Tyranny of Dragons
Human Wizard, Chaotic Good, Harper Faction
Strength 13 (3)
Constitution 15 (3)
Wisdom 16 (2)
Proficiency bonus: +2
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 3 = + 1 [strength] + 2 [proficiency]
Attack (missile / finesse): + 5 = + 3 [dexterity] + 2 [proficiency]
Strength save: + 1 = + 1 [strength]
Dexterity save: + 3 = + 3 [dexterity]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 5 = + 3 [intelligence] + 2 [proficiency]
Wisdom save: + 5 = + 3 [wisdom] + 2 [proficiency]
Charisma save: + 2 = + 2 [charisma]
Insight (passive): 15 (20 with advantage)
Investigation (passive): 15 (20 with advantage)
Perception (passive): 13 (18 with advantage
Animal Handling 3
Arcana Int 5
Sleight of Hand 3
Languages: Common Draconic Elvish
Unarmed strike 1 bludgeoning]
Dagger 3 piercing, 1 lb, finesse, light, thrown (range 20/60)]
Quarterstaff 1 bludgeoning, 4 lb, versatile (1d8)]
Crossbow, light 3 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]
•You belong to a union of skilled workers, or are perhaps a merchant, and have the privileges that go with it.
•You are proficient with a set of artisan tools (already included).
•One extra language of your choice (already included).
•The DC to resist your spells is 8 + proficiency bonus + your intelligence modifier.
•Arcane Recovery: Once per day, recover expended spell slots (level 6 or under) up to half your wizard level.
•Level 18: Spell mastery. Choose a 1st level and 2nd level wizard spell. Cast these at the lowest level at will.
•Level 20: Signature spells. You have two 3rd level wizard spells that you can cast as through a 3rd level slot, each one once between each short rest, without expending the slot.
Evocation wizard (school)
•Level 2: Evocation savant — the time and cost to put an evocation spell into your spellbook is halved
•Level 2: Sculpt spells — leave a number of allies unaffected by an area spell equal to the level of the spell
•Level 6: Potent cantrip — your cantrip does half damage despite saves
•Level 14: Overchannel — evocations of levels 1-3 do maximum damage; this may be physically hard on you
Malevoy’s generation was a little unusual in that he was one of three children. He has two older siblings already on their way to being great artificers. He has a sister Natasha and brother Nichodemus. Malevoiy much like his ancestors holds the same views as his ancestors on adventuring. That is not to say he is against it but realizes it is far more profitable to stay as an artificer and is far less likely to get him unduly killed. Malevoiy recently graduated from the local mages colleges and is looking forward to his future apprenticeship with his family. That unfortunately will have to wait while he repays a debt he incurred during an ill-conceived plan he and his friend disastrously tried to pull off during their youth.When Malevoiy was 18 he and his friends had heard of house of pleasures outside the city said to have to most beautiful maidens. Malevoiy had lived his life fairly sheltered and in a rare bout of adventurousness allowed his friend to talk him into going. Their plan was to sneak out form their parent’s houses after dark and meet up at the city north gate and sally forth for a night of drinking and ogling the pretty maidens. Everything went as planned and contrary to what many would expect; the women did live up to the boys’ expectations, mostly due to expertly apply makeup and even more expertly applied ale. As you can imagine a boy like Malevoiy was not prepared for either the ale or rapacious women of that fine establishment. The next thing he remembered was rolling out from under a table he had apparently blacked out under. He quickly looked around in a panic, the brothel was still in full swing but none of his friends were there. He vaguely remember snippets of conversation he had with his friends telling them to go on without him because he had a real connection with one of the lovely maidens who said she would like to be more than friends. Little did Malevoiy know what this meant or was prepared to act on it if he did. His friends had left and he realized that he would be in for one of his mother’s epic tongue lashings if she found out he had been there. He quickly stumbled out and tried to make his way back. He ended up hopelessly lost and veered from the safe patrolled main road unto a seedier path but due to the advanced nature of Malevoiys inebriation he was completely unaware of that fact. He unfortunately stumbled onto a group of highway men who could not believe their luck. Not only did they find Malevoiy an easy mark, they did not even have to put themselves in danger near the patrols. That’s when the most fortuitous of events transpired. A wandering monk by the name of Leosin Erlanthar came to his rescue. Apparently, the monk had been tracking these very bandits and burst in just as they were about to attack Malevoiy. He was a blur and before Malevoiy could really come to grips with what was even happening the bandits were neutralized. The monk helped Malevoiy back to the city and in a rare showing of rashness promised if the Leosin ever need anything he would drop everything and come to his aid. The Monk studied him and said that he would take him up on that promise when the time is right.
It has been years and Malevoiy took the events of that night as a caution to live as his ancestors did and has been ever vigilant against such reckless behaviors. He believed the monk had forgotten his promise until just a little while age when Leosin sent urgent word for him to meet him in a small town called Greenest. It was time to repay his debt to the monk.
Malevoiy hooked Bella up the family Artficer Wagon (similar to a Tinker wagon) and set out immediately.