todo

  • add magic items (2 common, 3 uncommon, 1 rare)
  • add (5000 + 1d10 * 250) g, then subtract value of starting equipment
  • lucky feat still banned?

stats

  • level: 13
  • hit points: 93
  • hit dice: 13d6
  • armor class: 11

abilities:

  • strength: 8
  • dexterity: 12
  • constitution: 16
  • intelligence: 20
  • wisdom: 15
  • charisma: 10

proficiencies

skill proficiencies:

  • arcana
  • history (expertise)
  • medicine
  • nature
  • survival

saving throw proficiencies: intelligence, wisdom

weapon proficiencies: simple weapons

armor training: none

tool proficiencies: alchemist’s supplies

languages: common, elvish, druidic

background: none

species: high elf

  • size: medium
  • speed: 30 ft
  • darkvision (60 ft)
  • advantage on saves against charmed
  • magic cannot put you to sleep
  • finish a long rest in 4 hours

class: wizard

spellcasting: you can change one cantrip when you finish a long rest. on levelup, add two wizard spells to the spellbook.

ritual adept: can cast any ritual spell in my spellbook as a ritual. the spell does not have to be prepared, but must be read from the book to cast.

arcane recovery: regain ceil(wiz_level / 2) spell slots (up to level 5) on a short rest once per long rest

memorize spell: when finishing a short rest, replace one level 1+ wizard spell you have prepared with another one from the spellbook

subclass: transmuter

transmutation savant: when reaching a new spell slot level, gain one free transmutation spell

transmuter’s stone: after finishing a long rest, create the transmuter’s stone. gain proficiency in con saves and one of the following:

  1. darkvision +60 ft
  2. speed +10 ft
  3. resistance (acid, cold, fire, lightning, poison, or thunder) can change this benefit when casting a transmutation spell using a spell slot

wondrous alteration: alter self always prepared and improved

empowered transmutation: when casting a transmutation spell that doesn’t deal damage using a spell slot, you can treat it as if it were cast using a spell slot one level above the actual slot. charges: int modifier, restore all charges after finishing a long rest.

potent stone: can choose up to two benefits. new benefits:

  1. advantage on str saves, carrying capacity increase
  2. tremorsense (30 ft)

shapechanger: polymorph always prepared + 1 free per long rest. one per long rest, when casting on self, it gains the following benefits:

  1. retain several character stats and properties
  2. can cast transmutation spells that do not require materials

feats

lucky: you have a number of luck points equal to your proficiency bonus. you can spend one luck point to either:

  1. give yourself advantage on a d20 roll
  2. impose disadvantage on an attack roll against you

spells

lvlnameproperties
0elementalismp
0lightp
0mendingp
0messagep
0prestidigitationp
1
1detect magicp a 1 c R
1expeditious retreatc b
1feather fallp r
1identifyp R m
1jumpb
1longstriderp
1mage armorp
1shieldp r
2
2alter selfp a 1
2blindness/deafnessp
2darkvisionp
2dragon’s breathc b
2enhance abilityc
2enlarge/reducec
2knockp
2levitatec
2magic weaponb
2misty stepp a 1
2rope trick
2spider climbp c
3
3blink
3flyc
3gaseous formc
3hastep c
3slowp c
3water breathingR
4
4control waterc
4fabricate
4polymorphp a 1 c
4stone shapep
4stoneskinp c m
5
5animate objectsc
5passwall
5telekinesisp c
6
6disintegratep
6flesh to stonep c
6move earthc
7
7reverse gravityp c
7sequesterm

properties:

  • p: prepared
  • a: always prepared
  • 1: 1 free per long rest
  • c: concentration
  • b: bonus action
  • r: reaction
  • R: ritual
  • m: requires material

equipment

  • quarterstaff (4 lb)
    • 1d6 bludgeoning damage
    • versatile: 1d8
    • arcane focus
  • robe (4 lb)
  • spellbook (5 lb)
  • ring of change elements (1 lb)
    • reaction when someone gets attacked (only non-physically?):
    • change the damage type of the attack to another type
  • ring of reduce (1 lb)
    • as a bonus action, on self, until the start of your next turn:
    • decrease size by one
    • disadvantage on str checks and saves
    • attack with weapons or unarmed deals max(1d4, 1) less damage on a hit
    • disadvantage on attack rolls against you (only when disengaging?)

