Para's Characters

- STR -

10

0

- DEX -

13

+1

- CON -

9

-1

- INT -

19

+4

- WIS -

15

+2

- CHA -

11

0

Nature

Modest

+INT / -STR

Roowk Flintbeak

A healer that has a hard time remembering things.

Level Subclass Class Race
3 School of Abjuration Wizard Duskako
Gender Background Home Age
Male Outlander Unknown 24
Movement
Land 30ft. 9.1m Swim -
Fly 60ft. 18.3m Climb 15ft. 4.6m
Vision 3000ft. 914.4m
AC Prof. HP Hit Dice Ini. Insp. Death Saves
11 +2 13 / 13 1d6 +1 0 Success 0 / 3
PP Failures 0 / 3
5 / 5

- STR -

10

0

- DEX -

13

+1

- CON -

9

-1

- INT -

19

+4

- WIS -

15

+2

- CHA -

11

0

Nature

Modest

+INT / -STR

Passive Skills
Insight 12
Investigation 16
Perception 12
Money
GP 23
SP 5
CP 0
Value Max.
Detect Poison/Disases 2 2
Healer 2 2

Weapons

Name Hit T Attributes Damage Range Ammo Notes
Quarterstaff 0 B Simple 1d6+0

Attacks

Name Hit / Save DC PP Target Range Save
Defog +12 3 Area 30ft. 9.1m WIS
You focus and cause the air in front of a creature to become hazzy and hard to see out of. Only you can cause it to disappear. All creatures, besides you, within 30 feet must make a Wisdom saving throw. If they are a willing creature they may choose to fail the save. If failed all advantages or disadvantages created from spells or racial attacks are reset. Your DC save for this attack is 8+ proficiency bonus + Wisdom Modifier.

Armor

Name AC
No Armor 10

Saves

P Stat Bonus P Stat Bonus
STR 0 DEX +1
CON -1 X INT +6
X WIS +4 CHA 0

Skills

P Name (ATTR) Bonus
X Survival WIS +4
Insight WIS +2
Stealth DEX +1
Intimidation CHA 0
X Athletics STR +2
Sleight of Hand DEX +1
Performance CHA 0
Deception CHA 0
X Investigation INT +6
Persuasion CHA 0
Nature INT +4
History INT +4
X Medicine WIS +4
Arcana INT +4
Religion INT +4
Acrobatics DEX +1
Animal Handling WIS +2
Perception WIS +2

Abilities

Ability
Healer: May cast 'Lesser Restoration' 1 time per long rest with WIS as spellcasting modifier.
Class Abilities
Spellbook: http://dnd5e.wikidot.com/wizard. Currently lost. Learns two new skills at level up. Currently knows 10 level 1 spells. Would have learned 2 level 2 skills at level 2. Currently spell slots are INT+LVL.
Preparing and Casting Spells: http://dnd5e.wikidot.com/wizard
Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.
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.
Abjuration Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a abjuration spell into your spellbook is halved.
Arcane Ward: Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Once you create the ward, you can't create it again until you finish a long rest.
Race Abilities
Detect Poisons and Diseases: May cast 'Detect Poison and Diseases' 2 times per long rest.
Extra Abilities
Wanderer (Background): You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Size (Tiny): Your physical interactions with creatures medium creatures will usually be at disadvantage. You carry half the weight. You get to move through enemy spaces, it just counts as difficult terrain.
Feats
Healer: You can stabilize a creature and restore it to 1 hp, or restore [1d6+4+its number of Hit Dice] hp to it.
Languages
Common
Eknamish
?
Weapon, Armor & Tool Proficiencies
Weapon: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Armor:
Tools:

Spells

Spellcasting Mod. INT
Spellcasting DC 16
Prepared Spells (max 7) Sleep, Cause Fear, Charm Person, Mage Armor, Ray of Sickness, Shield
Spell Slots 1 2 3 4 5 6 7 8 9
Maximum 7
Available 7
Level Name Special Components Casting Time Range Duration Save
0 Chill Touch V, S 1 Action 120ft. 36.6m 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. At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
0 Gust V, S 1 Action 30ft. 9.1m Instantaneous
You seize the air and compel it to create one of the following effects at a point you can see within range: - One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. - You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. - You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
0 Minor Illusion S, M 1 Action 30ft. 9.1m 1 Minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
1 Sleep V, S, M 1 Action 90ft. 27.4m 1 Minute
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
1 Cause Fear V 1 Action 60ft. 18.3m Concentration, up to 1 minute WIS
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
1 Charm Person V, S 1 Action 30ft. 9.1m 1 Hour WIS
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
1 Mage Armor V, S, M 1 Action Touch 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.
1 Ray of Sickness V, S 1 Action 60ft. 18.3m Instantaneous CON
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. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
1 Shield V, S 1 Reaction Self 1 Round
(Reaction which you take when you are hit by an attack or targeted by the magic missile spell) An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
1 Detect Poison and Disease Via Race V, S, M 1 Action Self Concentration, up to 10 Minutes
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
2 Lesser Restoration Via Ability: WIS Mod! V, S 1 Action Touch 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.

