Wesley Orlamond's Design

Male Human, Fighter 1 / Wizard (Diviner) 12

Characteristics Str 13 (+1), Dex 13 (+1), Con 13 (+1), Int 20 (+5), Wis 9 (-1), Cha 15 (+2)

Hit Dice 1d10+12d6+13
Hit Points 71

Initiative +1
Armour Class 13
Saves Str 19, Dex 15, Con 19, Int 22, Wis 13, Cha 16

Dagger +5, 1d4+1 damage, range 20 ft / 60 ft
Longsword +5, 1d8/1d10+1 damage
Wizard Spells
+9

Size Medium
Speed 30 ft

Proficiency +4
Proficiencies Str and Con saves, all armour, shields, simple and martial weapons
Skills Animal Handling +3, Athletics +6, History +9, Investigation +9, Survival +3
Expertise Arcana +13
Specialisations Arcana (kingstones of the south) +13 (reliable talent), History (pre-Selentine south) +13, Insight (studying magic rocks) +3, Stealth (staying very still) +5
Profession Scholar
Background Sage

Passive Perception 9
Passive Insight 9, 13 (studying magic rocks)
Passive Arcana 23
Passive History 19, 23 (pre-Selentine south)

Languages Galdarve, High Bacchile, Low Bacchile (Common), Lughwyd, Wemben
Scripts Classic, Lughwyd

Researcher When Wesley does not know something, he often knows where he should go and who he should ask to learn that information.

Parry When Wesley is wielding a melee weapon and damaged by a melee attack, he can use his reaction to reduce the damage he takes by 1d6+1. Wesley must finish a short or long rest to use parry again.

Second Wind On his turn, Wesley can use a bonus action to regain 1d10+1 hit points. Wesley must finish a short or long rest to use second wind again.

Wizard Spellcasting Wesley can draw on arcane power to cast spells. Wesley knows the cantrips Guidance, Mage Hand, Message, Prestidigitation and True Strike, and can prepare up to 15 spells from his spellbook after finishing a long rest. Wesley has four 1st level spell slots, three 2nd level spell slots, three 3rd level spell slots, three 4th level spell slots, two 5th level spell slots, one 6th level spell slot, and can use an arcane focus.

Spellbook Wesley has a grimoire containing the following spells (divination spells are italicised):

Ritual Casting Wesley can cast any spell from his spellbook with the ritual tag as a ritual, and doesn't need to have the spell prepared.

Arcane Recovery If Wesley studies his spellbook during a short rest, he can regain expended spell slots of up to 5th level and with a combined level of 6. Wesley must finish a long rest to use arcane recovery again.

Divination Savant The time and cost for copying a divination spell into Wesley's spellbook is halved.

Portent Wesley rolls two d20s when he finishes a long rest. Once per turn, he can replace any attack roll, saving throw or ability check made by himself or a creature he can see with one of these rolls. Wesley must choose do to so before the roll. Each roll can only be used once, and Wesley loses any unused rolls when he finishes a long rest.

Lucky Wesley has 3 luck points. Whenever he makes an attack roll, ability check or saving throw, Wesley can spend 1 luck point to roll an additional d20 and take the better roll: he can choose to do this after his initial roll before the outcome is determined. Wesley can also spend 1 luck point when he is attacked to make the attacker roll an additional d20 and take the worse roll. Wesley regains any expended luck points aftter he finishes a long rest.

Expert Divination When Wesley casts a divination spell of 2nd level or higher using a spell slot, he regains one expended spell slot of a level lower than he spell. The regained spell slot can't be higher than 5th level.

Resilient Wesley is proficient with Intelligence saving throws.

The Third Eye Wesley can use his action to gain one of the following benefits, which lasts until he is incapacitated or takes a short or long rest: darkvision with a range of 60 feet, ethereal sight with a range of 60 feet, see invisibility with a range of 10 feet, or the ability to read any language. Wesley must finish a short or long rest to use the third eye again.

Blood Connection Wesley can see and hear the ghost of Master Eddas, who is trapped in the World of Spirits and otherwise unable to interact with the physical world.

Weekly Expenses 3 shillings 8 pennies (personal costs for himself and Hermione)

Ring of Warmth This silver ring is an arcane magic item. When worn and attuned, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.


maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 21 April 2026