Gen Legend



Citali Wanuinakay

The Beautiful Composer

Level 5 Wizard ,Evoker School

Human Charlatan

True Evil
Medium size
He
⚜️ PB: + 3
💚 HP: 26
💟 HP Dice: 5D6
🛡️ AC: 10
👢 Speed: 30
🦾

Strength
9 (-1)

🥢

Dexterity
7 (-2)

🫀

Constitution
11 (+0)

🧩

Intelligence
12 (+1)

🦉

Wisdom
5 (-3)

🎭

Charisma
8 (-1)

Skills

Athletics (STR)

-1

Acrobatics (DEX)

-2

Sleight of Hand (DEX)

1

Stealth (DEX)

-2
⭐️

Arcana (INT)

7

History (INT)

1

Investigation (INT)

1
⭐️

Nature (INT)

7

Religion (INT)

1

Animal Handling (WIS)

-3

Insight (WIS)

0

Medicine (WIS)

0

Perception (WIS)

-3

Survival (WIS)

-3

Deception (CHA)

2

Intimidation (CHA)

-1

Performance (CHA)

-1

Persuasion (CHA)

-1

Passive Perception: 7

Saving Throws

STR: -1
DEX: -2
CON: +0
INT: +4
WIS: +0
CHA: -1

Proficiencies

  • ✔️ Forgery Kit
  • ✔️ Simple Weapons

Languages

Common
Common Sign Language
Dwarvish

Equipment

🛡️ Clothes (Weight: 0 lbs, Value: 0 gp, Quantity: 1, Rarity: Common), AC: 8, Armor Type: Light
⚔️ None
🏹 None
Handaxe: 1D6-1 Bludgeoning, Slashing. 20/60 thrown range. Light.Vex.
🤚 Sling: 1D4-1 Bludgeoning, Bludgeoning. 30/120 range. Bullet. Two-Handed. Slow.
☑️ Handaxes 8 gp

Bag

Potion of Healing x1 0.5 lbs 50 gp
Scroll of Fireball x1 0.2 lbs 100 gp
Rope x1 10 lbs 1 gp
Torch x5 1 lbs 1 gp
Torch x3 1 lbs 0.1 gp
Waterskin x1 2 lbs 2 gp
Backpack x1 5 lbs 2 gp
Rope x1 1 lbs 1 gp
Rations x5 2 lbs 1 gp
Forgery Kit x1 5 lbs 15 gp

Purse

💰 166 gp

Backstory

The story of The Beautiful Composer

Citali always resented being a Human, and always felt a deep aversion to those who lived at Rockspire. Abandoning the Arcanum Custodians and adopting the title of The Beautiful Composer, Citali now strikes alone, ready to be the deadly weapon the Sword Monarchy needs. Every choice will shape the legend of The Beautiful Composer. The story begins now.

Resourceful

You have Heroic Inspiration after every Long Rest.

Origin Feat

You gain one feat of your choice at 1st level. You must still meet its prerequisites.

False Identity

You maintain a convincing second identity, complete with documents, friends, and disguises.

Skilled

You gain proficiency in any combination of three skills or tools of your choice.

Ritual Adept

You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn't have the spell prepared, but you must read from the book to cast a spell in this way.

Spellbook

Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. For each Wizard level after 1, 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. The spells are the culmination of arcane research you do regularly.

Expanding and Replacing a Spellbook

The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.
Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it's of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.
Copying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.

Arcane Recovery

You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you're a level 4 Wizard, you can recover up to two levels' worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.
Once you use this feature, you can't do so again until you finish a Long Rest.

Scholar

While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.

Evoker

Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.

Evocation Savant

Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Potent Cantrip

Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Memorize Spell

Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.

Increased Constitution

You gain +2 Constitution.

Wizard Spellcasting

As a student of arcane magic, you have learned to cast spells.

Spell Slots:

Level 1: 4
Level 2: 3
Level 3: 2
You regain all expended slots when you finish a Long Rest.



Spell Save DC:

12

Spell Attack Bonus:

+4

SpellBook

You may prepare 9 spells whenever you finish a Long Rest, that you can use at any moment, from your book of spells:
  • 【0】Dancing Lights
  • 【0】Poison Spray
  • 【2】Blur
  • 【2】Levitate
  • 〖2〗Magic Mouth
  • 【2】Melf's Acid Arrow
  • 【2】Mirror Image
  • 〖2〗Phantasmal Force
  • 〖2〗Suggestion
  • 【3】Blink
  • 【3】Water Breathing
  • 【4】Control Water
  • 【4】Ice Storm
  • 【5】Telekinesis

Arcane Focus

You can use an Arcane Focus (such as a wand or scepter), as a Spellcasting Focus for your Wizard spells.

Dancing Lights

Cantrip

⟨Action⟩
(Concentration: (Up to 1 minute)
>120 feet>
⦓Verbal, Somatic, Material (a bit of phosphorus)⦔

You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.

Poison Spray

Cantrip

⟨Action⟩
(Instantaneous)
>30 feet>
⦓Verbal, Somatic⦔

You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.
Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).

Blur

Level 2 Spell

⟨1 Action⟩
(Concentration, up to 1 minute)
>Self>
⦓Verbal⦔

Levitate

Level 2 Spell

⟨1 Action⟩
(Concentration: (up to 10 minutes)
>60 feet>
⦓Verbal, Somatic, Material⦔

One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.

Magic Mouth

Level 2 Spell

⟨1 Minute⟩
(Until dispelled)
>30 feet>
⦓Verbal, Somatic, Material⦔

Melf's Acid Arrow

Level 2 Spell

⟨1 Action⟩
(Instantaneous)
>90 feet>
⦓Verbal, Somatic, Material⦔

Mirror Image

Level 2 Spell

⟨Action⟩
(1 minute)
>Self>
⦓Verbal, Somatic⦔

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.
Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.

Phantasmal Force

Level 2 Spell

⟨Action⟩
(Concentration: (1 minute)
>60 feet>
⦓Verbal, Somatic, Material (a bit of fleece)⦔

You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.
The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.
An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.

Suggestion

Level 2 Spell

⟨Action⟩
(Concentration: (8 hours)
>30 feet>
⦓Verbal, Material (a drop of honey)⦔

You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, "Fetch the key to the cult's treasure vault, and give the key to me." Or you could say, "Stop fighting, leave this library peacefully, and don't return."
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.

Blink

Level 3 Spell

⟨Action⟩
(1 minute)
>Self>
⦓Verbal, Somatic⦔

Roll 1d6 at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.
You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.

Water Breathing

Level 3 Spell

⟨Action⟩
(24 hours)
>30 feet>
⦓V, S, M (a short reed or piece of straw)⦔

Up to ten creatures gain the ability to breathe underwater for a full day.

Control Water

Level 4 Spell

⟨Action⟩
(Concentration: (Concentration, up to 10 minutes)
>300 feet>
⦓V, S, M (a drop of water and a pinch of dust)⦔

You manipulate a large body of water, creating floods, parting water, reversing currents, or forming standing waves within a 100-foot cube.

Ice Storm

Level 4 Spell

⟨Action⟩
(Instantaneous)
>300 feet>
⦓Verbal, Somatic,M (a mitten)⦔


Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.
Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.

Telekinesis

Level 5 Spell

⟨Action⟩
(Concentration: (10 minutes)
>60 feet>
⦓Verbal, Somatic⦔

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.
Object. You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.
If the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.