From Hogwarts to Strixhaven

Ivy's character card (before The Hobbit Returns and Goblet of Fire)

Name: Ivy Dum

Gender: Male

Race: Human variant (ancient magic wizard)

Age: 146

Attributes:

Strength: 13 (Philosopher's Stone +2, Inner Prayer +3)

Agility: 23 (Philosopher's Stone +2, Beast Bite Sword +4, Inner Prayer +3)

Constitution: 17 (Philosopher's Stone +2, Inner Prayer +3)

Intelligence: 25 (Crown +6, Inner Prayer +3)

Perception: 17 (Inner Prayer +3)

Charm: 25 (Scroll +2, Prayer +3) =Spell Inner +3, Dragon Secret +1)

Spell Points: 22 (20th level Warlock)

Arcane Points: 18 (11th level Swordmaster)

Professions/Levels: 16th level Wizard, 10th level Ancient Magic Wizard, 14th level Scribe Wizard (4th level Legendary Fighter), 20th level Dazzling Warlock, 11th level Swordmaster, 1st level Bard

Traits:

[Perfect Multi-class]: The character level is not based on the sum of the levels of each profession, but the highest level profession; in addition, your multi-class has an independent upgrade mechanism.

Professions (the abilities with asterisks are not yet obtained):

[16th level Wizard, 10th level Ancient Magic Wizard]

[Basic Spell Expertise]: You have fully mastered the necessary adventure spells and combat spells.

[Curse Master]: When you use black magic to attack the enemy, a curse will be attached, which will continuously weaken the enemy's state, and a part of the damage will be shared among multiple targets. When you kill a cursed target, you will absorb a certain amount of the opponent's vitality and mana/spell slots.

[Master of Dark Magic]: Your Unforgivable Curse has gained permanent benefits, the upper limit of the Imperius Curse's control targets has increased, and the difficulty of breaking free has increased; Cruciatus Curse can spread the curse to the surrounding enemy units that have not been attacked by dark magic. After the spell ends, it will cause a part of the total damage to the place during the duration of Cruciatus Curse; Avada Kedavra can be chained to all enemy units that you have cursed, causing a certain proportion of the maximum health value of soulless constructs.

[Philosopher's Stone]: Possessing the Philosopher's Stone will bring the following benefits: Dark Vision, Immunity to Toxins, and Powerful Transfiguration Talent, which can permanently transform objects.

Destroying the Philosopher's Stone can choose one of the following effects:

Create 10,000 gold coins; Advanced Restoration, and fully restore health; 5th-level spell awakening the dead; Rejuvenation, reducing age by 30 years, but not increasing life span.

[Ancient Magic Affinity]: You can absorb ancient magic power to increase your maximum mana/spell slots. (Spell slots +3 for 6th level and below, +2 for 7th level, +1 for 8th level)

[14th level Scribe Mage/Ancient Fighter]

Scribe Mage gains a feat or replaces it with two attribute points every 4 levels.

[Mage's Pen]: Copy spells for 2 minutes per level

[Awakening Grimoire]: Replace damage elements, and turn ritual casting into an action once a day

[Spiritual Manifestation]: Make the spirit of the spell book appear, which can be used as a reconnaissance unit and can cast spells

[Scribe Grandmaster]: Reward the feat of making scrolls, and the cost of making scrolls is halved

[Scribe and Man Integration]: Immune to one fatal damage, at the cost of temporarily not being able to use certain spells; and always considered an advantage in knowledge checks.

*[Spell Mastery]: Release a 1st level and a 2nd level spell at will without a spell slot, and can be turned into another two after 8 hours of research.

*【Signature Spell】: Two third-level spells do not need to be prepared, and can be cast once each time you rest, and do not consume spell slots

Legendary Fighter Class Features:

【Free Ritual】: No gold coins are required for the Legacy Ritual. But other requirements of the ritual must still be met.

*When you reach level 7, you can perform advanced Legacy Ritual for free.

【Knowledge Link】: You can add your class level as an intrinsic bonus to the knowledge check about your Legacy Item.

【Replace Legacy Ability】: The connection between you and your Legacy Item gradually deepens, and you gradually begin to gain control over the item. You can permanently transform the item's ability according to your needs.

