Categories: Characters

Rasi (Olilrasi Arrodon)

“Sleeping dragons never wake up…

unless you hit them.”

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NPC
: Olilrasi Arrodon
Rasi is a young Female Dragonborn – just 16 years old. She is a Novice Monk at the Treyvigg Monastery, though she has lived there since she was an infant.

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Description:
Rasi is an anomaly among Dragonborn, and therefore an outcast. For starters, she has a tail, which many Dragonborn consider a deformity or worse… an ill omen. She is also without color in her hide and scales. Only her eyes have any color, and they are pink. Another anomaly… her pink eyes are blind. This does not make her helpless… if anything, her teachers believe she will one day excel because of her blindness.

[ImageLink]

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Roleplaying
:
Rasi is young but not naïve. She has learned wisdom from the Guides of Treyvigg, and she is likely to repeat the Passages of The Books from time to time, usually when appropriate but sometimes not. Being one herself, she has empathy for the outsider and the outcast. Though she cannot see, she

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Objective and Motivations:

Rasi wants to be a Guide for other student in the monastery. She knows she will not have much of a life outside of the community that saved her and cares for her and is motivated to return was was given.

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Background:

Elder Arrodon is the one who found Rasi. She was not yet half a year old when she was found nearly dead and washed up along the Methmere lake by Elder Arrodon himself. It was unclear to Arrodon exactly what Rasi was, but he healed her and cared for her, eventually bringing her back to the monastery and accepting her as a student. She carried only a few words from her life before Arrodon – none of which she knows the meaning of… but the phrase “Olilrasi” was prominently jabbered in the early days, so everyone decided that must be her name. Since she had no clan, took the name of the man who saved her. Given her deformities, it is likely that her clan dumped her in the lake to be rid of her.

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Combat Tactics
:
Rasi is the Blind Swordsman. Her walking stick is her sword, Nodachi style. (Long Sword).
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Items Inventory
:
The things in the pack and on the back

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References:
Links out to sources about character class, race, etc.

Dragonborn

Monk

Wiki

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NPC Basics:

Race and Class Dragonborn Monk (3)
Alignment LG
AC |  HP 17 | 27
Speed | Prof 40 | +2

 

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Ability Scores:

Str 14 +2 Int 10 +0
Dex 18 +4 Wis 16 +3
Con 12 +1 Cha 13 +2

 

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Skills, Senses, Languages:

Saving Throws: Str +4 Dex +6
Skill Proficiencies: Ath +4 Acr +6 Slieght +6 Stealth +6 Perc +5
Immunities:
Resistances: Lightning
Vulnerabilities:
Senses: Darkvision 60ft, pPerception 15
Languages: Common

 

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Actions
:

Weapon Attack Damage Type Extra
Long sword (Nodachi) +6 1d8 +4 Slashing Melee
Unarmed +6 1d4 +4 Bludgeoning Melee
Dagger +6 1d4 +4 Slashing Melee
Weapons

 

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Feats
:

Breath Weapon Bronze Ancestry – Lightning (5 by 30 ft. line Dex. save)
You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

 

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Magic
:

MagicThing.  When/How the magic thing happens. Include magical items.

 

 


Categories: Characters

Dayni Serpayko

Dayni

16

+6 2d4+4

24

Rogue

Dual-strike daggers

 


Categories: Characters

Addalisi Garvett

We women are all of us sisters of a mysterious order.

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NPC
: [Addalisi]
Abbiree is a high-level Cleric, a High Priestess of Selune, and a regional lead in the Harpers. In LMoP module is says that Sister Garaele was asked by her superiors in the Harpers to undertake a dangerous mission. Addalisi is that superior.

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Description:
This is how NPC appears to others

[ImageLink]

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Roleplaying
:
The NPC speaks and behaves this way. How to best bring NPC to life when playing them.

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Objective and Motivations:

This is what NPC wants and what motivates them to get it

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Background:

This is where NPC comes from

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Combat Tactics
:
This is how NPC prefers to engage in combat, if they do at all.
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Items Inventory
:
The things in the pack and on the back

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References:
Links out to sources about character class, race, etc.

