Joshua Magnus
Joshua Magnus
saving throws
skills
Skills
Attacks
Features & Traits
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 25, Platinum: 0 Money
Languages & Proficiencies
Personality Traits
Ideals
Bonds
Flaws
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.
magejosh
1 Level (0/300 XP for level-up) Archaeologist Background Adapter Shapeshifter (Apocryphon) Race / Species / Heritage Neutral Good Alignment
Mage
Level 1
Hit Dice: 1/1
1d6+3 Class 1
Level 1
Hit Dice: 1/1
1d6+3 Class 1
STR
12
12
+1
DEX
12
12
+1
CON
16
16
+3
INT
18
18
+4
WIS
8
8
-1
CHA
11
11
+0
9
Hit Points
Hit Points
+1
Initiative (DEX)
Initiative (DEX)
15
Armor Class (AC)
Armor Class (AC)
+2
Prof. Bonus
Prof. Bonus
30
Speed (walk/run/fly)
Speed (walk/run/fly)
9 / 9
Mana
Mana
8 / 8
Psi
Psi
Spellcasting ...
+6
Attack mod
INT
Ability
+4
Abi Mod
14
Save DC
+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+1 | Strength | |
+1 | Dexterity | |
+3 | Constitution | |
+6 | Intelligence | |
+1 | Wisdom | |
+0 | Charisma |
+1 | Acrobatics | DEX | |
-1 | Animal Handling | WIS | |
+6 | Arcana | INT | |
+1 | Athletics | STR | |
+0 | Deception | CHA | |
+6 | History | INT | |
+1 | Insight | WIS | |
+0 | Intimidation | CHA | |
+4 | Investigation | INT | |
+3 | Concentration | CON |
-1 | Medicine | WIS | |
+4 | Nature | INT | |
-1 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+4 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Magic Bite | +4 | STR | 1d6+1+1 | piercing | |
Hurl Fire | +6 | INT | 1d8 | fire | |
Dagger | +3 | DEX | 1d6+1 | slashing | |
Finesse, light, thrown (range 20/60) |
Spell Book
Feature: Historical Knowledge
When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.
Natural Psion. All shapeshifters gain advantage on saves and ability checks related to telepathy, and if psionic, gain a number of psi points added to their Psi pool max equal to their Constitution Bonus. On a short rest they automatically recover a number of additional psi points equal to their Proficiency Bonus. And all shapeshifters gain a psionic version of the Message cantrip that requires no components to cast, meaning no verbal somatic or material components. They may use this cantrip at will as an action or a bonus action, and may target a number of people equal to their Proficiency Bonus with it each use.
Sense Ill Intent. All shapeshifters can sense the concentrated malice of someone with ill intent about to attack. As such they are immune to being surprised and gain a +2 bonus to Initiative when someone attempts to surprise them. This also negates disadvantage against invisible opponents that are sentient.
Shapechanger. The Shapeshifter can use its action to cast Disguise Self as a transmutation spell to change into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Adaptive Resistance- gains resistance to the first x-number of damage types it takes damage from. These types reset after a short or long rest. X-number is equal to Int bonus.
Eat Anything. Adapters can eat pretty much anything they can chew up and swallow. As such they gain a bite attack that counts as a +1 magic item. In addition they are all but immune to any consumed poisons, meaning they may always choose to take ten as their dice roll result on a save versus poison they consume, all other poisons they have resistance to.
Adaptable Metabolism. Able to Enlarge or Shrink by consuming matter to grow and shed matter to shrink. Can craft simple items in the shedding process made from the matter they have eaten with a full round action for a tiny or smaller item, 2 full round actions for a small item, 3 full round actions for a medium item, 4 full round actions for a large item. Must succeed on a DC10(for tiny or smaller, 12 for small, 14 for medium, 16 for large) Int check, +1DC if trying to replicate a specific form you can see, +2DC if you can’t see the form you are duplicating directly. The item can be no more complex than a bow or crossbow, bolts or arrows have to be crafted separately. Only one item can be crafted at a time. When you begin shedding to craft an item, you must be a size larger than the size of the item you are crafting.
Mage Sight (Level 1)
Special Mage Ritual, a variant of Detect Magic.
Duration: 1 hour, no concentration required.
Casting time: 3 successful ritual spellcasting checks (DC 11) within 2 failures; each check is 1 action.
Failure: Failing to net 3 successes before getting 3 failures results in the ritual being a failure, and the Mage gaining a migraine headache for 1d4 hours. While suffering from this, your ritual and nonritual spellcrafting checks, spell Save DC, and spell attack checks are all at -1 until the headache ends.
