Dierde | Character : Bastion

by Id8tionist

Search GM Binder Visit User Profile
Bastion of Dierde

Bastion



UPDATED

October 2, 2025

  • working on TOC

See Also

Settlements

  • Outding Refuge, Vyerith's Crown
  • Skola Vale
  • Forlione
  • Sutley
  • Rotham
  • River's Keep
  • New Haven
  • Thornwinds

Characters

  • Barlo
  • Bastion
  • Calliope
  • Sas
  • Shadow

Not related: Sace

Table of Contents

Bastion Bladesinger

Level 14 Wizard | Bladesinging


Alignment: Chaotic Good
Race: Human
Background: Sage


HP Init AC Speed
90 (12d6 + 2) +5 19 (Stud Leather Gem+1 30 ft.
w/ Sword Bladesong Haste Shield Feat
+1 +5 +2 +5 +5
Stand Leap Running Leap Swim Climb Fly
5 ft. 11 ft. 15 ft. 15 ft. 0 ft.

Ability Scores

STR DEX CON INT WIS CHA
11 20 14 20 16 11
0 +5 +2 +5 +3 0

Saving Throws

☐ 0 Strength ☑ +10 Intelligence
☐ +5 Dexterity ☑ +8 Wsdom
☐ +7 Constitution ☐ 0 Charisma

Skills

☑ +10 Acrobatics (D) ☐ +3 Medicine (W)
☐ +3 Animal Handl'n (W) ☐ +5 Nature (I)
☑ +11 Arcana (I) ☑ +8 Perception (W)
☐ 0 Athletics (S) ☑ +5 Performance (C)
☐ 0 Deception (C) ☐ 0 Persuasion (C)
☑ +10 History (I) ☐ +5 Religion (I)
☑ +8 Insight (W) ☐ +5 Sleight of Hand (D)
☐ 0 Intimidation (C) ☐ +5 Stealth (D)
☑ +10 Investigation (I) ☐ +3 Survival (W)

Languages / Proficiencies

  • Armor: Light
  • Weapon: Dart, Sling, Quarterstaff, Lt Crossbow, Rapier
  • Languages: Common, Elven, Sylvan
  • Land Vehicles
  • Calligrapher's Tools
  • Feats Gift of the Metallic Dragon (Bronze)
  • Proficiency Bonus +5
  • Passive Perception 18

Character Sheet

Appearance

Green Eyes. tan skin, short dark brown hair, and a well-defined jawline

Character Backstory

Went to learn more about Bladesinging

Personality Traits

Traits: I believe that anything worth doing is worth doing right. I can’t help it—I’m a perfectionist.

Ideals: Aspiration: I work hard to be the best there is at my craft.

Freedom. Everyone should be free to

Bonds: I owe me life to the wizard who took me in when my parents died.

Flaws: I am suspicious of strangers and suspect the worst of them. Trust must be earn, not given.


Features and Traits

Human (Variant)

  • Ability Scores. Choose any two unique +1
  • Size. Medium
  • Speed. 30 ft.

Age. Humans reach adulthood in their late teens and live less than a century.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Skills. You gain proficiency in one skill of your choice.

Feat. You gain one feats.html of your choice.


You may roll for your character's height and weight on the Random Height and Weight table. The roll in the Height Modifier column adds a number (in inches) to the character's base height. To get a weight, multiply the number you rolled for height by the roll in the Weight Modifier column and add the result (in pounds) to the base weight.

Random Height and Weight
Base Height Base Weight Height Modifier Weight Modifier
4'8" 110 lb. +2d10 × 2d4 lb.

Wizard

Hit Points

Hit Dice: 1d6

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Wizard level after 1st

Proficiencies

Armor: none

Weapons: daggers, darts, slings, quarterstaffs, light crossbows

Tools: none

Saving Throws: Intelligence, Wisdom

Skills: Choose 2 from Arcana, History, Insight, Investigation, Medicine, and Religion.

Starting Equipment

You start with the following items, plus anything provided by your background.

Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.

Multiclassing

Ability Score Minimum: Intelligence 13

Source: PHB, page 112. Available in the SRD 5.1 and the Basic Rules (2014).

Race & Class Description

Feats

Fey Touched

Your exposure to the Feywild's magic has changed you, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

SPECIAL: also granted the Elf Trance feature.