inventory

  • alchemist’s supplies (8 lb)
    • ability: intelligence
    • identify a substance (dc 15)
    • start a fire (dc 15)
    • craft: acid, alchemist’s fire, component pouch, oil, paper, parfume
  • backpack (5 lb)
  • book (history) (5 lb)
    • consult: +5 to history checks
  • ink
    • 1 ounce, 500 pages
  • ink pen
  • lamp (1 lb)
    • burns oil, light (15/30)
  • flask of oil (10x 1 lb)
    • douse a creature, an object, or a space
    • fuel for lamps, 6 h (non-consecutive)
  • sheet of parchment (10)
    • 250 hand-written words
  • tinderbox (1 lb)
    • bonus action: light candle, lamp, lantern, or torch
    • 1 minute: light a fire
  • pearl (100 g) (1 lb)
    • required by spell ‘identify’
  • diamond dust (100 g) (1 lb)
    • required by spell ‘stoneskin’

weight: 47 / 120 lb

gold

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appearance and backstory

Kariarth Moonbrook

Appearance

Kariarth Moonbrook is a gaunt, towering figure, his silver-grey hair and long, braided beard streaked with the faintest hints of blue, as if touched by the magic he wields. His pale lavender eyes, though sharp with the focus of a scholar, are framed by a network of fine lines, each one a testament to the long years he has spent unraveling the secrets of the arcane. His skin, once smooth, now bears the faint tracery of alchemical symbols—some scars from experiments gone awry, others deliberate markings of his craft, all etched into flesh that has grown thin and parchment-like with age. His hands, gnarled and veined, grip a wooden staff carved from the heartwood of a petrified oak, topped with a shifting, semi-transparent crystal—sometimes clear as water, sometimes clouded like mist. The staff hums faintly when he channels magic, a sound only the most attentive can hear. He moves with a deliberate slowness, as if each step is measured not just in space, but in time. His robes, deep and earthy in tone, are embroidered with geometric patterns and alchemical sigils, the fabric stiff with age and the residue of countless transmutations, the edges frayed from centuries of wear.

Backstory: The Shaper of Substance

Kariarth was born in the final days of Myth Drannor, when the elven city was still a beacon of magic and learning. From an early age, he was fascinated not by the destructive potential of magic, but by its power to reshape, refine, and reveal. While his peers studied evocation or illusion, Kariarth immersed himself in the art of transmutation, seeking to understand the fundamental nature of matter and energy.

The Druidic Awakening

His path took an unexpected turn when he encountered a circle of druids attempting to purify a cursed spring. The water, once life-giving, had turned to acid, poisoning the land. The druids’ magic could not reverse the corruption, but Kariarth saw a solution: not through healing, but through transmutation. He spent months with the druids, learning their language and their ways, and together they devised a ritual to alter the water’s very nature, restoring its purity. The druids, in turn, taught him the sacred tongue of the wilds, and he left with a newfound respect for the balance of creation and decay.

The Pacifist’s Creed

Kariarth’s refusal to harm is not born of weakness, but of conviction. He believes that true mastery of magic lies in transformation, not destruction. He learned Disintegrate as a test of his skill, a spell so final and absolute that it serves as a constant reminder of the power he chooses not to wield. He has never cast it, and never will—his magic is for shaping stone, purifying metal, and revealing the hidden truths of the world, not for ending lives.

The Wandering Philosopher

Now, centuries later, Kariarth roams the world as a seeker of forgotten knowledge and a master of transmutation. He is drawn to places where magic and nature intersect: ancient forges, petrified forests, and ruins where the laws of reality seem to bend. He is a scholar first, a philosopher second, and a mage third—always questioning, always experimenting, always seeking to understand the underlying patterns of existence.

Personality & Roleplaying Notes

Obsessive Scholar: Kariarth is endlessly curious about the properties of matter, the secrets of alchemy, and the lost arts of transmutation. He will spend hours studying a single pebble if it holds a mystery.

Pacifist by Principle: He will not attack, even in self-defense. His magic is for creation, alteration, and revelation—never destruction.

Druidic Respect: He honors the natural world, not as a healer, but as a student of its transformations. He understands the cycles of growth and decay, and sees magic as a way to harmonize with them.

The Staff’s Secret: His staff is not just a focus, but a repository of his experiments—a living record of his transmutations, each scar and symbol a lesson learned.

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