Secrets of the Immortals
Pansexual Hermitized Dwarf Wizard
STR 14 (+ 2)
DEX 12 (+ 1)
CON 14 (+ 2)
INT 16 (+ 3)
WIS 15 (+ 3)
CHA 10 (+ 0)
AC 11 HP 44
Saving Throws are INT &WIS
Life points: 5
Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows, battle-axe, hand axe, throwing hammer, and Warhammer.
Tools: Brewer’s supplies, Herbalism Kit
Languages: Common, Dwarvish, French
I have learned to regain some of my magical energy by studying my spellbook. Once per day when I finish a short rest, I can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half my wizard level (rounded up).
Life of Seclusion: I was the caretaker of an ancient castle.
Wealthy Lifestyle: Parents were part of royalty and I was the caretaker of a family castle.
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Whenever I make a History check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Toughness: My hit point maximum
increases by 1, and it increases by 1 every time you gain a level.
To prepare spells, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level.
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Violet Aura, and Puppy breathe smell
Arcane Tradition: Evocation
The gold and time you must spend to copy an evocation spell into your spell book is halved.
Sculpt Spells: I can create pockets of relative safety within the effects of my evocation spells. When I cast an evocation spell that affects other creatures that I can see, I can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell.
Familiar: Hawk (Archimedes):
AC 13, HP 3, Speed 10 ft., fly 60 ft.
STR 5 (-3) DEX 16 (2) CHA 6 (- 2)
Skills: Perception +4
Senses: passive Perception 14
Keen Sight. The hawk has advantage on Perception checks that rely on sight.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.
Baern was born the 26th of October, 1916 to distant cousins of the Ducal family, Ramora, and Ramion Ironfist, in the hills of their dwarven home, near Préchac, France. His family had him taken to the Château de Cazeneuve to teach him the family “business”. He was taken there by his Uncle Gamafin. Fast forward past the war in Germany, and the bombing of Pearl Harbor. Past Richard Nixon, and President Clinton. Baern, and his new found life have been nothing but test after test, and spell after spell. He has learned how to brew spirits, and potions on the fly. It is now the year 2016, in France, and Gamafin has returned to tell Baern that his training is over, and that he is to go to the United States to find a rare and precious item stolen from the family over 1,000 years ago. “You will have only the items you have been using here, and a bit of money to help you out.” “Your plane leaves out of Paris, in the morning.”