Taprix

Taprix

Mental characteristics

Gender Identity

Male

Eccentric young human who refuses to live a life of ignorance and will throw away his own humanity to obtain the knowledge he seeks.

View Character Profile
Age
20 Years old
Birthplace
Unknown
Children
Current Residence
The Mage's Guild
Gender
Male
Eyes
Blue
Hair
Black
Height
5'6"
Weight
130lbs
Known Languages
Common, Elvish, Celestial

Taprix

Variant Human Race
Majital / Arcane Student Origin
Void Sage 12 Class & Level
Neutral Good Alignment
Runethares Deity
The Mage Guild Faction
Member Rank/Position
10 Loyalty
Company

Strength 10
+0
Dexterity 10
+0
constitution 12
+1
intelligence 22
+6
wisdom 13
+1
charisma 11
+0
Total Hit Dice 12
Hit Die
1dd6+1
+4 proficiency bonus
+0 Strength
+0 Dexterity
+5 Constitution
+10 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+10 Arcana
+0 Athletics
+0 Deception
+10 History
+1 Insight
+0 Intimidation
+10 Investigation
+1 Martial
+5 Medicine
+6 Nature
+1 Perception
+0 Performance
+0 Persuasion
+10 Religion
+0 Sleight of Hands
+0 Stealth
+1 Survival
skills

 
66
MV
1
Prestige
0
Attunement Slots
21
Armor Class
67
Hit Points
+0
Initiative
30 ft.
Speed
Prepared SpellsSpell LevelPer Day
Fire bolt, Shocking Grasp, Message, Light, Prestidigitation, Mage Hand, Eldritch Blast ,Mending, Detect Magic, Minor Illusion0th-
Magic Missile, Shield, Feather Fall1st4
Mark of the Everpresent, Misty Step, Strength of Being, [Spiritual Weapon]2nd3
Dispel Magic, Slow, Hypnotic Pattern, Sending, [Mass Healing Word]3rd3
Dimension Door, Incantation of Emptiness, Reposition, Spell Grasp, Polymorph4th3
Arcane hand, Magic Obliteration, Wall of Force5th2
Wail of the Ephemeral6th1
Spell DC: 18 - Spell Attack Mod: +10 - Total Prepared: 18
Attacks
Saving Throws
Wizard: Int, Wis
Sage: Con

Skills
Arcana
Religion
History
Investigation
Medicine

Tools
Calligrapher's Tools
Brewers Supplies

Weapons/Armor
Daggers
darts
slings
quarterstaffs
light crossbows
Shields (Through Academy)

Languages
Common
Elvish
Celestial

Proficiences
Spell Attack
Prof(4) + INT Mod(6) = +10

Spell DC
8 + Prof(4) + INT Mod(6) = DC18

Prepared Spells
Prepare: INT Mod(6) + Wizard Level(12) = 18
1st Level:
  • Detect magic (At will)
  • Absorb Elements
  • Magic Missile
  • Shield
  • Feather Fall
  • 2nd Level:
  • Hold Person (C)
  • Misty Step
  • Spiritual Weapon (Always Prepared)
  • 3rd Level:
  • Dispel Magic
  • Fireball
  • Hypnotic Pattern
  • Slow
  • Counterspell
  • Mass Healing Word (Always Prepared)
  • 4th Level:
  • Dimension Door
  • Polymorph
  • 5th Level:
  • Arcane Hand
  • Steel Wind Strike
  • Wall of Force
  • 6th Level:
  • Disintegrate

  • Spell List
    Cantrips: 4 Known
    Slots: 4/3/3/3/2/0/0/0/0
    ------------------------------------------------
    Cantrips:
  • Fire bolt
  • Shocking Grasp
  • Message
  • Light
  • Prestidigitation (From Guild Ring)
  • Mage Hand (From Origin)
  • Eldritch Blast (Void 2)
  • Mending
  • Minor Illusion
  • 1st Level:
  • Absorb Elements
  • Alarm (R)
  • Mage Armor
  • Comprehend Languages (R)
  • Magic Missile
  • Burning Hands
  • Shield
  • Feather Fall
  • Detect Magic (R) (From Origin / At Will)
  • Sleep
  • Identify (R)
  • Protection from Good and Evil
  • Charm Person
  • Floating Disk (R)
  • Unseen Servant (R)
  • Longstrider
  • Find Familiar (R)
  • 2nd Level:
  • Detect thoughts
  • Gentle Repose (R)
  • Misty Step
  • Hold Person
  • Shatter
  • Blur
  • Darkvision
  • Mirror Image
  • Locate Object
  • Spiritual Weapon
  • Alter Self
  • Invisibility
  • Flaming Sphere
  • Knock
  • Enlarge/reduce
  • levitate
  • Nystul's magic aura
  • Focus of the void
  • Mark of the Everpresent
  • Javelin of the Empty
  • Strength of Being
  • Pulsar
  • Void Ensnarement
  • Magic Mouth (R)
  • 3rd Level:
  • Dispel magic
  • Fireball
  • Fly (C)
  • Haste
  • Hypnotic Pattern
  • Counterspell
  • Sending
  • Slow
  • Tiny Hut (R)
  • Tongues
  • Phantom Steed (R)
  • Water breathing (R)
  • Mass Healing Word
  • Point of Entropy
  • Ephemeral Position
  • Void Mage armor
  • 4th Level:
  • Arcane Eye
  • Banishment
  • Blight
  • Dimension Door
  • Polymorph
  • Private Sanctum
  • Wall of Fire
  • Greater Invisibility
  • Summon Greater Demon
  • Hallucinatory Terrain
  • Fabricate
  • Lemound's Secret chest
  • Locate Creature
  • Otiluke's Resilient Sphere
  • Void's reach
  • Incantation of Emptiness
  • Essence rip
  • Reposition
  • Spell Grasp
  • 5th Level:
  • Cone of Cold
  • Dominate Person
  • Far Step
  • Legend Lore
  • Scrying
  • Synaptic Static
  • Wall of Force
  • Telepathic Bond (R)
  • Contact other Plane (R)
  • Immolation
  • Planar Binding
  • Arcane Hand
  • Steel wind Strike
  • Hold monster
  • Enervation
  • Mislead
  • Force of will
  • Mana Shearing
  • Magic Obliteration
  • 6th level
  • Mass Suggestion
  • Scatter
  • Disintegrate
  • Contingency
  • Globe of Invulnerability
  • Move Earth
  • Programed Illusion
  • Wail of the Ephemeral

