BP - 27

Face of an adorable woodland creature, body of wood. Real hurky jerky.

Description:

Ability Scores and Saves:
STR: 0 (11), save 0
DEX: 1 (13), save 3
CON: 1 (12), save 1
INT: 1 (13), save 3
WIS: -2 (7), save 0
CHA: 0 (10), save 0

Proficiency Bonus: 2
Proficient in:
Simple weapons, hand crossbows, longswords, rapiers, shortswords, daggers, darts, slings, quarterstaffs, light crossbows
Light Armor
Thieve’s Tools
Languages- Common, Wizardtone, Badger

Armor Class:15

Initiative: 1

HP: 25

Weapons: Rapier, Two Hand Crossbow, Throwing Knives, Sneak Dagger

Race (Warforged) Features:
Living Construct- You are a living construct. You don’t need to eat, drink, breath, or sleep, but you can ingest food and drink if you wish.You’re immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects. However a warforged is not immune to the mind-affecting spells and abilities of the mentioned conditions. You also gain the full benefits of the spending of hit dice at the end of a short rest, and the full effects of a long rest after using a repair kit for that time period.

Artificial Anatomy- A warforged can recover hit points through repairs using a ‘Warforged repair kit’, which is a set of artisans tools that are specifically designed for this purpose. The amount of HP recovered from 8 hours of work is equal to the hit points that would be gained from a long rest. The following tools may be used instead of a full Warforged repair kit, but require twice as much time to achieve the same effect: Jewelers, Masons, Smiths, or Tinkers tools. All Warforged’s are proficient in the use of a Warforged repair kit. (healing magic may work at the DM discretion).Work with your DM to determine the cost of Warforged repair kits, number of maximum uses, and where to find / purchase them (and cost). As a living construct, a warforged can be raised, revivified, or resurrected.

Power Down- As a Warforged you go into an inert state every day at your choice. Your Warforged gains the benefits, except for restored HP, of a long rest after 4 hours of this. The time taken for repairs does not count toward this rest.

Warforged Resolve- It’s difficult to take you down, even when your faltering. You have advantage on death saving throws.

Class (Wizard and Rogue ) Features:
Wizard:
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.

Arcane Tradition- (Evocation)
Evocation Savant-Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

Rogue:
Expertise- (Athletics and Acrobatics)
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Sneak Attack- (1d6)
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves’ Cant-
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action-
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Spellcasting Ability: Intelligence
Spell Save DC: 11
Spell Attack Bonus: 3
Spell Slots: 3 cantrips and 3 1st level spells
Spells:

Cantrips
Blade Ward: Abjuration
Casting time: 1 action
Range: Self
Components: V, S
Duration: 1 round
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Mage Hand:Conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magic items, or carry more than 10 pounds.

Mending:Transmutation
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Level 1

Witch Bolt: Evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you

Jump:transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a grasshopper’s hind leg)
Duration: 1 minute
You touch a creature. The creature’s jump distance is tripled until the spell ends.

Mage Armor: abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Bio:

To be added later

BP - 27

Moving on stacyrene