Gift of the Metallic Dragon

(Bronze)

You've manifested some of the power of metallic dragons, granting you the following benefits:

  • Draconic Healing. You learn the cure wounds spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell's spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).
  • Protective Wings. You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target's AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

🔮 Spellcasting

Bastion is a 14th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He regains spell slots after finishing a long rest. He knows the following Wizard spells:

Mark of the Adventurer & Tattoos

  • Darkvision

Feat (Fey-Touched)

  • Misty Step, Hex

Feat (Gift of the Dragon)

  • Cure Wounds

Wizard Spellbook

  • Cantrip: Ray of Frost, Mending, Green-Flame Blade, Booming Blade, Weapon's True Strike (5.5)
  • 1st Level (4): Ice Knife, Tenser's Floating Disk, Identify, Shield, Magic Missile, Ray of Sickness, Witch Bolt, Unseen Servant, Find Familiar, Detect Magic
  • 2nd Level (3): Shadow Balde, Scorching Ray, Gust of Wind, Melf's Acid Arrow, Mirror Image
  • 3rd Level (3): Hypnotic Pattern, Haste, Glyph of Warding, Gaseous Form, Dispel Magic, Counterspell, Remove Curse, Fly
  • 4th Level (3): Polymorph, Sickening Radiance, Dweomerflow
  • 5th Level (2): Steel Wind Strike, Skill Empowerment, Teleportation Circle
  • 6th Level (1): Contingency, Soul Cage
  • 7th Level (1): Mordenkainen's Magnificient Mansion, Simulacrum

2014 All Spells, and Homebrew Allowed in Dierde


Feats & Spellcasting

Wizard

Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.

Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.

Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.

Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.

Scholars of the Arcane

Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.

Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.

The Lure of Knowledge

Wizards' lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.

But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.

Creating a Wizard

Creating a wizard character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic?

What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other wizard? Perhaps you're simply eager to put your newfound magical skills to the test in the face of danger.

Quick Build

You can make a wizard quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If you plan to join the School of Enchantment, make Charisma your next-best score. Second, choose the sage background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic missile, and sleep.

Class

The following information is from Xanathar’s Guide to Everything, page 58.

Wizardry requires understanding. The knowledge of how and why magic works, and our efforts to broaden that understanding, have brought about the key advances in civilization over the centuries.

— Gimble the illusionist

Only a select few people in the world are wielders of magic. Of all those, wizards stand at the pinnacle of the craft. Even the least of them can manipulate forces that flout the laws of nature, and the most accomplished among them can cast spells with world-shaking effects.

The price that wizards pay for their mastery is that most valuable of commodities: time. It takes years of study, instruction, and experimentation to learn how to harness magical energy and carry spells around in one's own mind. For adventuring wizards and other spellcasters who aspire to the highest echelons of the profession, the studying never ends, nor does the quest for knowledge and power.

If you're playing a wizard, take advantage of the opportunity to make your character more than just a stereotypical spell-slinger. Use the advice that follows to add some intriguing details to how your wizard interacts with the world.

Watch. I love this trick.

Hey, wizard! You can't do magic. Oops, now you can. Oops, now you can't anymore. Ha ha ha!

— Xanathar



Spellbook

Your wizard character's most prized possession—your spellbook—might be an innocuous-looking volume whose covers show no hint of what's inside. Or you might display some flair, as many wizards do, by carrying a spellbook of an unusual sort. If you don't own such an item already, one of your goals might be to find a spellbook that sets you apart by its appearance or its means of manufacture.

Ambition

Few aspiring wizards undertake the study of magic without some personal goal in mind. Many wizards use their spells as a tool to produce a tangible benefit, in material goods or in status, for themselves or their companions. For others, the theoretical aspect of magic might have a strong appeal, pushing those wizards to seek out knowledge that supports new theories of the arcane or confirms old ones.

Beyond the obvious, why does your wizard character study magic, and what do you want to achieve? If you haven't given these questions much thought, you can do so now, and the answers you come up with will likely affect how your future unfolds.

Eccentricity

Endless hours of solitary study and research can have a negative effect on anyone's social skills. Wizards, who are a breed apart to begin with, are no exception. An odd mannerism or two is not necessarily a drawback, though; an eccentricity of this sort is usually harmless and could provide a source of amusement or serve as a calling card of sorts.

If your character has an eccentricity, is it a physical tic or a mental one? Are you well known in some circles because of it? Do you fight to overcome it, or do you embrace this minor claim to fame of yours?

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Class

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your wizard spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + Intelligence modifier + Proficiency Bonus

Spell attack modifier = Intelligence modifier + Proficiency Bonus

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can 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, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see "Your Spellbook").

