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Speed: 25 feet
Inspiration:
Proficiency bonus: +2
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 2 = -1 [strength] + 2 [proficiency]
Attack (missile / finesse): + 4 = + 2 [dexterity] + 2 [proficiency]
Strength save: -1 = -1 [strength]
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 5 = + 3 [intelligence] + 2 [proficiency]
Wisdom save: + 3 = + 1 [wisdom] + 2 [proficiency]
Charisma save: -1 = -1 [charisma]
Insight (passive): 11 (16 with advantage)
Investigation (passive): 15 (20 with advantage)
Perception (passive): 11 (16 with advantage)
If carrying more than 80 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack
rolls, and saves involving strength, constitution, and/or dexterity
10 Daggers [+4 to hit; 1d4+2 piercing, 1 lb, finesse, light, thrown (range 20/60)]
Feats:
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Wizard spells:
Acid Splash
Blade Ward
Chill Touch
Dancing Lights
Fire Bolt
Friends
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike
Use the first box to mark the wizard spells in Mad Martigan's spellbook.
Mad Martigan has at least 8 wizard spells in his spellbook.
Use the second box to mark the wizard spells that he has prepared.
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Bagpipes Horn
Drum Pan flute
Dulcimer Shawm
Flute Viol
Lute
Lyre
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Gnome
Gnome Cunning: Advantage on all intelligence, wisdom and charisma saves against
magic
Forest Gnomes know the minor illusion cantrip and cast it using intelligence.
Forest gnomes can communicate simple ideas with small / smaller beasts.
Sage
Wizard
Ritual casting.
Arcane Recovery: Once per day, recover expended spell slots (level 6 or under) up to half
your wizard level.
Level 18: Spell mastery. Choose a 1st level and 2nd level wizard spell. Cast these at the
lowest level at will.
Level 20: Signature spells. You have two 3rd level wizard spells that you can cast as
through a 3rd level slot, each one once between each short rest, without expending the
slot.
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Level 2: Divination savant -- the time and cost to put a divination spell into your spellbook
is halved
Level 2: Portent -- glimpses of possible futures. Roll two d20s to replace any future roll
with.
Level 6: Expert Divination -- after casting a divination spell using a spell slot, retain a lower
spell slot
Level 10: Third Eye -- use your action to get dark vision, see into the ethereal plane, read
any language, or see invisiible
Level 14: Greater Porten -- store three d20 rolls to replace any future roll with
Class HP rolled
Level 1: Wizard 6
Level 2: Wizard 4
Successes
Failures
5 lb Backpack
Ink pen
Ink vial
Knife, small
Little bag of sand
Parchment sheets x 10
3 lb Reference book x 1
2 lb Spell component pouch
3 lb Spellbook x 1
_____
23 lb Total
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