At level 2, you can replace any primary Legacy Ability provided by your item.

At level 5, you can replace any primary or secondary Legacy Ability provided by your item.

At level 10, you can replace any primary, secondary or advanced Legacy Ability provided by your item.

【Use of Additional Legacy Ability】: The connection between you and your Legacy Item gradually deepens, and the Legacy Item you equip can be used more times than others. At 3rd and 6th level, you can add one lesser legacy ability to your spell. *At 9th level, you can add one greater legacy ability to your spell.

Additional Legacy Feat: At 4th and 8th level, you gain an additional feat of your choice related to your legacy item.

20th Level Dazzling Warlock Features:

Every 4 levels, the Dazzling Warlock gains a feat or replaces it with two attribute points.

Wild Elemental Surge: Gain a 2d6-foot area of ​​effect for elemental magic, and for each additional spell level the Dazzling Warlock can use, this effect increases by 1d6 feet, to a maximum of 10d6 feet.

Primordial Speaker: Can speak, read, and write Primordial. Knowing this language also allows the Dazzling Warlock to understand speakers of certain dialects, including Aqua, Air, Ig, and Earth.

[Elemental Metamagic]: Starting at 2nd level, gain 2 spell points for metamagic spells, and gain one more for each level thereafter, up to a maximum of 20. When a spell that requires metamagic contains any description related to elements, the spell points required for metamagic are halved.

Gain two metamagic feats at 3rd level, and one more at 10th and 17th levels.

[Volatile Spellcasting]: Can use spell points to create spell slots, or convert spell slots into spell points

[Elemental Heart]: Gain resistance to two elemental damages of your choice (acid, cold, fire, lightning, poison, or thunder), which can be changed freely at the end of each long rest. When casting a non-cantrip spell, and the spell description contains a spell with the selected resistance element, the elemental magic will burst out, causing 1/2 damage to all creatures within 10 feet that can be seen up to the level of the dazzler. This ability can be enhanced by the wild elemental surge effect, and the damage type is the same as the selected resistance element.

[Elemental Shaping]: Spells containing the element of resistance selected by the Heart of Elements can be freely shaped and can be used to protect friendly units within the spell range.

[Higher Elemental Penetration]: The element type selected by the Heart of Elements will gain higher spell penetration, and the caster level check will be +4.

[Elemental Invocation]: The four elements will bring more powerful power to the Dazzling Warlock, and one element can be selected to invoke every day.

Earth Element: 30-foot underground burrowing speed, can cast stone shaping, stone to mud, or mud to stone at will, but must be prepared for one minute before casting; at 18th level, completely immune to acid and poison damage.

Water Element: Underwater breathing, 60-foot water movement speed, two 4-ring ice storms per day without consumption; at 18th level, completely immune to frost damage.

Air Element: 30-foot flying speed, once a day 6-ring chain lightning, or three 3-ring lightning beams; at 18th level, it becomes 60 feet, and can become a group of 30 feet, completely immune to lightning and thunder damage.

Fire Elemental: Once a day, cast a 7th-level firestorm. When attacked by melee, use reaction to create a harmless explosion. The attacker takes damage equal to twice the warlock's level and needs to make a Dexterity check with a DC equal to the warlock's level and a Strength check. If the Dexterity check passes, the attacker takes half the damage. If the Strength check passes, the attack can be made normally, otherwise the attack misses and the attacker is knocked back 10 feet. At 18th level, the elemental is completely immune to fire damage.

[Dazzling Wonder]: Call on the power of the elements to create a magical wonder, which can be a flaming meteor shower falling from the sky, or using earthquakes to create mountains and let lava erupt from the ground; a giant tornado with constant flashes of lightning; a huge blizzard. Cooldown time 3d12 days.

The Dazzling Warlock can continue to invest in spell slots to improve the effect of this spell. After investing a total of 50 levels of spell slots, this magical wonder will be considered a legendary spell. After releasing a legendary wonder, you must wait 12d100 days before you can use this feature to create a legendary wonder again.

[Spell Resurrection]: At 20th level, you can restore 4 spell points every time you finish a short rest.