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NPC Basics:

Race and Size Human (Med)
Alignment CG
AC |  HP 20 | 110
Speed | Lvl 25 | 9 (+4 prof)

 

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Ability Scores:

Str 14 +2 Int 12 +1
Dex 12 +1 Wis 20 +5
Con 16 +3 Cha 16 +3

 

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Skills, Senses, Languages:

Saving Throws: Saving Throws
Skill Proficiencies: Skill List
Immunities:  
Resistances:  
Vulnerabilities:  
Senses: Darkvision 60ft, pPerception
Languages: Languages

 

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Actions
:

Weapon Attack Damage Type Extra
Unarmed +4 1d4 +2 Bludgeoning Melee
Sling +4 1d4 +2 Bludgeoning Ranged  30/120
Dagger +4 1d6 +2 Slashing Melee
Shortsword +4 1d6 +2 Slashing Melee
Short Bow +4 1d6 +2 Piercing Ranged 80/120
Weapons        

 

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Feats
:

FeatThing.  When the thing happens… roll.

 

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Magic
:

Spell Stats Spell save DC 8 +4 +5 = 17 Spell attack modifier 4 +5 = 9
MagicThing.  When/How the magic thing happens. Include magical items.

 

 

 

Cleric Moonblood Domain

 

The Moonblood Domain is only available to select recipients of the Selunite clergy.  Moonsap is a magical substance sacred to the goddess Selûne, the Moonmaiden. Moonsap is formed as a product of rituals with an exotic milk-wine conducted by the clergy. If the Silver Lady is pleased with ceremony, she bathes the offering on the altar with magical moonlight, transforming milk-wine into Moonsap . This strange matter has an opalescent appearance, glowed with dim, white light, and feels as soft as silk with a consistency like custard.

This Moonsap is then spread liberally over an cleric or paladin as a blessing. The result will often enchant items that are presently worn and grants the recipient magical capabilities. Each individual will be uniquely blessed by the Moonsap.  A very select few are granted the power of a Moonblade – a dagger or sword fashioned from pure moonlight. A worn ring or a bracelet is enchanted with the Moonsap, allowing the cleric or paladin to call forth a moon blade at will.

 

 

Cleric Level Spells
1st guiding bolt, faerie fire
3rd Moonskin, moonbeam
5th daylight, tidal wave
7th confusion, guardian of faith
9th dawn, wall of light

 

 

Moonskin is essentially the same as Barkskin in effect – AC is magically 16. It uses the spell focus rather than components and the duration is longer.

 


Categories: Characters

Khi-Khi (L’Khifrey) Albrek-Roethorn

“Books are themselves, a uniquely powerful magic.”

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NPC
: [Khi-Khi (L’Khifrey Albrek-Roethorn)]
This NPC is a Human Wizard. She is 28 years old. A student of The Arcane School of Lore or Order of Scribes

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Description:
This is how NPC appears to others

 

[ImageLink]

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Roleplaying
:
The NPC speaks and behaves this way. How to best bring NPC to life when playing them.

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Objective and Motivations:

This is what NPC wants and what motivates them to get it

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Background:

Her father is Iarno Albrek

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Combat Tactics
:
This is how NPC prefers to engage in combat, if they do at all.
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Items Inventory
:
The things in the pack and on the back

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References:
Links out to sources about character class, race, etc.

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NPC Basics:

Race and Size Human
Alignment LG
AC |  HP 13 | 24
Speed | Lvl 25 | 3

 

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Ability Scores:

Str +0 (10) Dex +1 (12) Con +2 (14)
Int +4 (18) Wis +1 (12) Cha +0 (10)

 

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Skills, Senses, Languages:

Saving Throws: Int +6, Wis +3
Skill Proficiencies: Arcana +6, History +6, Investigation +6, Religion +6
Senses: pPerception 11
Languages: Languages Many…

 

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Actions
:

Weapon Attack Damage Type Extra
Dagger +3 1d4 +1 Slashing Melee
Weapons        

 

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Feats
:

FeatThing.  When the thing happens… roll.

 

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Magic
:

Spell Slots. Level 3: Cantrips 3, 1st level 4, 2nd level 3
 Magic Missile RefLink. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
 Acid Arrow RefLink. A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

 

 

 

https://www.dndbeyond.com/posts/959-wizard-101-order-of-scribes-from-tashas-cauldron

https://www.dndwiki.io/subclasses/order-of-scribes

 

 

Order of Scribes (UA)

This subclass was published on May 12th, 2020.

Magic of the book—that’s what many spellcasters call wizardry. The name is apt, given how much time wizards spend poring over their spellbooks, penning theories about the nature of magic, and exploring the farthest recesses of libraries. It’s rare to see a wizard traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.

Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries in tomes and scrolls so that wizardry can flourish. And while every wizard values their spellbook, a scribe in the Order of Scribes dedicates themself to magically awakening their book, turning it into a trusted companion. All wizards study their spellbooks, but a wizardly scribe talks to theirs!

Wizardly Quill

2nd-level Order of Scribes feature

As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:

This quill disappears if you create another one or if you die.

Awakened Spellbook

2nd-level Order of Scribes feature

Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.

While you are holding the book, it grants you the following benefits:

If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you’re attuned. At the end of the rest, your spellbook’s consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

Master Scrivener

6th-level Order of Scribes feature

Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.

The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.

You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.

Manifest Mind

10th-level Order of Scribes feature

You are now able to conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral construct, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice). The spectral mind has a number of hit points equal to your wizard level plus your Intelligence modifier, and it uses your Armor Class and saving throw modifiers.

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the its senses, instead of your own, until your concentration ends (as if concentrating on a spell).

Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from you, if it drops to 0 hit points, if you die, or if you dismiss it as a bonus action.

One with the Word

14th-level Order of Scribes feature

Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While you are holding the book and its spectral mind is manifest, you can take an action to cause the two of you to teleport, swapping places. You can teleport in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Moreover, if you die but at least one spell remains in your Awakened Spellbook, you can return to life 1 minute later within 5 feet of the book. You revive with 1 hit point. Then roll 3d6. The book loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll’s total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination.

Thereafter, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. The only way to restore your ability to cast one of the lost spells is through the wish spell, which can restore one spell to the book per casting.

 

From <https://www.dndwiki.io/subclasses/order-of-scribes>

 

 

 

 

Order of the ScribesTCoE

If you want to collect every wizard spell every published (like me), Order of the Scribes is a great choice. They get some unique capabilities to address many challenges commonly faced while adventuring, but they’re not focused on any one small part of wizardry. Rather, Order of the Scribes is a sort of generic wizard subclass that emphasizes, complements, and celebrates some of the best things about being a wizard (like collecting all of the spells).

Order of the Scribes has a unique balancing mechanic: knowing more spells makes you more powerful. Sure, rituals work for any wizard, and having access to more spells makes you more able to adapt to challenges. But Order of the Scribes goes beyond that. Having an abnormally large number of spells in your spellbook allows you to change the damage type of spells, and at high levels to negate damage by temporarily blocking off access to spells in your spellbook. Due to these unique mechanics, you’re dependent on learning as many spells as you possibly can. Expect to spend gold and time putting spells into your spellbook at every opportunity.

Unfortunately, that unique capability comes with risk. The Wizard learns a total of just 44 spells by the time they reach 20th level unless you can add additional spells to your spellbook. Depending on the game you’re in, you may never get access to ways to add more spells to your spellbook (other wizards’ spellbooks, spell scrolls, etc.). In campaigns which take place in the wilderness or in a megadungeon, Order of the Scribes is a risky choice. In games set in cities with libraries or wizard schools, easy access to spellbooks will make the Order of the Scribes effective, reliable, versatile, and fun. If you don’t know the nature of the campaign, check with your DM before you commit to this. You will eventually get access to things like teleportation and then you may be able to go looking for sources of new spells, but you probably don’t want to suffer the total absence of options until that point.

Taken as a whole, Order of the Scribes is very much the “wizard’s wizard”. If you like the Wizard and you’re comfortable with the mechanics which make the Wizard great, Order of the Scribes is a great choice. But if you’re looking for an easy route to a powerful character that works in any campaign, Order of the Scribes isn’t what you’re looking for.