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

A spellbook doesn't contain cantrips.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Copying from a Spell Scroll. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

Class

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition from the list of available traditions, shaping your practice of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Cantrip Formulas

3rd-level wizard optional feature

You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Arcane Tradition feature

At 6th level, you gain a feature granted by your Arcane Tradition.

Ability Score Improvement

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Arcane Tradition feature

At 10th level, you gain a feature granted by your Arcane Tradition.

Ability Score Improvement

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Arcane Tradition feature

At 14th level, you gain a feature granted by your Arcane Tradition.

### Ability Score Improvement

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

~~### Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

### Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

### Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Class

Bladesinging

Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.

In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

Training in War and Song (Bladesinging)

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency in the Performance skill if you don't already have it.

Bladesong

Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).

While your bladesong is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Bladesinger Styles

From its inception as a martial and magical art, Bladesinging has been tied to the sword, more specifically the longsword. Yet many generations of study gave rise to various styles of Bladesinging based on the melee weapon employed. The techniques of these styles are passed from master to students in small schools, some of which have a building dedicated to instruction. Even the newest styles are hundreds of years old, but are still taught by their original creators due to the long lives of elves. Most schools of Bladesinging are in Evermeet or Evereska. One was started in Myth Drannor, but the city's destruction has scattered those students who survived.

Styles of Bladesinging are broadly categorized based on the type of weapon employed, and each is associated with a category of animal. Within that style are specializations named after specific animal types, based on the types of spells employed, the techniques of the master, and the particular weapon used. Bladesingers who apprentice to a master typically get a tattoo of their chosen style's animal. Some bladesingers learn multiple styles and bear many tattoos, wearing a warning on their skin of their deadly skills.

Cat. Styles that employ a sword belong to this family. The lion style, the eldest, trains practitioners in the use of the longsword and doesn't favor any particular type of spells. Leopard style focuses on the shortsword and spells of illusion and stealth. Red tiger, a style just three centuries old, has its bladesingers using the scimitar in a whirling dance of defense from which they launch into sudden leaps and attacks.

Bird. Styles that focus on the use of a hafted weapon, such as an axe or hammer, have been grouped together as bird styles, yet they vary wildly. All relatively new styles, they use weapons not typically favored by elves. Eagle-style bladesingers use small handaxes, and many maneuvers in the style focus on fluid ways to throw the weapon and draw a new one. Raven style uses a war pick, and spells associated with it grant the bladesinger more agility in combat.

Snake. Practitioners of these styles use a flail, chain, or whip. Viper style uses a whip, despite its inelegance as a weapon, and has almost as long a history as the lion style. Its masters punctuate their bladesong with a stunningly rapid rhythm of whip cracks, which can keep many foes at bay and allow the bladesinger space to cast the cruel spells of poison and disease favored by the style.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Song of Defense

Beginning at 10th level, you can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell's slot level.

Song of Victory

Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.

Class

Background

Sage

  • Skill Proficiencies: Arcana, History
  • Languages: Two of your choice
  • Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp

Feature: Researcher

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Specialty

To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.

Suggested Characteristics

Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.

Background

Personal

Bastion's Family

Siblings

None known.

Additional

Trinket: An ornate brooch of dwarven design. It was his mother's.

Potion of greater healing

A 12 inch piece of silver fabric. When a command word is spoken, the fabric immediately flattens and becomes as hard as steel. A second command word reverts the handkerchief back to the fabric form.

Backstory

Birth: Fireyulí (7) 24, 1994

When Bastion was very young he lost both of his parents to a plague. He took care of himself as he taught himself how to use the rapier his father once wore. He lived in Dyrt and watched all of the great knights. He also had an interest in the ways of magic and he wished he could do both -- use swords and excel in magic -- like many elves he had heard about.

One day a very old human wizard came through town. He used to be an adventurer, and a royal wizard, and now he roamed Dierde on his last quest. He was jumped on the road by a bandit that had gotten the upperhand with the surprise, but Bastion was nearby and he was able to help. He scared off the bandit.

They talked and Grognard saw his boy in the visage of Bastion. He took him in as a surrogate and helped train him in the ways of magic. The kid liked the magic, but he really loved the swords. He grew up in a village near the Dyrt Knight Academies and so he looked up to the knights. He had a journal from his mother which went on about the bravery of his father, a knight and how they met. She was a wizard who had worked with a king. They fell in love, and kept a secret. A secret that was hard to keep when she got pregnant. She had to leave and so they settled in this town where the knight became a notable blacksmith in the town.