  • Spellcasting
    MV and Gold Tracker
    Creation DM MV: 0 (backlogged until 11/01/20)
    Backpack and Gear
    Magic Items
    Vacuos
    Dagger - Rare (1500gp, 15 days) - Attunement


    The hilt of this weapon is crafted as a traditional rapier, quillions and sweepings guarding the hand. The blade which extends is only a sliver of metal that is slightly chromatically shifted with a purple shimmer that can be seen in the light.

    Your Intelligence score increases by 1, up to a maximum equal to your ability score cap.

    This weapon can be used as an arcane focus.

    Chaplain's Clothing
    Chaplain's Clothing
    Wondrous (Fine Clothes) - Minor Rare (1,200 GP) - Attunement: Spellcasting Class Feature

    A set of fine military regalia worn by a long dead Magitalian noble.

    When making a ability check that refers to a skill, as a bonus action you can gain a 1d4 bonus to the roll. This ability has three uses that refresh on a long rest.

    As a reaction to hitting a creature with a cantrip, you can choose to add 1d4 acid damage to the damage roll. This ability has two uses that refresh on a short or long rest.

    (Base Material, Adornment, Enchantment)

    Bandolier 1
    3x Greater health potions

    Bandolier 2
    3x Shield Scroll

    Equipment
    The Mage Guild
    Faction
    Specialist
    Stat Array
    Origin
    Attribute Cap Increase - +2 Intelligence; This boosts the maximum of an ability score, but not the score itself.
    Can cast Detect Magic at will
    Bonus Cantrip (Mage Hand)
    2 skill proficiency

    Wizard
    Wizard 1 - 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.
    Wizard 2 - Arcane Tradition - Void
    Void 2 - Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell that deals force damage into your spell book is halved.
    Void 2 - Forceful Magic - Starting at 2nd level when you choose this school, you gain Eldritch Blast as a cantrip, and it counts as a wizard cantrip for you. Whenever you cast a spell that deals force damage, that spell deals an additional point of damage for each target equal to the level of the spell.
    Void 6 - Grasp of the Void - At 6th level, you can use a bonus action to choose an enemy you can see within 30 feet and pull on its existence from the void. This causes them to have disadvantage on all attack rolls, saving throws and ability checks for 1d4 rounds. While the enemy is affected by this feature, you also have disadvantage on such rolls. If the enemy is defeated while under this effect, you gain advantage to these rolls equal to the number of rounds you suffered the disadvantage in this way (minimum of 1 round).
    Once you use this feature, you cannot do so again until you finish a short or long rest.
    Void 10 - Darkwalker - At 10th level, you gain resistance to cold and necrotic damage.
    In addition, the first time you would be reduced to 0 hit points, you are reduced to 1 hit point instead. You can't use this feature again until you finish a long rest.

    Feats
    Keen Mind - +1 Int You always know which way is north. You always know the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or heard within the past month.

    Sage
    Sage 4: Inner Strength. You are now proficient in constitution saving throws.

    Sage 4: Veil of the Sage. A shimmering mystic veil of magic coats your body, granting you a permanent Mage Armor effect that provides a base AC of 13 + either your dexterity modifier or intelligence modifier. (your choice) Should this effect be dispelled it will automatically reapply at the end of your next turn.

    Sage 8: Enhanced Aether. As a bonus action melee weapon attacks and damaging spells that you hard cast, deal an additional 1d6 force damage to affected creatures. This additional damage only applies once per source. Additionally, you gain a +2 to attack rolls for weapons attacks, arcane bolt or hardcast spells. These benefits fade at the end of your next turn. This ability has 3 uses.

    Sage 12: Grasping Void. Once per turn when you would deal force damage to a creature, it’s movement speed is reduced by 5 feet until the end of your next turn. This effect stacks up to three times, and the duration is refreshed every time a new stack would be applied. As a bonus action, you can consume three stacks to force the creature to make a Strength saving throw against your spell save DC or be restrained for 1 minute as a large shadowy hand grips the creature. A creature can repeat the saving throw at the end of each of its turns and has advantage if it is a Large creature or bigger.

    Sage P1: Arcane Bolt (3). Starting at 4th level, you can use a bonus action to unleash a powerful bolt of astral energy. Make a ranged spell attack against a creature within 120 feet of you, dealing 2d4 + 2 astral damage for every four Wizard levels you possess. You can use this ability three times and regain expended uses when you finish a short or long rest. (3x 4d4+4 Astral)

    Faction
    Cleric Spells - All wizards in the mages guild get 2 cleric spells added to spellbook and these spells are always prepared (From Daegan Sloan)(Spiritual Weapon and Mass healing word)



    Class/Racial Features & Traits

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