11th-level Swordmaster:

Gain one feat at first level, and one feat every two levels thereafter - but can only choose from combat feats, item creation feats, metamagic feats, and swordmaster secrets.

[Multiattack]: Gain 2 dozen at 8th level, 3 dozen at 15th level, and ignore penalties when using spell attacks

[Attribute Improvement]: Once every four levels, one attribute is increased by 1,

[Spellcasting]: The swordmaster has only 4 spell slots, 2 of which allow him to cast the highest level spells, and 2 lower level spell slots (2 9th-level spell slots and 2 8th-level spell slots at 17th level), but in contrast, all spells cast by the swordmaster have the effect of raising the level of spellcasting. For each level, you can learn two arcane spells. When casting spells, the swordmaster can use these spell slots to cast all spells he has learned, and gain the effects of leveled spellcasting as normal.

[Bonus Feats]: At 5th level and every 6 levels thereafter, the swordmaster gains a bonus feat in addition to the normal number of feats. These feats must be selected from combat feats, creation feats, or metamagic feats. He must also meet the prerequisites for these feats normally. At 5th level, 11th level, and 17th level, he gains a bonus feat, respectively.

[Weapon and Armor Proficiency]: The swordmaster is proficient with simple weapons and a martial or exotic weapon of his choice (melee). The swordmaster is not proficient with any armor or shield, and suffers the normal arcane spell failure rate when wielding a shield through armor.

[Shrewd Defense]: The swordmaster gains the shrewd defense ability when wielding his weapon of choice, adding his intelligence modifier to his AC.

[Shrewd Weapon Focus]: Elven curved swords gain +1 attack rolls.

Essentially a lengthened scimitar, but elven curved swords with narrower blades are quite rare. Because of the extraordinarily flexible metal it is made of, an elven sword increases your CMD by +10 when resisting a sunder maneuver designed to attack it. You can use the Weapon Finesse feat to use your Dexterity modifier instead of your Strength modifier on attack rolls when wielding an elven sword of appropriate size for you, even if it is not a light weapon.

[Austrian Pond]: In level 1, Jian Sheng obtained an Austrian Energy Pool, and he can draw energy from it to enhance his strength and weapons. Ao Richeli Pond has the energy point that is equivalent to "Sword Sacred Professional Level (at least 1)+Intellectual Correction". Daily when Jian Sheng prepares spells, Lichi is also recovered. At level 1, Jian Sheng can give any weapon +1 an enhanced value to give any weapon +1 from the Ai Leaci Pool for a speed of 1 minute. After each level 4, the weapon will get a +1 enhancement value, and the highest +5 is reached at level 17. These added value can be accumulated with the original value of the weapon, but the highest is added to +5. Multiple use of this ability does not accumulate each other.

[Ao Neng enchantment]: At level 5, the following enchantment can be added to any appropriate weapon: dancing, flames, flame explosions, frozen cold, ice explosion, Ruifeng, electric shock, electric explosion, chase or beheading. Add these enchantment to increase the value of the equivalent point. These features can be added to the original weapons of this characteristic, but the effect is not accumulated.

[Spell Battle]: At level 1, Jian Sheng learned how to cast spells and use weapons at the same time. This is very similar to the double weapon battle, but the deputy weapon is a release of a magic. To use this ability, Jian Sheng must have one hand empty, while the other hand holds a light or one -handed melee weapon.

[Spell strike]: At level 2, every time the sword saint releases a spell with [contact] in the list of swordsman, as part of a melee attack, he can pass this spell through a melee attack. Jian Sheng conducted a melee attack by freely used weapons (using his highest basic attack value) instead of close -up contact as part of the spell. If you hit, the melee attack causes normal damage and causes the spell effect. If Jian Sheng uses [spell combat] ability at the same time, then this attack will also bear melee attack impairment. Spell strikes can use the threatening threat of weapons (19-20 or 18-20, and it is also caused by other adjustments including "Ruifeng" weapon enchantment), but it only has a successful blow damage multiple of × 2, but The attack damage of the weapon attack itself is still affected by the weapon strike multiple.