  1. Wizardly Quill: Copying a spells normally takes two hours per spell level. This reduces that time considerably. Time spent learning spells is typically handled “off screen”, but if you’re tracking Downtime this means that you can copy 60 times as many spells in the same amount of time as other wizards.
    The quill also allows you to vandalize stuff for free. The ink doesn’t magically adhere to things, but given time you could scribble over every book in a library, rendering them illegible until you decide to erase your scribbles. Tragically, the free ink doesn’t make it free to add more spells to your spellbook, so expect to spend the bulk of your money on copying new spells.
  2. Awakened Spellbook: The ability to change the damage type of your spells makes it much easier to use damage spells. Look for spells which deal damage types that are rarely resisted like Force (Magic Missile, Disintegrate), Thunder (Shatter), Psychic, Necrotic, and Radiant damage. If you know enough spells and know your enemies’ resistances, you may go your entire career without dealing damage to a creature which has resistance to that damage type. But, again, you need to learn as many spells as possible to get the most out of this feature, so if your DM doesn’t give your access to more spells you may struggle to make this work.
    The third benefit lets you cast a ritual more quickly once per day. That’s great for options like Detect Magic and if you need them in a hurry, but hopefully you won’t need it often.
  3. Manifest Mind: Similar in many ways to Arcane Eye, though certainly less subtle since it’s not invisible. This allows you to examine distant objects, peek around corners, keep watch in two places at once, and even explore small spaces where you can’t physically fit. It even has Darkvision even if you don’t, so it can serve in place of your own eyes in dark places. Think of it like one of those quadcopter drones, but your controls only work out to a range of 300 feet and you can shoot fireballs through it.
    You also gain the ability to cast spells using your spectral mind as the origin point. This allows you to cast spells while you’re safely behind cover, or to deliver short-range spells like Burning Hands or Thunderclap without the risk of being in near-melee range and potentially even without the targets being aware of your presence. However, the number of times you can do this per day is small so look for other ways to solve the same problems if you can.
  4. Master Scrivener: Since you can’t share this (the scroll is unintelligibile to anyone else), this is basically just a free spell per day. Find your favorite 2nd-level spell with a decent effect for being upcast to 3rd level. You don’t need to have the spell prepared, so this is good for spells with long durations which you know you will cast, but which you won’t cast more than once.
  5. One with the Word: Advantage on Arcana checks is really nice, especially if you’re using the rules for identifying spells presented in Xanathar’s Guide to Everything and if your DM allows you to use skill checks to identify monsters and their weaknesses.
    The second benefit of this feature allows you to entirely negate sources of damage. However, this comes with a steep cost and a gamble. First, it eats your Reaction, so consider using Shield or Absorb Elements if either of them will suffice. Second, it dismisses your Spectral Mind, so you’ll need to re-manifest it as a Bonus Action on a later turn.
    Third, and most important, you temporarily lose access to some of the spells in your spellbook. This is honestly a pain to track, but it’s also easy to mitigate this cost. By learning a huge number of spells, you can accumulate enough spell levels worth of unused spells that you may be able to use this numerous times in succession. Just keep in mind that at an average of 10.5 spell levels, you need to spend an average of 525gp learning the spells to fuel a single use.
    Finally, if you roll the 3d6 and roll more spell levels than you can spend, you’re immediately reduced to 0 hit points. This can prevent you from immediately dying due to massive damage because the original damage is still prevented, but if the original damage wasn’t going to knock you down to 0 you’re going to feel silly for knocking yourself out because you don’t know enough spells.

 

From <https://rpgbot.net/dnd5/characters/classes/wizard/subclasses/>

 

 

flutesloot.com

Order of Scribes Wizard: D&D 5e Analysis and Roleplaying Ideas – Flutes Loot

About The Author

14-17 minutes

 

Featured Order of Scribes Wizard image credit to Wizards of the Coast’s book Tasha’s Cauldron of Everything.

Disclaimer: This article contains affiliate links that add gold to our coffers.

You are an Order of Scribes Wizard behind on your studies. Finding a quiet corner of the tavern, you retrieve your magic quill and begin to transcribe a spell scroll into your spellbook. “Oh, that’s a good one,” says your spellbook. “I’ve been gaining a lot of weight from the substantial spells you have been discovering.” You reply, “The Order will be pleased with our progress. Surely they’ll allow me access to the deeper secrets in the vaults as a reward for my diligence.” Tavern patrons glance at you curiously as your quill seems to scribe with a mind of its own while you openly converse with your book.

Upon realizing the scene you’re creating, you suggest to your book that it’s time to get a room. “I’m flattered, but maybe buy me dinner first,” jabs your paged companion as you roll your eyes and get up from the table. As you walk to your room, you wonder if the Order of Scribes Wizards will allow you to trade your spellbook for a less-cheeky model…

Suddenly, the tavern explodes in a fiery blast that reduces everyone to ash. Everyone except you. At the last moment, your spellbook’s manifested mind transformed into a watery bubble that shielded you from harm. You look around, horrified at the mayhem and carnage. “We seem to have caught the attention of powerful enemies,” you say. Your spellbook replies with fatigue in its voice, “It would seem so. We can’t afford to drop our guard.”