Inventory

On Hand:

Name Notes
Traveler's Clothes
Wand (Arcane Focus) Can cast cantrip Light on it.
Backpack
Empty Book It seems like there used to be text in it, but it's not readable anymore.
Bottle of Ink
Ink Pen
Bag of Sand
Small Nnife
Hunting Trap
Small Skull? He is not sure why he has this.

Images

First two images: [ Artist: Orbelune. The pictures are generic to the race. ] - Third image: [ Artist: Charburst. Illustration for SkyTemple, not specific to this character. ]

Lore

This section contains character spoilers. DO NOT read if you are in a campaign with me.
Personality
- Absolutely loves to read and aborbs knowledge. Very curious.
- Doesn't talk too much, but when he does, he speaks very fast and sometimes trips over his own words.
- Has a natural tendency to mistrust others in unknown situations.
- Has selective issues with short-term memory (Note to DM: maybe roll for that in some crucial situations?).
This generally mostly seems to affect information related to him/his situation or sorroundings,
so he can usually remember facts etc. This also affects his navigating skills sometimes (compare 'Wanderer' extra ability).
- Hides when he senses danger.
- Very protective of others in his group, maybe even overly so. Cares for others who are sick.
- I watch over my friends as if they were a litter of newborn pups. (Outlander Background)
- I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. (Outlander Background Flaw, rolled (except 6))
Backstory
Roowk was a healer in a flock of Duskako that traveled far and wide across the world. Roowk vaguely recalls that his flock were a group of nomads.
It isn't entirely sure how he ended up in this place specifically, he just woke up a few days before the adventure, seemingly having crashed into a tree. He kinda most things, but he has absolutely no recollection of the journey he was on, who he was travelling with, or how he ended up here. He also doesn't remember details of his home flock, other than names of his parents and close friends.
He has an instinct to heal and protect others, but doesn't really know why. He also has other magical abilities, and remembers being trained in those, but not why.
Roowk seems to be "sick spells", having to cough and take breaks regularly when having one, he doesn't really know why. He is not aware of how his natural ability to absorb sickness works and that this makes him sicker.
He doesn't know the name of his race, his race is also not known across these lands.
Bonds
- (From Background, rolled: My family, clan, or tribe is the most important thing in my life, even when they are far from me.)
- Ritairri Flintbeak: Father, he remembers spending most of his time with him, learning his skills from him. He remembers him being an important person, not just for him.
- Qatia Flintbeak: Mother, he doesn't remember much about her, in fact he isn't sure he ever really saw her much.
- Kuayuk (male): Roowk remembers this name fondly, he's thinking he may have been a very good front of him. Turns out this is just his trauma from why he even ended up stranded without memory here at the first place. Kuayuk is the reason. (Note to DM: I leave up to you why and what happened and whether or not the reason was an accident or malice).
- Icean (female): He is very familiar to that name, but can't remember exactly who she is. It turns out she was his best friend and he had a crush on her.
Appearance
He is wearing a pointy dark purple Wizard's hat with a round base with a pattern faintly visible stars on it,
it's slightly too big for his head. His ears have holes in the hat.

He isn't wearing much except a belt with a holder for potions and other smaller items, see first image
(note to DM - unless that doesn't fit into the world, in that case he is wearing a light dark purple / grayish
wizard's robe underneath it).
Additional Information
Origin (Background): Pilgrim
Ideal (Background, rolled): Nature. The natural world is more important than all the constructs of civilization. (Neutral)

Roowk wants to find out how he ended up here and where he even came from.

Note to DM regarding bonds and backstory:
If you want you can use this as a hook and make up more details.
I can also give you a bit more if you want, but I kinda would also love to learn along with my character.