[Sword Sacred Austrian]: With the improvement of the level, Jian Sheng learned a variety of mysteries to expand his special path to mix his combat power and magic skills. At the beginning of level 3, Jian Sheng obtained a Swordmaster Austrian energy, and then one additional item is obtained every 3 (level 9 is not obtained). Unless you specifically mentioned it, you can not choose every time every sword sanctuary.

[Fully Strike]: In level 4, when the swordsman hit the enemy with his own choice weapon, he can cause the maximum damage by consuming 1 point. There is no need to roll the dice. This ability only acts on the damage of the weapon itself, and does not affect additional damage, such as sneak attacks, magic weapons value and spell strikes, and additional damage to strikes. If the swordsman causing a blow, he can spend 2 points from Olichi to double the strike rate. This ability replaces spell calls.

[Battle Training]: In level 7, Jian Sheng can use "Jian Sheng level-3" as a valid warrior level to learn the expertise of the soldiers, but all expertise related to weapons can only choose his own selected weapons. If he has a warrior level, then the two levels are overwhelmed.

There is no mistake, one, one, one, one, one, one, one, one 619, one book, one, one, one, one, one, one, a book!

[Diseases out of the sheath]: In level 7, Jian Sheng can add his intelligence to his agility to decide first. He could take advantage of the opportunity to attack in time and take the opportunity to take a free movement weapon with a free move. This ability replaces China A ability.

[Masterpiece Battle]: In level 8, the ability to apply and melee attacks at the same time at the same time has been further improved. When using [spell combat] ability, Jian Sheng has obtained a +2 environment value value in focusing on the verification, and this added value is also added to all the additional values ​​exchanged for impairment in the attack test.

[Perfect Strike]: At level 9, when Jian Sheng uses his own selected weapons to cause a blow, he can add his intelligence correction to the strike confirmation. At the same time, when Jianshi learns to attack special attacks and any specialist who specializes in the prerequisites, he can use his swordsman level to replace the basic attacks, but these expertise can only take effect when he uses his own weapons.

[Elegant reflection]: In level 11, the number of times of Jian Sheng can make the opportunity to attack each round. If he has the "combat reflection" specialty, the number of attacks provided by the two is overwhelmed.

*[Deadly Focus]: At level 13, Sword Sacred can always act in a raid wheel and draw weapons with fast action. Nevertheless, before he acted, he was considered caught off guard. When the raid wheel or the enemy was caught off guard, Jian Sheng could add his intelligence to weapon damage.

*[Higher spell battle]: At the 14th level, the movement of the swordsman and melee attacks was perfectly connected. When the [spell battle] ability is used, the focus on the verification of the value has doubled.

*[Anti -Strike]: At the 16th level, whenever the enemy within the scope of the sword holes successfully performed spells with defense, the enemy will cause a chance to attack the swordsman after the spell is completed. But the opportunity to attack will not interfere with spells.

*[First first]: Level 19, the first attack test of Jian Sheng will always be considered a dice naturally 20 and will never be attacked.

*[Weapon Master]: At the 20th level, any attack made by this weapon, the attack confirmed automatically, and the damage multiplier during the blow will be added with an additional 1. And, when he holds such weapons, he will not be unloaded.

1st Level Bard

Gain a feat at 1st, 3rd, 6th, 9th, 12th, 15th, and 18th levels, increasing an attribute by one point every four levels.

[Anecdotal Knowledge]: When a bard travels, he collects various legends and gets news about various places from other bards. A bard can make a special anecdotal knowledge check to determine whether he has learned about local celebrities, legendary items, or special places. The bonus on the check is equal to the bard's class level + Intelligence modifier (if he has 5 or more ranks in the Knowledge (history) skill, he gets an additional +2 bonus.)

[Singing]: A bard can use his singing ability to cause magical effects a number of times per day equal to his class level. Singing is a standard action, and some bardic abilities require concentration, which means that a standard action is required each round to maintain the singing effect.

[Boost Morale] (Supernatural): A bard can use song to boost the morale of his companions (including himself), driving away fear and improving their combat performance. To achieve the effect of boosting morale, the bard's companions must be able to hear him singing. The effect lasts for the duration of the singing, and for 5 rounds thereafter. The boosted companions gain a +1 morale bonus to saving throws against charm and fear effects, and a +1 morale bonus on attack rolls and weapon damage rolls. Starting at 8th level, the morale bonus increases by +1 every 6 levels (+2 at 8th level, +3 at 14th level, +4 at 20th level). Boosting morale is a mind-affecting supernatural ability.