Playing an Order of Scribes Wizard

You’ve decided to play an Order of Scribes Wizard, and you want to explore the roleplaying potential of the subclass. I intend to help you in your exploratory process to maximize the fun when you play a scrivener. I’ll explore the lore and provide ideas for getting the most out of your Scribe Wizard features and lore.

The term ‘scrivener’ is a recurring word, so let’s define it: “a professional or public copyist or writer; notary public.” You’re basically Jerry from Parks and Rec (just kidding, kind of).

This subclass practically roleplays itself. You get a study buddy in the form of your spellbook and its manifested mind, and you gain skills that any scribe would covet. You’re a bookworm, through and through. The Order of Scribes Wizard comes fully loaded with interesting details to build upon as you develop your character’s background, flaws, bonds, and ideals. The order to which you subscribe as a scribe (haha) can take many forms, recording knowledge for the public good or hoarding it to amass private power.

 

Tasha’s Cauldron of Everything describes the Order of Scribes Wizards subclass as the most bookish of all Wizards. Every Wizard keeps a library card, but the Scribes are in the library every day!

There’s a reason this subclass is based on an order resembling the structure of a paladin order. The Order of Scribes is a group that takes many forms in different worlds, but each of them ultimately has the same goal: discover magical secrets to record them for all to possess. They’re scholarly tattletales with a taste for magic. We don’t get much information beyond that in TCoE, but the Order of Scribes is known by alternate names. One name is the Order of the Ibis Feather, elite scriveners who served a powerful pharaoh.

I found additional lore for an unsavory scrivener named Jergal. He formed a church of scribes devoted to the Lord of the Dead, Kelemvor. This lore taught me that the Order of Scribes can be much more than mere bookworms in a book club.

Scribe Wizards don’t merely study their spellbooks; they awaken them. It’s like an episode of Blue’s Clues or Reading Rainbow when a Scribe Wizard’s book comes to life. You are the Pagemaster! You’re never lonely when you have your trusted book.

 

Wizardly Quill – Level 2

Graffiti time! I’m claiming creative license to decide the Scribe Wizard can use the Wizardly Quill on reasonable, non-paper items. I can’t guarantee other hobbyists would rule the same.

I picture Order of Scribes Wizard’s magical quill as a tool that can be used on a variety of surfaces. If you thought Jester from Critical Role was trouble with her magical pigments, get ready for this. You can eclipse her mischief with this ink-less quill. You don’t need ink, and you can produce ink of any color as you write with the quill. Using colorful, erasable ink is heaps of fun if it can be used on diverse mediums.

You might use Mage Hand to scribe messages on a wall, so you don’t need to speak, erasing it quickly with a wave of the quill’s feather. Lending the quill to someone else will allow them to play with it, too. You can help cheer up characters by teaching them to read and write in beautiful colors.

The notes you take will be color-coded since you can write in your choice of ink color. I appreciate this because I prefer to use multi-color pens for notetaking. You could get away with writing with invisible ink as an option for ink color.

I recommend describing the quill as writing with a mind of its own while you check your notes or in your hand to speed your penmanship. Your handwriting may change when using your Wizardly Quill. It’s a paintbrush or pen with a mind of its own.

You may also treat the Wizardly Quill as an extension of your will. Think of the quill as a computerized mechanism for your own scripting expertise. The quill becomes like a printer for you as you quickly copy spells to your spellbook.

 

Awakened Spellbook – Level 2

Imagine your Order of Scribes Wizard’s spellbook alerting you when you run out of spell slots: “Not enough mana. Construct additional pylons.” your spellbook becomes a narrator for whatever you do, like an announcer’s voice during a real-time game like Dota 2 or Starcraft. It could be a hype man for you like the “Toasty!” guy from Mortal Kombat.

The Order of Scribes Wizard, thanks to this feature, doesn’t have the same problems with spells being limited to elemental types that are commonly resisted by high-level monsters. Amazingly, you can adapt your spells to a given situation by combining their aspects with other damage-based spells. Every damage spell of 5e becomes new in your adaptive arcane hands. Use your spellbook as your arcane focus to become debatably unmatched in your spellcasting versatility.

Create an apparatus for your spellbook since you can use it as your spellcasting focus. You might chain or otherwise tether the book to your body or clothing. Get creative with your combat load-out to incorporate your spellbook. You’ll want to use the book so you can alter damage-type formulas for spells you cast. You may describe casting Fireball as your spellbook sears with red until it cools into a chilly blue aura to alter Fireball to deal cold damage.

