+0 | Strength |
+4 | Dexterity |
+2 | Constitution |
+6 | Intelligence |
+3 | Wisdom |
-1 | Charisma |
+6 | Acrobatics |
+1 | Animal Handling |
+6 | Arcana |
+0 | Athletics |
-1 | Deception |
+6 | History |
+1 | Insight |
-1 | Intimidation |
+4 | Investigation |
+3 | Medicine |
+4 | Nature |
+1 | Perception |
-1 | Performance |
-1 | Persuasion |
+6 | Religion |
+4 | Sleight of Hands |
+6 | Stealth |
+1 | Survival |
Attack | Range | Accuracy | Saving Throw | Damage | Type |
---|---|---|---|---|---|
Punching Dagger | Melee (20/60ft) | 1d20+6 | -- | 1d4+4 | Slashing/Piercing |
Toll the Dead | 60ft | -- | Wis 14 (Negates) | 1d8 / 1d12 | Necrotic |
Magic Missile | 120ft | -- | -- | 1d4+1 x3 | Force |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Weapon Finesse, Light, Thrown Common
A simple, albeit wicked knife of Kenku origin. The tinted steel blade is slightly scratched with former use, though it retains its sharp cutting edge and feather fine point. The blade is pinned with fitted steel rivets to a brass handle with a feathered design crudely forged, then etched deeper into its brass assemblage. Smooth black leather strips intertwine around a thick wooden handle to make a comfortable and effective grip. It is of expert, albeit copied craftsmanship and weathered a bit with time, but kept in good condition by its previous wielders across the years. The blade reflects moonlight with an air of ill fortune and ill-er intention. This particular dagger is one of the of the few surviving crafts of the Sable Feather Kenku Clan, formerly based in Hilltop Tower. Its origins, like much of the culture and history of the clan were lost when the tower was raided by a party of adventurers four years before Firework's adventuring career began. Gifted to Firework by his brother, Chink. A concession of kindness and a reminder that he should 'come back with it sometimes' wherever he may wander.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple Melee | 1d4 Piercing / 1d4 Slashing | None | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
Adventuring Gear Rare
A mostly traditional set of wizards attire, custom tailored by Ernest Taprest on request by Hieronymus Rastarr. Gently made as a favor by a friend. One of the first acts of kindness in a young orphan bird's life that didn't come from his older brother or the owner of the inn they slept on the floor of. Part of the wizard's ensemble procured by Hieronymus Rastarr for Firework back at the beginning of his apprenticeship. Each garment in the outfit is both a layer of protection against the elements and individually representative of a serious effort on the part of Rastarr to help his formerly scruffy and unkempt youth of an apprentice look the part of a proper wizard. There is a regal nature to the dress and form of wizardry, and despite his origins, Firework definitely enjoys the trappings of both the art and the social status that comes with it, a characteristic that proved to mitigate a small portion of the social stigma on his master for accepting a Kenku as his apprentice and which decidedly made the transition into the role easier on both parties, much to both of their delights. The outfit consists of a series of garments worn in succession, layered over one another in cascading folds of fabric, kept clean and kempt by magic over the years. Ornate in design and sporting a few irregularities, the outfit is a blend of concessions to Firework's brother Chink and common Wizardly sensibilities when taken as a whole. A Light Under-robe
Cost: 25gp Weight: 4lbs
The statblocks of your class features
As a wizard, you gain the following class features.
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting (PHB Page 201) and the Spells Listing (PHB Page 207) 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 (PHB Page 103). 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 (PHB Page 103) shows how many spell slots you have to cast your wizard 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 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 (see the Adventuring Gear section (PHB Page 148)) 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 for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table (PHB Page 103. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” section below).
You are a student of magic, adopted into a traditional method of magical learning, be it apprenticeship or scholarship. You had a life before the schooling, though you are now in a different place than you were then, you are ultimately still the person you always were, just a little more magical now. Your mind has been expanded and your ambitions have borne fruit and thus you are now among the finest young mages in the land. Whatever you decide to do with that education, it will serve you well.
Feature: Arcana Fundamentum Your Master/School have given you a writ of permission to enter and seek knowledge at all places of arcane learning (not all libraries, however) that recognize your mentor/home's pedigree. In addition, you're well versed in the theories of basic magic and receive advantage on checks to determine the effects of spells and enchantments.
Students are a rowdy bunch by nature, full of fresh ideas and myriad ideological and causal passions, no two students are entirely alike, as their youth marks them with certain grounding in the present that many older magicians have lost in the sands of time. One thing is for certain, however: The most gifted among them will always be capable of bringing new potential out of the old art.
d8 | Personality Trait |
---|---|
1 | I don't worry about a whole awful lot. I believe that things will work out in the end. |
2 | I look down on those of lesser intellect with pride. |
3 | I am cold and rather dispassionate toward others. |
4 | There are few trusted friends for a wizard. I will do anything to keep those friends close. |
5 | Reliability is more important than camaraderie to me and I'm not afraid to let you know it. |
6 | I feel everything, and I do mean everything very deeply. My heart is on my sleeve. |
7 | My mind has no brakes and neither does my mouth. |
8 | I bury my head in books as often as I can, regardless of the reason. |
d8 | Ideal |
---|---|
1 | Knowledge. I believe in the axiom that knowledge must be preserved. (Lawful) |
2 | Freedom. Beware any who try to chain your creativity, they are seldom (if ever) right. (Chaotic) |
3 | Passion. Nothing is more important than following your dreams, no matter what. (Neutral) |
4 | Domination. I will use my knowledge to gain leverage over others. I will never be lesser again. (Evil) |
5 | Pride. I, myself am my own best advocate. I alone have the right to judge myself. (Neutral) |
6 | Betterment. Understanding and knowledge are the path to true social improvement. (good) |
7 | Evanescence. I wish to put my past behind me and never look back. (Neutral) |
8 | Improvement. Power and potential will be released by my hands and my work. (Neutral) |
d6 | Bond |
---|---|
1 | I feel a strong kinship with fellow practitioners of the art, no matter who they are. |
2 | My mentor is my guiding star. I will trust in his advice always. |
3 | The materials and particulars of my craft are delicate, precise and sentimental to me. |
4 | My story will not be as musty and ancient as those I learned in school. |
5 | My family has supported me along my journey to master magic and I will repay them. |
6 | I will honor the traditions of the school I came from and spread their influence wide. |
d6 | Flaw |
---|---|
1 | My pursuit of knowledge and lack of experience often leave me in risky situations. |
2 | I am utterly wrapped up in my own little world. |
3 | I'm paralyzed when forced to make a decision out of the realm of theory. |
4 | People, their thoughts and their actions confuse and upset me, I prefer being alone. |
5 | My body isn't up to par with most others. I am often clumsy and uncoordinated. |
6 | I will test my theories in practical action without considering the consequences. |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies.
Languages. You can read and write Common and Auran, but you can speak only by using your Mimicry trait.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Transmutation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
0-level (Cantrip) Evocation
You create up to four torch sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10 foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
0-level (Cantrip) Necromancy
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
1-level Evocation
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
1-level Enchantment
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
1-level Divination
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
1-level Divination
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
1-level Illusion
dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
1-level Transmutation
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Statblocks for your Trinkets, businesses, building, castles, empires.