Lycra Wizard Druid

Build:
Elf (Ancient)
Magaambya Academic
Wizard [Druid] (20th)

Description:

Backstory:
The last Jambala Jaeg



AC HP Initiative Arcane Spellcasting Primal Spellcasting
{} () + +() / DC: [Legendary] +() / DC: [Master]
Strength: 10 (-)
Dexterity: 20 (+5)
Constitution: 18 (+4)
Intelligence: 24 (+7)
Wisdom: 20 (+5)
Charisma: 12 (+1)
Fort Reflex Will Perception
+() [Expert] +() [Expert] +() [Master] +() [Master]


Skill Proficiencies

Traits:
Type Humanoid
Ancestry Elf
Alignment
Speed (40)ft
Size [M]
Bulk ()/10
Hero Points [3]
Focus Points (2)
Arcane Bonds (10)
Languages
Trained Expert Master Legendary

Skill Feats

?? Skill, Source, Level Gained
?? Skill, 2nd
?? Skill, 4th
?? Skill, 6th
?? Skill, 8th
?? Skill, 10th
?? Skill, 12th
?? Skill, 14th
?? Skill, 16th
?? Skill, 18th
?? Skill, 20th


General Feats

Fleet You move more quickly on foot. Your Speed increases by 5 feet. General, 3rd
Canny Acumen - [Perception] Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice. General, 7th
?? General, 11th
?? General, 15th
?? General, 19th


Ancestry Features

Elf Ancient
Starting Hit Points - [6]: Elves Start with [6] Ancestral Hit points
Size: Elves are [M]edium sized
Base Speed: Elves possess a base speed of [30]ft
Ability Boosts - [Intelligence, Dexterity & Wisdom]: Elves gain ancestral ability boosts to [Intelligence], [Dexterity], and one [Free].
Ability Flaw - [Constitution]: Elves possess an ancestral ability flaw to [Constitution]
Low-Light Vision: You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.
Ancient Elf Heritage
In your long life, you’ve dabbled in many paths and many styles. Choose a class other than your own.
Feat: You gain the multiclass dedication feat for that class, even though you don’t meet its level prerequisite. You must still meet its other prerequisites to gain the feat.

Ancestry Feats

Nimble Elf Your muscles are tightly honed. Your Speed increases by 5 feet. Ancestry, 1st
Elven Instincts Your senses let you react rapidly. You gain a +2 circumstance bonus to Perception checks made as initiative rolls. Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled Perception or not. Ancestry, 5th
Wildborn Magic You have learned to access the old magic of wild places. Choose one cantrip from the primal spell list. You can cast this cantrip as an innate primal spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. Ancestry, 9th
Wildborn Adept The whispers of the jungle grant you more diverse access to simple primal magic. You can cast dancing lights, disrupt undead, and tanglefoot as innate primal spells at will. If you chose one of those spells with Wildborn Magic, you can select a new spell for Wildborn Magic. Ancestry, 13th
Elemental Wrath - [Cold] You are so attuned to the land that you can call forth a bolt of energy from your surroundings. When you gain this feat, select acid, cold, electricity, or fire. You can call to the land to cast the acid splash cantrip as an innate primal spell at will, except the spell has only verbal components and deals the type of damage you chose instead of acid damage; the spell gains the trait appropriate to its damage instead of the acid trait. A cantrip is heightened to a spell level equal to half your level rounded up. Ancestry, 17th


Background Features

Magaambya Academic
Ability Boosts - [Intelligence & Wisdom]: Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
Training: You're trained in your choice of either the Arcana or Nature skill, as well as the Academia Lore skill.
Background feat: You gain the Recognize Spell skill feat.


