Naerai 13th Age
From DivNull RPG
Male Harrow Elf Wizard/Druid 6
One Unique Thing:
Backgrounds:
Icon Relationships:
|
|
| ||||||||||||||||||||||||||||||||||||||||||||
|
Racial Power
Sleepless: You cannot naturally sleep, even if you want to, and are immune to magic sleep effects. If forced unconscious, you become hampered upon waking (normal save ends).
Class Features
- Cantrips: Cast up to INT cantrips per battle/five minues: alarm, arcane mark, ghost sound, knock, light, mage hand, mending, prestidigitation, spark
- Cyclic Spells: Spells with the cyclic keyword are only expended if the escalation die is 0 or odd. If the die is even when you cast such a spell, you may cast it again later in the same battle.
- Overworld Advantage: When in the magical realm of the overworld, daily spells become recharge 16+.
- Ritual Magic: You can cast spells as rituals.
- Divine Implements: You may use divine implements to improve your spell casting
- Melee Speed: You base your basic melee attacks on Dexterity instead of Strength.
- Elemental Speech: You can communicate in all elemental languages
- Wilderness Survival: You never suffer from natural weather-related cold, heat, or exposure. You can go longer than most people without eating or drinking, but only a couple days longer.
Class Talents
- Elemental Caster Initiate & Adept: You may use druidic elemental caster spells and elemental mastery feats. You may cast two different summon elemental spells per day.
- High Arcana: You may choose any daily wizard spell more than once per day. You also gain access to counter-magic.
- Multiclassed: As a multiclassed druid/wizard you may cast spells of both classes, but the number and level of spells you may cast functions as if a level lower in each class.
Wizard Spells
- blur (1st level, daily, ranged): For the rest of the battle, attacks against you or one nearby ally miss 20% of the time.
- shield (3rd level, recharge 11+, close-quarters, free action to cast when AC is hit): Attacker must reroll the attack, with you gaining +2 AC against it.
- teleport shield (3rd level, daily, close-quarters): For the rest of the battle, one per round, when an enemy moves to engage you, you may make the following attack as a free action before they attack you: INT+Level vs. PD. On a hit, teleport the enemy somewhere not immediately dangerous nearby you can see.
- ray of frost (3rd level, at-will, ranged): Attack one nearby enemy with INT+Level vs. PD, dealing 4d8 cold damage on a hit, your level in damage on a miss.
- utility (3rd level): A placeholder slot that allows you to cast one of a variety of effects: disguise self, feather fall, hold portal, levitate, message, speak with item.
- confusiona (5th level, daily, ranged): Attack one enemy with 160 current hp or fewer with INT+Level vs. MD. On a it, the target is confused (save ends). On a miss, you may choose to either daze the target (save ends) or regain this spell during your next quick rest.
- sleep (5th level, daily, ranged): Attack 5d20+50hp worth of nearby enemies (all in range are targeted, lowest hp first) with INT+Level vs. MD. On a hit, the target falls unconscious (hard save ends, as does taking 10+ points of damage). On a miss, the target is dazed until the end of your next turn.
- fireball (5th level, daily, ranged): Target 1d3 nearby enemies in a group. If you cast recklessly, you can target 1d3 additional enemies, but allies engaged with any targets may also take damage. Attack with INT+Level vs. PD. Hits deal 10d10 fire damage. A miss deals half damage, plus (if you cast recklessly, engaged allies take one fourth damage).
- hold monster (5th level, daily, ranged): Attack one nearby enemy with 100hp or fewer with INT+Level vs. MD. On a hit, the target cannot move or use move actions (hard save ends). On a miss, the target is dazed until your next turn.
- counter-magic (once per battle, close-quarters, free action to cast): Target a nearby target you can see casting a spell with INT+Level vs. MD. On a hit, the target's spell is cancelled and the target loses the action they were using. If the spell had a limited use, it is expended on an even hit.
Druid Spells
- faerie fire (3rd level, daily, ranged): Attack one nearby enemy with WIS+Level vs. PD. On a hit, deal 6d6 damage and target is vulnerable and can't turn invisible or hide from you or your allies (hard save ends both)
- earth strength (3rd level, daily, ranged, quick action): Targets a nearby ally you choose (or yourself), and one random nearby ally. A target that is not staggered gains a bonus to attacks and damage equal to your DEX (ends if target becomes staggered or the battle ends). If the target is staggered, they may heal using a recovery.
- summon water elemental (5th level, daily, ranged): Summon a 5th level elemental (2d10+36hp) into any spot you can see nearby. Any elemental you summon gains your level in temp hit points the first time each turn it rolls a natural even attack.
- fog bank (5th level, daily, ranged): Targets each creature in the battle, including you. Until the start of your next turn, when a target attempts an attack, it must make a hard save or expend its action to no effect.
- ripping vinesa (5th level, at-will, ranged): Attack one nearby enemy with WIS+Level vs. PD. A hit deals 5d6+WIS damage, plus DEX ongoing damage (twice DEX on natural odd hit). On a crit, the target is also stuck (save ends).
- deeper watersac (5th level, at-will, ranged): Attack one nearby enemy with WIS+Level vs. PD. A hit deals 6d6+WIS damage. On a natural even hit, target either takes your level in ongoing damahe or increases an already existing ongoing damage effect by your level.
Feats
- Adventurer: Druidic Summoning, Water Mastery, Earth Mastery, Confusion
- Champion: Druidic Summoning, Water Mastery
Magic Items (max: 7)
epic elemental staff (allows elemental to stay around all day) dragonhide armor perseverance (epic) boots of shure feet (champion) cloak of adroit avoidance (champion) ring of instant vengeance (champion)