Bleck (Original Character)

Created: 5/2020 SRD rules – for Rocky Bliss’s one off adventure, by Kelly Berger
Human, male, 5’9″, #120, age: 23, right handed, painted nails, brown hair, crocked nose, cauliflower ear (left), missing teeth, no eyebrows (burned off), red skin on right side of face (from constant exposure to nettles), walks with a bit of a limp; Size: Medium/Speed 30′; Alignment: None
Background: [Human Variant] Sailor (failed at it! beaten up a lot)
Class/Level: Wizard (Arcane Tradition: Conjurer) 2nd
Hit Points: 6/4 +4 = 14
Strength: 8
Intelligence: 16
Wisdom: 10
Dexterity: 16
Constitution: 15
Charisma: 8

Proficiency +2 Bonus @2nd

Skills: Athletics [+1], Perception [+2], Arcana [+5], History [+5], Stealth [+4]
Armor: Light
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: Vehicles (water), Forgery Kit
Languages: Common (literate), Elvish (literate)
Ability: Intelligence, Wisdom
Feat: Lightly Armored (proficiency in Light Armor – from days as a sailor; +1 dexterity)

Magic

Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier = 13
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier = +5
Arcane Recovery: 1 Spell slot/Short Rest
Prepared Spells: 5 = *
Cantrips [3]: Firebolt (d10), Minor Illusion, Shocking Grasp
Spells Slots: 1st x 3
Spell Book – 1st: Detect Magic [R]*, Sleep*, Find Familiar [R]*, Fog Cloud, Silent Image*, Charm Person*, Protection From Evil/Good
– [generalist operation ] – Detect Magic, Find familiar, Fog Cloud, Silent Image, Prot vs. Evil/Good
Tradition: Minor Conjuration
Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage.
STANDARD CONJURATIONS
> note that items glow 5′ and will only do 1 HP damage and vanish; they are mostly for threat/deterrence
1) [fine] light crossbow (cocked; d10 +1 damage [extra tension]; +2 attack vs. medium/heavy armor as normal)
2) wicker shield wall (2 together to duck behind for cover)
3) Spikes [of wood] on a stand/brace (1; set for charge – pointed at enemy; does 1 damage then vanishes)
4) medium wood shield (can take 1 Resilience hit then vanishes)
5) spyglass (a] active – for spotting at long distance b] trapped – needle to the eye when focused)
6) most basic tools (hammer, hand drill, etc.)
7) skeleton key (simple lock pick @-5)
8) nettle plant (conjured in hand to be thrown or brushed against for ‘poisoned’ Disadvantage result)
9) brick (conjured in front of charging enemy to painfully trip them 10′ away [INT check])
9) melee weapon a] quarterstaff, b] sling, c] dagger

Combat

Armor: leather gloves, [fine] (conjured) Leather or Studded Leather (AC 12) + Dex (3) = AC 15 / 1 Resilience?
Weapon: No physical (only conjured) crossbow then close with quarterstaff usually

Combat Tactics

Ambush – use Stealth to hide, conjure crossbow + load, Minor Illusion to cover myself, have enemies lead past, use familiar to attack with advantage using Shocking Grasp, shoot crossbow from ambush, use Silent Image of black nimbus warrior approaching from other side (studied lots of dead bodies) to distract targets and get them to move away or aid allies, cast charm to get a defender (“we’re best friends, dont let them hurt me!”) , then sleep and/or cantrips to control enemies
+ use caltrops if possible

Equipment

Purse: 0
Weapon: None carried
Armor: leather gloves, Studded Leather (worn)
> Conjured fine leather (10 lbs); +1 AC, 1 Resilience (gone when used); Glowing 5′
Weapons: 4 crossbow bolts (in a map/spyglass case; to do full damage with the conjured crossbow)
Adventure Pack, Common Clothes x3, tarp, bedroll, pouch of [stained black] caltrops (D2 over 5×5; surprise for 4!)
Robe of Useful Items

  1. Dagger
  2. Bullseye lantern (filled and lit)
  3. Steel mirror
  4. 10-foot pole
  5. Hempen rope (50 feet, coiled)
  6. Sack
  7. Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
  8. Wooden Ladder (24 feet long)
  9. A Riding Horse with saddle bags
  10. Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
  11. Rowboat (12 feet long)
  12. Spell Scroll containing one spell of 1st level
  13. 2 mastiffs
  14. Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
  15. Portable ram
  16. Deck of cards
  17. A goat
  18. One raincloud (small area, rains for 1 hour heavily)
  19. One large white flag of a 10’ pole
  20. A large 5′ cube of ice

Kerfuffle

Familiar
Typical Form: Rat (primary) or Spider (secondary)
– It can deliver the Shocking Grasp spell if need be

History

Used all starting and gained money to study objects of conjuration
Started off as a sailor, tried to join pirates. He was an embarrassment. He was sold to a evil wizard, to be used in experiments, but the wizard saw his aptitude. We was used sort of – the master trained him as a Conjurer, to trick and swindle locals. They eventually came after him, but he evaded them. They tracked him back to his master’s tower and burned it to the ground. He used his conjurer powers to block a drain and keep the fire out – surviving. He picked up what he could and made off with it before the townsfolk came back in the morning.

I came to town, i came to get down, so jump up, jump up and get down! Jump around!