Then a plague hit the area and the young boy was left alone.

Until Grognard found him. He then spent his formative years with Grognard getting better with his magic, practicing his swordplay when in private, and learning of the world as they traveled. Grognard never really went too much into what he was looking for, but there were times his shield came down and the boy picked up pieces about some woman he loved and a boy they had. It seemed as if Grognard was seeking them or trying to find some way to help them.

Grognard sent him to a school in Towekind and that was where he learned the ways of the Sage and excelled in his magecraft. He researched more about the bladesinging and learned of how the best were from Huyla. He also found a book that went into how one of the best bladesingers, whose name was lost to the winds of time and yet he is remembered because he crafted a great relic. "Whistler", a dancing sword unlike any other. After that day he would hear a voice in his head from time to time "Find me young bladesinger -- I am Whistler and I can help you."

After he was done with his schooling he went back to Grognard. At some point they discussed his fascination with the bladesinging and for some reason Grognard blew up and they fought. He left Grognard at the library and went on his own. He planned to go to Huyla to see if he could find an elf to teach him more of the bladesinging. He also sought to find out more about this Whistler.

In anger and in a fit of angst he left and planned to visit Huyla, but on his way he got onto the wrong ship and ended up on Outding refuge about a month ago when his ship was attacked by the white dragon. He had been trying to find a way off the island and thought he would do some recon on the Baron Sahuagin, hoping that a reward might help him survive a bit longer. When he had left town he found himself captured in a Sahuagin net trap. They took him down and put him in a large burlap sack. They took him underwater and before he drowned he found himself back on dry ground. Still in the sack. They had left him in some room and he has been here for a few hours but, knocked out. As he stirs he hears a sound…

Other

Marks & Tattoos

Tattoos

  • Mark of the Adventurer (Top of Right Hand, Investigation Proficiency)
  • Eye of Darkvision (Head, Small Average)
    • Done by Tipsy

Factions & Connections

  • Lord of Kampos to the Lady of Skola Vale
  • Connection to Paradox through past and he is Bastion's Grandfather
  • The Schools in Towekind

Attacks & Gear

Name Attack Bonus Damage/Type
🔮⚔️ +2 Rapier +1AC 12 1d8+5 Piercing + 1d8 thunder+ 2 Magic Bonus
TRUESTRIKE 🔮⚔️ +2 Rapier of Eberron, Thunder 1d8, +1 AC when Wielding 13
Scorching Ray- 10 2d6 Fire
Hex (Fey Touched) 1x day no slot - 1d6 Necrotic
Steel Wind Strike 10 6d10 Force
Magic Missile - 1d4+1 Force
Ray of Sickness 10 2d8 Poison
Witch Bolt 10 1d12 Lightning
Melf's Acid Arrow 10 4d4 Acid
Sickening Radiance DC18 4d10 Radiant
Booming Blade - 3d8 thunder
Magic Missile - 1d4+1 Force
Cure Wounds (Draconic Healing) - 1d8+5 Healing
Ray of Frost 10 3d8 Cold
Ice Knife 10 1d10 Piercing + 2d6 Cold

Gear

Q Item Total Weight
1 ✨ HASTE SPELL ✨ 0
1 🕺 BLADESONG ON 🕺 ** 0
1 Studded Leather +1 socketed +1 AC 13
1 🔮⚔️ +2 Rapier +1AC 2
1 🎒Backpack 5
1 Crowbar 5
1 Hammer 3
10 Piton 0.25
10 Torch 1
1 Tinderbox 1
4 Rations 2
1 Waterskin 5
1 Hempen rope (50;) 10
Q Item Total Weight
1 Sack 0.5
1 quill 2
1 bottle of black Ink 2
1 small knife 0.5
1 Small chip from Outding Refuge Natural Crystal Fragments 0.0004
1 Rough baseball size crystal Outding Refuge Natural Crystal 0.02
1 📕 Mother's Diary, haven't read since a kid
1 🔮 Robe of Useful items 4
1 🔮Ender Box 5
1 4 small dragon scales 0.0004
1 Empty 🔮 Treant Draught (Eldertwig) Bottle 0.02
1 🔮 Scroll of Misty Step 0.0004
1 🔮 Scroll of Magic Circle 0.0004
1 🔮 Ring of Spell Storing [A] 0.02
1 🔮 Bag of Infinite Dust 0.02
1 Handaxe 2
1 Brass Braizer 0.2
3 Spell components for find familer 0.02
0 🔮 Scroll of fabricate 0.0004
1 📕 Bastion's Spell Book 3
1 pearl and owl feather 0.0004
1 🔮 Illusionist's Bracers [A] 0.02
1 🔮 Stoneskin Brooch 0.02
1 🔮 Amulet of Proof against Detection and Location [A[
1 potion of climbing 0.02
1 Brooch Winged
1 📕 Volo's Guide to All Things Magical 5
6 Diamond 100g each 0.002
1 Pair of glasses
1 Pin of Rep for elder
1 Jewlers Kit
1 potion that looks like old tea
16 Gems worth 1k each 0.002
1 strange black obsidian dagger
1 Tiny Silver Cage
Attacks & Gear

