Spellbook:
1st - Burning Hands, Charm Person, Chromatic Orb, False
Life, Feather Fall, Fog Cloud, Hideous
Laughter, Sleep, Witch Bolt - Burning Hands,Hideous Laughter, Ray of Sickness,
Witch Bolt
2nd - Blur, Crown
of Madness, Detect Thoughts, Hold Person, Phantasmal
Force, Suggestion - Blur,
Crown of Madness, Detect Thoughts, Suggestion
3rd - Counterspell, Fear, Hypnotic Pattern,
Lightning Bolt, - Counterspell, Fear, Hypnotic Pattern
4th - Confusion, Conjure Minor Elementals, Fabricate,
Polymorph, - Confusion, Fabricate, Polymorph
5th - Dominate
Person, Planar Binding, Scrying, Seeming, Telekinesis,
- Seeming
6th - Mass Suggestion, Otto's Irresistible Dance, True
Seeing - Ottos Dance
7th - Etherialness, Teleport - Etherialness
8th - Dominate Monster, Feeble Mind - Dominate
Monster
9th - True Polymorph, Gate - Gate
Spell save DC: 19 Spell Attack Modifier: +10
Can prepare 20 spells
Spell Mastery: Casts Witch Bolt and Suggestion at will
Background: Sage (Professor)
Personality: I’m convinced
that people are always trying to steal my secrets.
I’m willing to listen to every side of an argument before I
make my own judgment.
Ideal: Logic. Emotions must not cloud
our logical thinking. (Lawful)
Bond: I've been searching my whole
life for the answer to a certain question.
Flaw: I speak without really thinking
through my words, invariably insulting others.
|
Prof. Bonus
|
Cantrips
|
level 1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
4 Arcane Traditions
|
18th level
|
+6 |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
Spell Mastery |
HYPNOTIC GAZE
Words and gaze will magically enthrall another creature. As an
action. choose one creature that you can see within 5 feet of you.
if the target can see or hear you, it must succeed on a Wisdom
saving throw against your wizard spell save DC or be charmed by
you until the end of your next turn. The charmed creature's speed
drops to 0, and the creature is incapacitated and visibly dazed.
Once the effect ends, or if the creature succeeds on its initial
saving throw against this effect, you can't use this feature on
that creature again until you finish a long rest.
INSTINCTIVE CHARM
Beginning at 6th level, when a creature you can see within 30 feet
of you makes an attack roll against you, you can use your reaction
to divert the attack, provided that another creature is within the
attack's range. The attacker must make a Wisdom saving throw
against your wizard spell save DC. On a failed save, the attacker
must target the creature that is closest to it, not including you
or itself. If multiple creatures are closest, the attacker chooses
which one to target.
SPLIT ENCHANTMENT Starting at 10th level, when you cast an
enchantment spell of 1st level or higher that targets only one
creature, you can have it target a second creature.
ALTER MEMORIES You make a creature unaware of your magical
influence on it. When you cast an enchantment spell to charm one
or more creatures, you can alter one creature's understanding so
that it remains unaware of being charmed. Additionally, once
before the spell expires, you can use your action to try to make
the chosen creature forget some of the time it spent charmed. The
creature must succeed on an Intelligence saving throw against your
wizard spell save DC or lose a number of hours of its memories
equal to 1 + your Charisma modifier (minimum 1). You can make the
creature forget less time, and the amount of time can't exceed the
duration of your enchantment spell.
FELLA - His Dog Companion
Mastiff - Medium beast, unaligned
Armor Class 12
Hit Points 5 (1d8 + 1)
Speed 40 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
13 (+1) |
14 (+2) |
12 (+1) |
3 (−4) |
12 (+1) |
7 (−2) |
Skills Perception +3
Senses passive Perception 13
Languages --
Challenge 1/8 (25 XP) |
Disguised
|
Real Appearance
|
Keen Hearing and Smell. The mastiff has
advantage on Wisdom (Perception) checks that rely on hearing or
smell.
Bite. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing
damage. If the target is a creature, it must succeed on a DC 11
Strength saving throw or be knocked prone.
Mastiffs are impressive hounds prized by humanoids for their
loyalty and keen senses. Mastiffs can be trained as guard dogs,
hunting dogs, and war dogs. Halflings and other Small humanoids
ride them as mounts.