Class Features

Wizard
Key Ability - {Intelligence}: At 1st level, your class gives you an ability boost to Intelligence.
Hit Points: 6 plus your Constitution modifier - You increase your maximum number of HP by this number at 1st level and every level thereafter.
Initial Proficiencies: At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Arcane Bond: You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.
Drain Bonded Item: [F] You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.
Arcane School: Many arcane spellcasters delve deeply into a single school of magic in an attempt to master its secrets. If you want to be a specialist wizard, choose a school in which to specialize. You gain additional spells and spell slots for spells of your school. If you don’t choose a school, you’re a universalist, a wizard who believes that the path to true knowledge of magic requires a multidisciplinary understanding of all eight schools working together. Though a universalist lacks the focus of a specialist wizard, they have greater flexibility.
Arcane Spellcasting: Through dedicated study and practice, you can harness arcane power to cast spells. You can cast arcane spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells in your spellbook (see below), plus one extra cantrip and spell of your chosen school of each level you can cast if you are a specialist wizard. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots. As you increase in level as a wizard, your number of spell slots and the highest level of spells you can cast from spell slots increase. Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.
Heightening Spells: When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.
Cantrips: A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest level of spell you can cast as a wizard.
Spellbook: Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less (as detailed on page 291), which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of 10 arcane cantrips and five 1st-level arcane spells. You choose these from the common spells on the arcane spell list from this book (page 307) or from other arcane spells you gain access to. Your spellbook’s form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like The Crimson Libram, or something more academic, like A Field Study in Practical Transmutation. Each time you gain a level, you add two more arcane spells to your spellbook, of any level of spell you can cast. You can also use the Arcana skill to add other spells that you find in your adventures.
Arcane Thesis: During your studies to become a full-fledged wizard, you produced a thesis of unique magical research on one of a variety of topics. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like “On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.”
Wizard Feats: At every even-numbered level thereafter, you gain a wizard class feat.
Skill Feats: At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat
General Feats: At 3rd level and every 4 levels thereafter, you gain a general feat.
Skill Increases: At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert. At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.
Ability Boosts: At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats: In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.
Lightning Reflexes: Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert
Expert Spellcaster: Extended practice of the arcane has improved your capabilities. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.
Magical Fortitude: Magical power has improved your body’s resiliency. Your proficiency rank for Fortitude saves increases to expert.
Wizard Weapon Expertise: Through a combination of magic and training, you’ve learned how to wield wizard weapons more effectively. You gain expert proficiency in the club, crossbow, dagger, heavy crossbow, and staff.
Defensive Robes: The flow of magic and your training combine to help you avoid attacks. Your proficiency rank in unarmored defense increases to expert.
Weapon Specialization: You’ve learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.
Master Spellcaster: You command superlative spellcasting ability. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to master.
Resolve: You’ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.
Archwizard's Spellcraft: You command the most potent arcane magic and can cast a spell of truly incredible power. You gain a single 10th-level spell slot and can prepare a spell in that slot using arcane spellcasting. Unlike with other spell slots, you don’t gain more 10th-level spells as you level up, though you can take the Archwizard’s Might feat to gain a second slot.
Legendary Spellcaster: You are a consummate spellcaster, with a comprehensive understanding of both arcane theory and practical spellcraft. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to legendary.
Arcane School Universalist
Arcane Bond: For each level of spell you can cast, you can use Drain Bonded item once per day to recall a spell of that level (instead of using it only once per day in total)
Wizard Feat: You gain an extra wizard class feat.
Bonus Spell: You add one 1st-level spell of your choice to your spellbook.
Arcane Thesis Metamagical Experimentation
You’ve realized that the practice known as metamagic is a holdover from a time long ago, when wizards had to work out their own spells and variations rather than rely on spells recorded by others and passed down over the years. This allows you efficient access to various metamagic effects.
Feats: You gain a 1st-level metamagic wizard feat as a bonus feat. Starting at 4th level, during your daily preparations, you can gain a metamagic wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations.