Bonus Effect: Can make Arcana Check to determine if a location has any magical attunement potential and if so what its Power Rating is.
Magical Attunement (Level 1)
Attune to magical items to gain Mana Points.
Attunement limit: Mage level divided by 3 (rounded down, minimum of 1) + Constitution Bonus.
Attune to locations at level 3 or higher.
Cantrip Channeling (Level 1)
Channel Mana or Psionic Points to Ready a cantrip, any Readied Cantrip can be cast without spending additional Mana or Psionic Points unless applying metamagic to them which will require the metamagic used.
Can only have a number of cantrips Ready equal to your Constitution Bonus.
Takes a standard action to Ready one cantrip for use; only one can be Readied per round.
A Mana or Psionic point spent to ready a cantrip is spent and will not recharge while the cantrip is readied.
A Readied Cantrip may be used as a Cantrip is by any other class, following the same rules for casting as they use for Cantrips.
Mana Points (Level 1)
Gain Mana Points from attuned magical items or locations.
Max Mana Points equal to Constitution Modifier + Spell Attack Bonus per attuned item.
Recharge at a rate of +1 per attuned item/location every minute when not in combat, up to a max recharge of your Constitution Bonus total every minute when not in combat.
Psionic Points (Level 1)
Separate from Mana Points, used for Psionic Abilities, Metamagic, and spellcasting.
Psionic Points Max equal to your Mage level + your chosen spellcasting ability modifier.
Recharge on short or long rests. On Short Rest, recharge Constitution Modifier in Psionic Points. On Long Rest, recharge to Max.
Mana Stone Ritual (Level 1)
Create a mana stone from pure psionic energy through a ritual which takes a long rest to complete. You are automatically attuned to the stone, and can sense it’s location as a ritual that takes a short rest to perform across any distance on the same plane of existence. And if not on this plane of existence, you can sense the plane it exists on if it’s not hidden or obscured by magic. Making a new mana stone cuts your connection to the previous one rendering it an inert stone with no magic properties.
Functions as a spellcasting focus and counts as an attuned magic item for Max Mana Points. As long as you have it on your person (not a pocket dimension or just nearby), then you can cast any spell known as though you were attuned to an appropriately aligned item, the spell must also be recorded in your spellbook to use this ability.
Ritual Casting (Level 1)
Cast Mage spells as rituals if they have the ritual tag.
When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.
Natural Psion. All shapeshifters gain advantage on saves and ability checks related to telepathy, and if psionic, gain a number of psi points added to their Psi pool max equal to their Constitution Bonus. On a short rest they automatically recover a number of additional psi points equal to their Proficiency Bonus. And all shapeshifters gain a psionic version of the Message cantrip that requires no components to cast, meaning no verbal somatic or material components. They may use this cantrip at will as an action or a bonus action, and may target a number of people equal to their Proficiency Bonus with it each use.
Sense Ill Intent. All shapeshifters can sense the concentrated malice of someone with ill intent about to attack. As such they are immune to being surprised and gain a +2 bonus to Initiative when someone attempts to surprise them. This also negates disadvantage against invisible opponents that are sentient.
Shapechanger. The Shapeshifter can use its action to cast Disguise Self as a transmutation spell to change into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Adaptive Resistance- gains resistance to the first x-number of damage types it takes damage from. These types reset after a short or long rest. X-number is equal to Int bonus.
Eat Anything. Adapters can eat pretty much anything they can chew up and swallow. As such they gain a bite attack that counts as a +1 magic item. In addition they are all but immune to any consumed poisons, meaning they may always choose to take ten as their dice roll result on a save versus poison they consume, all other poisons they have resistance to.
Adaptable Metabolism. Able to Enlarge or Shrink by consuming matter to grow and shed matter to shrink. Can craft simple items in the shedding process made from the matter they have eaten with a full round action for a tiny or smaller item, 2 full round actions for a small item, 3 full round actions for a medium item, 4 full round actions for a large item. Must succeed on a DC10(for tiny or smaller, 12 for small, 14 for medium, 16 for large) Int check, +1DC if trying to replicate a specific form you can see, +2DC if you can’t see the form you are duplicating directly. The item can be no more complex than a bow or crossbow, bolts or arrows have to be crafted separately. Only one item can be crafted at a time. When you begin shedding to craft an item, you must be a size larger than the size of the item you are crafting.
Mage Sight (Level 1)
Special Mage Ritual, a variant of Detect Magic.
Duration: 1 hour, no concentration required.
Casting time: 3 successful ritual spellcasting checks (DC 11) within 2 failures; each check is 1 action.