Spellbook

Cantrips

Name Cast Time Range/Shape Duration
🔵 ⚔️ Booming Blade 1 action Self 5-foot radius)
🔵 ⚔️ Green-Flame Blade 1 action Self 5-foot radius)
Mending 1 minute Touch Instantaneous
🔵 ⚔️ Ray of Frost 1 action 60 feet Instantaneous
🔵 ⚔️ Weapon's True Strike (5.5E) Action Self
🔵 Cure Wounds 1 action Touch

Level 1 [4]

Name Cast Time Range/Shape Duration
🔵 Detect Magic 1 action Self Up to 10 minutes
Find Familiar 1 hour 10 feet Instantaneous
🔵 ⚔️ Ice Knife 1 action 60 feet Instantaneous
Identify 1 minute Touch Instantaneous
🔵 ⚔️ Magic Missile 1 action 120 feet Instantaneous
🔵 ⚔️ Ray of Sickness 1 action 60 feet Instantaneous
Shield 1 reaction (special) Self 1 round
🔵 Tenser's Floating Disk 1 action 30 feet 1 hour
🔵 Unseen Servant 1 action 60 feet 1 hour
🔵 Witch Bolt 1 action 30 feet Up to 1 minute
🟡 Hex (1x day free) 1 bonus action 90 feet

Level 2 [3]

Name Cast Time Range/Shape Duration
🔵 Darkvision (1x day free) 1 action Touch
🔵 ⚔️ Gust of Wind 1 action 60' line (c) 1 min
🔵 ⚔️ Melf's Acid Arrow 1 action 90 feet Instantaneous
Mirror Image 1 action Self 1 minute
🟡 Misty Step (1x day free) 1 bonus action Self
🔵 ⚔️ Scorching Ray 1 action 120 feet
Shadow Blade 1 bonus action Self Up to 1 minute

Level 3 [3]

Name Cast Time Range/Shape Duration
Counterspell 1 reaction (Special) 60 feet Instantaneous
🔵 Dispel Magic 1 action 120 feet Instantaneous
🔵 Fly 1 action Touch Up to 10 minutes
🔵 Gaseous Form 1 action Touch Up to 1 hour
Glyph of Warding 1 hour Touch Until dispelled or triggered
🔵 Haste 1 action 30 feet Up to 1 minute
🔵 Hypnotic Pattern 1 action 120 feet Up to 1 minute
🔵 Remove Curse 1 action Touch Instantaneous

Level 4 [3]

Name Cast Time Range/Shape Duration
Dweomerflow 1 minute Touch
🔵 Polymorph 1 action 60 feet Up to 1 hour
🔵 Sickening Radiance 1 action 120 feet Up to 10 minutes
Bastion's Spellbook

Level 5 [2]

Name Cast Time Range/Shape Duration
🔵 Skill Empowerment 1 action Touch Up to 1 hour
🔵 ⚔️ Steel Wind Strike 1 action 30 feet Instantaneous
Teleportation Circle 1 minute 10 feet 1 round

Level 6 [1]

Name Cast Time Range/Shape Duration
Contingency 10 minutes Self 10 days
Soul Cage 1 reaction (Special) 60 feet 8 hours

Level 7 [1]

Name Cast Time Range/Shape Duration
Mordenkainen's Magnificent Mansion 1 minute 300 feet 24 hours
Simulacrum 12 hours Touch Until dispelled
Bastion's Spellbook

Bag of Holding (Sas)

