Pineapple Bees

Karl Pilkington, but with whisps of clouds around his bald head

Description:

Ability Scores and Saves:
STR: 0 (11), save 0
DEX: -1 (9), save -1
CON: 0 (11), save 0
INT: 0 (10), save 2
WIS: 4 (19), save 6
CHA: 0 (10), save 0

Proficiency Bonus: 2
Proficient in:
Daggers, darts, slings, quarterstaffs, light crossbows
Navigator’s Tools
Vehicles (Water)
Languages—Common and Celestial

Armor Class: 9

Initiative: -1

HP: 14

Weapons: None worth mentioning

Race (Half-Celestial) Features:
Celestial Resistance—You have resistance to Necrotic and Radiant damage.
Celestial Legacy—You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once per long rest. Once you reach level 5, you can cast the daylight spell as a 3rd level spell once per long rest. Charisma is your spellcasting ability for these spells (same as Int).

Class (Wizard) Features:

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—Transmutation
Transmutation Savant:
Beginning when you select this school at 2nd level, the gold and time you must spend to copy any transmutation spell into your spellbook is halved.

Minor Alchemy:
Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

Spellcasting Ability: Intelligence
Spell Save DC: 10
Spell Attack Bonus: 2
Spell Slots: 4 first-level, 3 second-level

Spells:

Cantrips

Friends: Enchantment
Casting time: 1 Action
Range: Self
Components: S, M (a small amount of makeup applied to the face as this spell is cast)
Duration: Concentration, up to 1 minute
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

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.

Chill Touch: Necromancy
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range.
Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

Poison Spray: Conjuration
Casting time: 1 Action
Range: 10 feet
Components: V, S
Duration: Instantaneous
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

Bonus Celestial Cantrip:
Light: Evocation
Casting time: 1 Action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Level 1

Comprehend Languages (Ritual): Divination
Casting time: 1 Action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear.
You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.
This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.

Expeditious Retreat: Transmutation
Casting time: 1 Bonus Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
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.

False Life: Necromancy
Casting time: 1 Action
Range: Self
Components: V, S, M (a small amount of alcohol or distilled spirits)
Duration: 1 hour
Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.

Ray of Sickness: Necromancy
Casting time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A ray of sickening greenish energy lashes out toward a creature within range.
Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

Level 2

Crown of Madness: Enchantment
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.
While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Gentle Repose (Ritual): Necromancy
Casting time: 1 Action
Range: Touch
Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)
Duration: 10 days
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.

See Invisibility: Divination
Casting time: 1 Action
Range: Self
Components: V, S, M (a pinch of talc and a small sprinkling of powdered silver)
Duration: 1 hour
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Bonus Celestial Spell:
Lesser Restoration: Abjuration
Casting time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Bio:

Pineapple was raised mostly by his mother in the woods. His father, Alfnarr Bees, is a lesser god from a far-off plane of existence who is known for getting around. Pineapple’s childhood was less than stellar, which led to him striking out on his own and becoming a sailor. It didn’t take but seeing the full scope of the world and recognizing his own innate magical ability for Pineapple to decide to join a wizarding school. It did not go well. Naturally gifted, Pineapple’s temperament and frustration with bureaucracy (also with not being very good at magic) ended his ascension to the rank of Wizard short. He is now a traveling prophet, or bum, or truth-teller, or heretic, depending on who you ask. He dispenses his own pragmatic style of wisdom on the lower streets of Berwyn, a coastal town he first came to while sailing the seas.

Pineapple Bees

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