potentiae: (037)
π•»π–”π–—π–™π–Šπ–“π–™π–Žπ–† π•»π–”π–•π–•π–žπ–‹π–Žπ–Šπ–‘π–‰ ([personal profile] potentiae) wrote2022-12-30 09:35 pm

Features & Abilities

β–Ά
Legend
  • BLACK – Started in game with these features.
  • RED – Gained via the scarlet potion.
  • TEAL – Regained via shards February 5, 2023.
  • PINK – Regained via shards March 19, 2023.
  • PURPLE – Regained via shards June 2, 2023.
Racial Traits & Feats β€” Lightfoot Halfling
  • Lucky β€” Can re-roll critical failures on attack rolls, ability checks, or saving throws. Must use the new roll.
  • Lucky (feat) β€” Three luck points per long rest. Can spend one luck point to roll an additional d20 and choose which result to use. Can choose to spend luck after rolling, but before knowing the outcome.
  • Brave β€” Advantage on saving throws against being frightened.
  • Halfling Nimbleness β€” Can move through the space of any medium or larger creature.
  • Naturally Stealthy β€”Β Can attempt to hide even when only obscured by medium or larger creature.
Class Features β€” Divination Wizard
  • Proficiencies β€”Β Insight & History
  • Arcane Recovery β€” Once per day after a short rest, can recover a spell slot.
  • Divination Savant β€” Time and money spent copying divination spells into spellbook is halved.
  • Portent β€” Each day, roll two d20s. Can replace any attack roll, saving throw, or ability check (by her or any creature she can see) with one of these rolls. Each roll can only be used once.
  • Ritual Spellcasting β€” Can cast any ritual spell (πŸ†) written in her spellbook without expending a spell slot, but it takes at least 10 minutes to cast.
Spellcasting
Cantrips
  • Lightning Lure β€” Create a lash of lightning energy that strikes at one creature of your choice within 15'. The target must suceed on a Strength saving throw or be pulled up to 10' in a straight line towards you and take 1d8 lightning damage if within 5' of you.
  • Shocking Grasp β€” Lightning springs from your fingertips to shock a creature you touch for 1d8 lightning damage. Greater chance of dealing damage if the target is wearing metal.
  • Friends β€” πŸ…² β€” For 1 minute, have advantage on all Charisma checks directed at one creature of your choice that isn't hostile to you. After the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile to you.
  • Light β€” Touch one object no larger than 10', for 1 hour, object sheds bright light in a 20' radius, and dim light for another 20'.
  • Mage Hand β€” A spectral, floating hand appears for 1 minute, can be controlled telepathically. The hand cannot attack, use magic items, or lift anything more than 10lbs.
  • Message β€” Can whisper a message to a target within 120' that only they can hear, and the target can reply in a whisper that only you can hear.
Level 1
  • Absorb Elements β€” Capture incoming lightning energy, lessening its damaging effects on you and storing it to be released the next time you hit with a melee attack, dealing 1d6 lightning damage. If cast at a higher spell slot, deals an additional 1d6 for each level above 1st.
  • Witch Bolt β€” πŸ…²Β β€”Β Shoot a beam of crackling blue energy at a creature within 30'. Deals 1d12 lightning damage, and on each of your turns for 1 minute (with concentration), can deal another 1d12 lightning damage automatically.
  • Alarm β€” πŸ† β€” Set an alarm on a door, window, or area within 30'. For 8 hours, the alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When casting the spell, can choose creatures who won't set off the alarm, and can decide if alarm is mental or audible.
  • Chromatic Orb β€” Throw a 4" diameter sphere of energy at a creature within 90'. Choose acid, cold, fire, lightning, poison, or thunder damage. If hit, the creature takes 3d8 damage.
  • Comprehend Languages β€” πŸ† β€” For 1 hour, can understand any written or spoken language.
  • Detect Magic β€” πŸ…² πŸ† β€” For 10 minutes, can sense the presence of magic within 30', by seeing a faint aura around any visible creature or object that bears magic. Can learn the school of magic, if any.
  • Expeditious Retreat β€” πŸ…² β€” Can use Dash as a bonus action (effectively doubling your speed) for up to 10 minutes, with concentration.
  • Find Familiar β€” πŸ† β€” Summon a celestial, fey, or fiend creature in the form of an animal. Casting time 1 hour 10 minutes. Full details here.
  • Floating Disk β€” πŸ† β€” Creates a circular horizontal plane of force 3' in diameter that floats 3' off the ground . The disk can hold up to 300lbs and lasts for 1 hour.
  • Identify β€”Β πŸ† β€” Learn the properties of a magic item that you touch, how to use it, how many charges it has, etc. If you touch a creature, you learn what spells, if any, are currently affecting it.
  • Unseen Servant β€” πŸ† β€” Summon an invisible, mindless, shapeless force that performs simple tasks at your command for 1 hour.
Level 2
  • Dragon's Breath β€” πŸ…² β€” Can exhale lightning energy in a 15' cone. Each creature must make a Dexterity saving throw, taking 3d6 damage on a failed save or half as much on a successful one. Lasts for 1 minute (with concentration).
  • Arcanist's Magic Aura β€” Place an illusion on a creature or object you touch so that divination spells reveal false information about it. Lasts for 24 hours. Full details here.
  • Detect Thoughts β€”Β πŸ…² β€” Read the thoughts of a creature within 30'. Creatures who have an INT of 3 or lower or who don't speak any language are unaffected. Can initiallyu learn surface thoughts, and can attempt to probe deeper by forcing the target to make a Wisdom saving throw. The target wioll know that you are probing into its mind.
  • Locate Object β€”Β πŸ…² β€” Sence the direction to an object familiar to you, as long as it is within 1000'. Alternately, locate the nearest object of a particular kind (i.e. jewelry, apparel, furniture, tool, weapon).
  • Mind Spike β€” πŸ…² β€” Reach into the mind of a creature you can see within 60'. The target must make a Wisdom saing throw or else take 3d8 psychic damage (or half as much on a successful save). On a failed save, you will always know the target's location up to 1 hour, with concentration, as long as you are on the same plane of existence.
  • See Invisibility β€” For 1 hour, see invisible creatures and objects as though they were visible, and see into the Ethereal Plane.
Level 3
  • Lightning Bolt β€” Emit a stroke of lightning forming a line 100' long and 5' wide blasting out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw, taking 8d6 lightning damage on a failed save or half as much on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.
by killthecake β€” click to expand/collapse!

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