

MV

Prestige

Attunement Slots
11
Armor Class
24
Hit Points
+1
Initiative
35
Speed
Attacks

Cantrip Spells
  • Thunderclap
  • Word of Radiance
  • Toll the Dead

  • 1st level spells
  • Disguise Self
  • Cause Fear
  • Silent Image
  • Illusory Script
  • Ice Knife
  • Chaos Bolt

  • 2nd level spells
  • Shadow Blade
  • Aganazzar's Scorcher
  • Mind Spike
  • Warding Wind
  • Spellcasting
    Scholar Pack
    Quarterstaff
    Spellbook
    Broken Mask
    Equipment
    Mad Man
    Stat Array
    Darkvision. Accustomed to twilit forests and the night sky, 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.
    Keen Senses. You have proficiency in the Perception skill.
    Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
    Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
    If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

    Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
    Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
    Fleet of Foot. Your base walking speed increases to 35 feet.
    Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

    Majitalians begin play with Detect Magic as an at will ability.

    You can cast Identify at will without needing material components.


    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.

    For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots.

    You can recover either a 2nd-level spell slot or two 1st-level spell slots.

    Spellcasting
    As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

    Cantrips
    At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

    Spellbook
    At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

    Preparing and Casting Spells
    The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

    You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

    For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

    You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability
    Intelligence is your spellcasting ability for your wizard spells, since you learn your wizard spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
    Spell attack modifier = your proficiency bonus + your Intelligence modifier
    Ritual Casting
    You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

    Spellcasting Focus
    You can use an arcane focus (found in chapter 5) as a spellcasting focus for your wizard spells.

    Learning Spells of 1st Level and Higher
    Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see "Your Spellbook").

    Your Spellbook
    The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

    A spellbook doesn't contain cantrips.

    Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
    Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

    For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

    A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

    Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
    If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

    The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
    Arcane Tradition
    When you reach 2nd level, you choose an arcane tradition from the list of available traditions, shaping your practice of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

    School of Illusion
    You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists—including many gnome wizards—are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

    Illusion Savant
    Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.

    Improved Minor Illusion
    When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

    When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

    Class/Racial Features & Traits

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