Q Item Total Weight
1 💎 bag of diamond dust (50gp)
1 💎 bag of gems (~100gp) 0.02
1 🔮Alchemy Jug 0.02
1 🔮Amulet of Proof against Detection and Location 0.02
1 🔮Magic 8 Ball 0.02
2 🔮Potion of Superior Healing 0.02
1 🔮Chime of Opening (5 uses) 0
4 🔮 Greater Healing Potion 0.02
1 🔮Immovable Rod 2
1 🔮 Potion of Diminution 0.02
1 🔮Potion of Gaseous Form 0
1 🔮 Ring of Free Action 0.02
2 🔮 Potion of Supreme Healing 0.02
1 🔮 Scroll of Expeditious Retreat
1 🔮 Scroll of Light
1 🔮 Scroll of Telescription 0.0004
1 Letter from Ursa 0.0004
1 Letter about Reggie 0.0004
1 📖 Devil Men of the Deep, the Study of the Walking Piscine Killers (Mostly Read) 2.5
1 📓 Jacoby's Journal (Little read, but lars Read) 2.5
1 📖 Green Thumb, Gardening Book(not read) 2.5
1 📖 Known Claims of the Far Realm 5
1 📖 Necromantic Artes v.1 (Read by Bastion) 5
1 📖 Rocks, Crystals, and Gemstones (Not Read) 2
1 📕 Short History of Dwarves 4
1 📕 Basic Carpentry for Complex Dungeons 5
1 💎 amber 100gp
0 💎 amethyst 100gp
2 💎 azurite 0.0004
1 💎 bloodstone (50gp) 0.0004
1 💎 blue quartz 0.0004
0 💎 carnelian (50gp) 0.0004
2 💎 chalcedony (50gp) 0.0004
2 💎 black stone oval Chardyln
2 💎 chrysoberyl 100gp
1 💎 chrysoprase (50gp) 0.0004
Q Item Total Weight
1 💎 citrine (50gp) 0.0004
2 💎 coral 100gp
7 💎 diamonds (50gp) 0.0004
2 💎 agate 0.0004
1 💎 golden locket 0.02
2 💎 hematite 0.0004
3 💎 jade 100gp
2 💎 jasper (50gp)
1 💎 jet 100gp
1 💎 lapis lazuli
1 💎 moonstone (50gp) 0.0004
1 💎 onyx (50gp) 0.0004
4 💎 pearl 100gp
1 💎 rhodochrosite 0.0004
1 💎 star rose quartz (50gp) 0.0004
1 💎 tiger eye 0.0004
1 bottle of honey 0.2
1 notched giant eagle claw 0.02
1 human bone necklace 0.02
1 pouch chewing tobacco 0.02
1 📖 Spellbook of a Botanist 5
1 📓 Journal of a Botanist 5
1 small mirror
1 potion of growth
1 brass key
1 cloth gloves
1 bottle of honey
1 set of fine brushes (5gp)
1 potion of climbing
1 pieces of Solec's shell
1 iron tea set
1 oil of slipperiness
1 harvesting kit 30
1 1 Hemp Rope 50ft
1 ring with AO signet
1 burned book with Meklans handwriting
4 💎smoky quartz (10gp each)
11 💎15 onyx (10go each)
10 💎gems (10gp each)
Q Item Total Weight
2 Garnets 100g each
1 blue crystal powder
1 red crystal powder
1 Glyph Stone
5 adamantine ingot 1000gp/e
1 Acid Sling ring
1 Bracers of Celerity
1 💎alexandrite 500gp
2 💎blue spinel 500gp/e
1 💎aquamarine 500gp
5 💎black pearl 500gp/e
2 💎peridot 500gp/e

Calliope's Handy Haversack

Q Item Total Weight
🎒 🎒Large Central (8 cubic feet, 80 lbs.) 🎒 🎒
🎒 🎒Left Side (2 cubic feet, 20 lbs.)🎒 🎒
🎒 🎒Right Side (2 cubic feet, 20 lbs.)🎒 🎒
1 📖 A Guide to the Underdark by Drizzt Do'Urden (Mostly Read) 2.5
1 📕 The Magic of Stone and the Souls of Mountains by Theoderus (Not Read) 3
1 📕 Analysis of Divination Spell Extension into the Astral Plane by Yaphyll (Not Read) 2.5
1 📕 This Ore That; Choosing your first Rock Golem by Safiya (Not read) 2.5
1 📕 Making Friends; a History of Necromancy by Xzar (Not read) 5.5
1 📖 The Monster Harvester’s Handbook (Mostly read) 5
1 Art Objects (750gp)
1 Art objects (750g)
1 Art Objects (750 g)
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.