Failure: Failing to net 3 successes before getting 3 failures results in the ritual being a failure, and the Mage gaining a migraine headache for 1d4 hours. While suffering from this, your ritual and nonritual spellcrafting checks, spell Save DC, and spell attack checks are all at -1 until the headache ends.
Bonus Effect: Can make Arcana Check to determine if a location has any magical attunement potential and if so what its Power Rating is.
Magical Attunement (Level 1)
Attune to magical items to gain Mana Points.
Attunement limit: Mage level divided by 3 (rounded down, minimum of 1) + Constitution Bonus.
Attune to locations at level 3 or higher.
Cantrip Channeling (Level 1)
Channel Mana or Psionic Points to Ready a cantrip, any Readied Cantrip can be cast without spending additional Mana or Psionic Points unless applying metamagic to them which will require the metamagic used.
Can only have a number of cantrips Ready equal to your Constitution Bonus.
Takes a standard action to Ready one cantrip for use; only one can be Readied per round.
A Mana or Psionic point spent to ready a cantrip is spent and will not recharge while the cantrip is readied.
A Readied Cantrip may be used as a Cantrip is by any other class, following the same rules for casting as they use for Cantrips.
Mana Points (Level 1)
Gain Mana Points from attuned magical items or locations.
Max Mana Points equal to Constitution Modifier + Spell Attack Bonus per attuned item.
Recharge at a rate of +1 per attuned item/location every minute when not in combat, up to a max recharge of your Constitution Bonus total every minute when not in combat.
Psionic Points (Level 1)
Separate from Mana Points, used for Psionic Abilities, Metamagic, and spellcasting.
Psionic Points Max equal to your Mage level + your chosen spellcasting ability modifier.
Recharge on short or long rests. On Short Rest, recharge Constitution Modifier in Psionic Points. On Long Rest, recharge to Max.
Mana Stone Ritual (Level 1)
Create a mana stone from pure psionic energy through a ritual which takes a long rest to complete. You are automatically attuned to the stone, and can sense it’s location as a ritual that takes a short rest to perform across any distance on the same plane of existence. And if not on this plane of existence, you can sense the plane it exists on if it’s not hidden or obscured by magic. Making a new mana stone cuts your connection to the previous one rendering it an inert stone with no magic properties.
Functions as a spellcasting focus and counts as an attuned magic item for Max Mana Points. As long as you have it on your person (not a pocket dimension or just nearby), then you can cast any spell known as though you were attuned to an appropriately aligned item, the spell must also be recorded in your spellbook to use this ability.
Ritual Casting (Level 1)
Cast Mage spells as rituals if they have the ritual tag.
Features & Traits
An Orb of Class, A Mana Stone, A spellbook, A component pouch, An explorer's pack, Two daggers, A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a belt pouch.
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 25, Platinum: 0 Money
Spellcasting Spark (Level 1)
Choose your spellcasting ability (Intelligence, Wisdom, Charisma).
Gain access to spell lists for 1 class using that spellcasting ability, and any 1 other spellcasting base class. These two spell lists are used to make your custom starting Mage Spell List.
Mage Spell List: Starting list is the spells in your spellbook. You may treat spells within magic items you are attuned to as if they were on your spell list for the purposes of swapping Spells Known. Once a spell is Known, you can record it in your spellbook to add to your Mage Spell List.
Spellbook: At 1st level, you have a spellbook containing three spells of your choice from a spell list available to you and 2 others from the other spell list available to you. The maximum Spell Level you can select from is equal to your Spell Attack Bonus or Constitution Bonus (whichever is lower). Then select 2 cantrips from either list. This completes your Mage Spell List. Your spellbook is the repository of the Mage spells you know, including your cantrips, which are fixed in your mind when readied, but must be read from the spellbook to ready unless you use a spells known slot to keep the cantrip available to ready whenever you want even if you don’t have your spellbook.
Spellcasting: You cast spells from your Spells Known or Readied by spending a number of Mana or Psionic Points to cast a spell equal to double its spell level (Cantrips count as 1 Mana or Psionic Point to use, but see below for rules on Cantrips). You cannot cast Spells of a higher level than your Spell Attack Bonus without consequences. If you do, the spell has a chance to fail (equal to your Chaos Threshold) and always invokes a Chaos Threshold check. If you succeed the Chaos Threshold check,the spell is cast and has the effects listed, but also triggers a Wild Magic Surge anyways, just not Chaos Point Accumulation. If you fail the Chaos Threshold check,the spell is cast but fails to trigger the effect, instead you roll 1d6 and use that number of rolls on the Wild Magic Surge table rather than the spell effect listed. Whatever number rolls are needed on the Wild Magic Surge are also the number of Chaos Points Accumulated for casting a spell above your Max Spell Level. Yes this means a 1st level Mage could cast a level 9 spell, technically. A DM would need to make a 9th level spell available for a 1st level Mage to learn first.