Class Feats

Druid Dedication - [Leaf] You cast spells like a druid. You gain access to the Cast a Spell activity. You can prepare two common cantrips each day from the primal spell list in this book or any other cantrips you learn or discover. You can prepare or add to your repertoire common cantrips of your spellcasting tradition, whether from this book or other cantrips of that tradition you learn or discover. You’re trained in spell attack rolls and spell DCs for primal spells. Your key spellcasting ability for druid archetype spells is Wisdom, and they are primal druid spells. You learn the Druidic language. Choose an order as you would if you were a druid. You become a member of that order and are bound by its anathema, allowing you to take the order’s feats. You become trained in Nature and your order’s associated skill; for each of these skills in which you were already trained, you become trained in a skill of your choice. You don’t gain any other abilities from your choice of order. Dedication, Heritage Bonus, 1st
Familiar You make a pact with creature that serves you and assists your spellcasting. You gain a familiar. Wizard, Universalist Bonus, 1st
Reach Spell [>] You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. Wizard, Metamagic Bonus, 1st
Cantrip Expansion You can prepare two additional cantrips each day. Wizard, 2nd
Basic Druid Spellcasting You gain the basic spellcasting benefits. Wizard, 4th
Basic Wilding - [Order Explorer, Wild] You have learned the secrets of another druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets. Choose an order other than your own. You gain a 1st-level feat that lists that order as a prerequisite, and you are now a member of that order for the purpose of meeting feat prerequisites. If you commit acts anathema to your new order, you lose all feats and abilities requiring that order but retain your other druid feats and abilities. You don’t gain any of the other benefits of the order you chose. Special: You can take this feat multiple times. Each time you do, you must choose a different order other than your own. Wizard, 6th
Wild Shape You are one with the wild, always changing and adapting to meet any challenge. You gain the wild shape order spell, which lets you transform into a variety of forms that you can expand with druid feats. Dedication Bonus, 6th
Order Spell - [Leaf] You gain the initial order spell from your order. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by being one with nature. (For more on order spells, see page 131.) Wizard, 8th
Scroll Savant During your daily preparations, you can create two temporary scrolls containing arcane spells from your spellbook. These scrolls follow the normal rules for scrolls (page 564), with some additional restrictions. Each scroll must be of a different spell level, and both spell levels must be 2 or more levels lower than your highest-level spell. Any scrolls you create this way become non-magical the next time you make your daily preparations. A temporary scroll has no value. If you have master proficiency in arcane spell DCs, you can create three temporary scrolls during your daily preparations, and if you have legendary proficiency, you can create four temporary scrolls. Wizard, 10th
Expert Druid Spellcasting You gain the expert spellcasting benefits. Wizard, 12th
Primal Breadth Increase the spell slots you gain from druid archetype feats by 1 for each spell level other than your two highest spell levels. Wizard, 14th
Effortless Concentration [F] You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active class spells. Wizard, 16th
Bond Conservation [>] By carefully manipulating the arcane energies stored in your bonded item as you drain it, you can conserve just enough power to cast another, slightly weaker spell. If the next action you use is to Cast a Spell using the energy from Drain Bonded Item, you gain an extra use of Drain Bonded Item. You must use this extra use of Drain Bonded Item before the end of your next turn or you lose it, and you can use this additional use only to cast a spell 2 or more levels lower than the first spell cast with Drain Bonded Item. Wizard, Metamagic Bonus, Temporary
Master Druid Spellcasting You gain the master spellcasting benefits. Wizard, 18th
Advanced Wilding - [Elemental Form] You understand the fundamental elements of nature such that you can imbue them into your body and manifest as a living embodiment of those elements. Add the forms in elemental form to your wild shape list. Whenever you’re polymorphed into another form using wild shape, you gain resistance 5 to fire. Wizard, 20th


Arcane Spell Casting

Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Mage Hand
Detect Magic
Electric Arc
Telekinetic Projectile
Produce Flame
Prestidigitation
Light

Primal Spell Casting

Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th
Acid Splash (Cold) Plant Form Regenerate Dragon Form
Dancing Lights Vital Beacon
Acid Splash
Disrupt Undead
Tanglefoot
Guidance
Stabilize
Know Direction

Special Abilities & Actions



Weapon Proficiencies

Trained Expert Master Legendary

Armour Proficiencies

Trained Expert Master Legendary

Weapons

Armour


Items, gear and equipment

Coin Pouch
0gp, 0sp

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