Feats:

[Spellcasting Components (Sage)]: The Philosopher's Stone replaces the spell component, and can replace up to 10,000 gold pieces worth of materials, or up to 5,000 experience points.

[Metamagic Tutor and Metamagic Feats]: Increases the spell points by 2, and the cost of applying elemental metamagic is halved, rounded up.

Twin Spells: Allows a single-target spell to target a second target, costing the same number of spell points as the spell's level.

Delayed Spell: Double the duration of the spell, consuming 1 spell point.

Extreme Spell: Take the maximum of all variables in the spell, consuming 3 spell points.

Ranged Spell: Double the range of the spell, or change it from touch to 30 feet, consuming 1 spell point.

Persistent Spell: The duration of the spell becomes 24 hours, consuming 6 spell points.

Repeat Spell: Release the same spell at the same location after 6 seconds, consuming 3 spell points.

Instant Spell: A spell with a casting time of 1 action can be changed to a bonus action, consuming 2 spell points.

Eye Spell: You can store two spells in your eyes and release one of them as a bonus action, or release both as a full-round action. Only ray spells and spells with a target that is not your own can be stored as eye spells. Eye spells do not consume spell points, but need to be prepared in advance.

[Telekinesis]: Intelligence +1, the wizard's hand does not require any components, and can be invisible, gaining telekinesis.

[Strijhaiwen Apprentice]: Adds Magic Trick and Freeze Ray to the spell list, which can be cast without preparation, and gains Animal Speak.

[Strijhaiwen Garden Image (Exquisite)]: Gain Garden Image Familiar, and can swap positions with the familiar within 60 feet.

[Versatile Spellcaster]: You can use two lower-level spell slots to cast a higher-level spell.

[Ancient Master]: Temporarily gain the power to use high-level ancient abilities, which lasts for one hour or until all the times are used up.

[Mounted Combat]: More effective mounted combat

[Mounted Casting]: More effective mounted casting

[Melody Casting]: Use music to maintain casting concentration, and cast spells while maintaining the effect of chanting

Swordmaster Arcana:

Level 3: Staff Domination

Effect: When the swordmaster uses the [Spell Combat] class ability, he can hold a staff in his other hand.

Level 6: Enduring Blade

Effect: When the swordmaster uses the [Arcane Power Pool] to enhance a weapon, he can spend an additional point of arcana to increase the duration of the enhancement to one minute per swordmaster level.

[Graceful Slash]: Add the Dexterity modifier to the weapon damage, only affects the Elven Curved Sword.

[Battle Alert]: Increase the trigger range of the opportunity attack by 5 feet.

[Backhand]: If the enemy's attack misses, you can launch an opportunity attack. The same enemy can only be effective once per round.

[Combat Reflexes]: Gain a number of opportunity attacks equal to the number of Dexterity modifiers.

[Improved Critical]: The critical threat range of the Elven Curved Sword is doubled.

Creation Feats: [Create Ring], [Create Wonderous Item], [Create Staff], [Create Magical Weapons and Armor], [Create Spell Tattoo], [Dragonsmith]

Ivy's Spell Slots

Mage 14th level 4 3 3 3 2 1 1

Warlock 20th level 4 3 3 3 3 2 2 1 1

Swordmaster 11th level 6th and 5th level 2 each

Bard 1st level 2

25 intelligence points, 2 2 2 1 1 1

25 Charisma points, 2 2 2 1 1 1 1

Ancient magic: add 3 to each level below 6th level, +2 to 7th level, +1 to 8th level

1st level 4+4+3+2+2+2=17

2nd level 3+3+3+2+2=13

3rd level 3+3+3+2+2=13

4th level 3+3+3+1+1=11

5th level 2+3+2+1+1+3=12

6th level 1+2+2+3+1+1=10

7th level 1+2+1+1+2=7

8th level 1+1=2

9th level 1

There shouldn't be anything missing, you can take a look first.

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