Spells Known: You know a number of spells equal to your Spellcasting Ability Bonus + your Mage level divided by 2 (minimum of 1). You may swap out spells known for different spells known as long as you have learned the spell before and recorded it in your spellbook, doing so takes a long rest. Recording spells known in your spellbook costs the same as creating a scroll for the spell and can be done in the same amount of time. You can only cast spells known that are of the same schools of magic or element of an item or location you are attuned to. Any item you have attuned to has spells effects within to make it work, you can swap out a spell known for one of these spells effects within an item you are attuned to. In this way, a Mage does not have to be able to read the text of a tome or persistent scroll or other item in order to be able to cast the spell within and learn it as a spell known, they need only make space in their spells known list for the spell and take a long rest to attune to the item. Manuals and other such items that grant a permanent magic effect when read can either be attuned to in order to learn the secret of creating such items, or to trigger their effect in one long rest instead of the normal reading time required.
Spellcasting
Choose your spellcasting ability (Intelligence, Wisdom, Charisma).
Gain access to spell lists for 1 class using that spellcasting ability, and any 1 other spellcasting base class. These two spell lists are used to make your custom starting Mage Spell List.
Mage Spell List: Starting list is the spells in your spellbook. You may treat spells within magic items you are attuned to as if they were on your spell list for the purposes of swapping Spells Known. Once a spell is Known, you can record it in your spellbook to add to your Mage Spell List.
Spellbook: At 1st level, you have a spellbook containing three spells of your choice from a spell list available to you and 2 others from the other spell list available to you. The maximum Spell Level you can select from is equal to your Spell Attack Bonus or Constitution Bonus (whichever is lower). Then select 2 cantrips from either list. This completes your Mage Spell List. Your spellbook is the repository of the Mage spells you know, including your cantrips, which are fixed in your mind when readied, but must be read from the spellbook to ready unless you use a spells known slot to keep the cantrip available to ready whenever you want even if you don’t have your spellbook.
Spellcasting: You cast spells from your Spells Known or Readied by spending a number of Mana or Psionic Points to cast a spell equal to double its spell level (Cantrips count as 1 Mana or Psionic Point to use, but see below for rules on Cantrips). You cannot cast Spells of a higher level than your Spell Attack Bonus without consequences. If you do, the spell has a chance to fail (equal to your Chaos Threshold) and always invokes a Chaos Threshold check. If you succeed the Chaos Threshold check,the spell is cast and has the effects listed, but also triggers a Wild Magic Surge anyways, just not Chaos Point Accumulation. If you fail the Chaos Threshold check,the spell is cast but fails to trigger the effect, instead you roll 1d6 and use that number of rolls on the Wild Magic Surge table rather than the spell effect listed. Whatever number rolls are needed on the Wild Magic Surge are also the number of Chaos Points Accumulated for casting a spell above your Max Spell Level. Yes this means a 1st level Mage could cast a level 9 spell, technically. A DM would need to make a 9th level spell available for a 1st level Mage to learn first.
Spells Known: You know a number of spells equal to your Spellcasting Ability Bonus + your Mage level divided by 2 (minimum of 1). You may swap out spells known for different spells known as long as you have learned the spell before and recorded it in your spellbook, doing so takes a long rest. Recording spells known in your spellbook costs the same as creating a scroll for the spell and can be done in the same amount of time. You can only cast spells known that are of the same schools of magic or element of an item or location you are attuned to. Any item you have attuned to has spells effects within to make it work, you can swap out a spell known for one of these spells effects within an item you are attuned to. In this way, a Mage does not have to be able to read the text of a tome or persistent scroll or other item in order to be able to cast the spell within and learn it as a spell known, they need only make space in their spells known list for the spell and take a long rest to attune to the item. Manuals and other such items that grant a permanent magic effect when read can either be attuned to in order to learn the secret of creating such items, or to trigger their effect in one long rest instead of the normal reading time required.
Armor: None (Magical armor you are attuned to)
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, guns
Tools: Cartographer's tools
Languages: Common, Elven, High Orcish
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, guns
Tools: Cartographer's tools
Languages: Common, Elven, High Orcish
Languages & Proficiencies
I might fail, but I will never give up.
Personality Traits
Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any)
Ideals
I lost my family when I was drawn to this world. I will never stop trying to find my way home to them.
Bonds
When given the choice of going left or right, I always go left.
Flaws
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.
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