Casting a ritual spell without the additional ten minutes to casting time once per long rest is extremely cool and useful. Describe this process as the spellbook sentience rattling off the ritual in a matter of seconds. Once again, the spellbook works like a computer speeding up your work/spellcasting. The computerized theme continues if you must recreate your spellbook with your summoned Wizardly Quill over the course of a short rest. It’s like your quill is a printing press or 3D printer.

 

Manifest Mind – Level 6

It’s time to set your spellbook’s sentience into action and give it additional personality. The Manifest Mind, by the text, can appear as your choice of cascading text, a spectral book, or an actual scholar you’ve known or learned from (even if long dead).

The possibilities for personality here are endless. My mind races with possible personalities to instill in the Order of Scribes Wizard’s Manifest Mind: Ben Stein’s character from Ferris Bueller, Kronk from Emperor’s New Groove, Saoirse-Monica Jackson, Chris Farley, Tim Curry, Fred Schneider of the B-52s, the ladies of ABBA, Cher, HAL 9000, Iron Man’s Jarvis, or Gaston. These Scribe Wizard features are sources of endless inspiration and fun.

This ability is full of hijinks. Anything that cannot deal with a spectral arcane book will get wasted by your spells cast through the Manifest Mind while you remain hundreds of feet away. This feature isn’t useful for chasing creatures because you can move the Manifest Mind 30 feet with your bonus action; the book can’t Dash like a normal character. Creatures stuck in a room or area should sweat if your Manifest Mind appears among them.

You can keep the Manifest Mind close to you as a floating, dim light source.

 

Master Scrivener – Level 10

Creating a spell scroll with Master Scrivener works like a modern copy machine using your Wi-Fi. You create scrolls with incredible efficiency, saving costs and time like nothing else in this game. The temporary scroll is effectively an extra low-level spell slot with +1 upcasting. You don’t need to prepare the spell, so spells that may be needed once would be excellent options for the temporary spell scroll. You can read more about spell scroll crafting in my other article on the topic (read it here), including a summary of normal time and cost to craft spell scrolls.

Remember, the Order of Scribes Wizard’s temporary spell scroll of this feature can only be used with spells of first or second level with a casting time of one action. For example, Arcane Lock may be a good choice if this feature allows you to omit the material components required. Nystul’s/Arcanist’s Magic Aura would also be great while you work daily to make its effects permanent. It’s unclear whether you can overcome material components with this temporary spell scroll feature. We’re told the spell is copied onto the blank paper to become a scroll, and it can be cast as an action. This is very different from the usual crafting of spell scrolls. Let me know if you’ve seen rules clarifications on this topic.

Using Master Scrivener to Inspire Your Lineage and Backstory

You can roleplay the temporary spell scroll as an effortless casting where you hold up the temporary scroll to unleash its power while you sip from your tea. If you are playing a Warforged lineage, you might feed the scroll into something like a computer’s CD drive as you process the scroll and cast the spell. You might also read it like a modern QR code.

You’re likely a master notetaker, too, allowing you to quickly jot down what someone says as they speak (maybe in short-hand). You can also picture yourself as a master plagiarizer as you copy spells so quickly. Giving new life to a spell isn’t the same as stealing! During your arcane schooling, you may have earned a modest sum of gold by copying your homework with slight variances so the richest kids in school could pass their classes with your work’s rubric. This Order of Scribes Wizard’s character development may be instrumental with the Strixhaven content of 2021.

 

One with the Word – Level 14

Some players may think this is useless, or its downside is too great; I’m afraid I disagree with both. Here’s why! Wizards are known to accumulate more spells than they have the time or patience to use. They may find that half of their spells are not being prepared at high-level play because their uses are niche or not anticipated to be useful in a given adventuring day. The Order of Scribes can utilize unused spells for defensive purposes.

One with the Word makes each spell within your spellbook act as part of its effective lifeforce. It can manifest that life force to shield you from harm. The Order of Scribes Wizard’s Manifest Mind must be active to use the protective reaction. You can negate an entire instance of damage (all of it) with your reaction. That’s huge! This helps you maintain concentration and preserve your life at the cost of placing several of your spells on ‘cooldown’ for a few days. You can use this damage-nullifying reaction once per long rest, so choose the triggering damage instance wisely.

Not only is this an excellent utility for unused spells at high-level Wizard play, but it also helps solve the gold spending problems of 5e. I hear many players complain about how they feel gold is worthless in D&D 5e (I wrote about solutions to gold and wealth problems here). Make your gold work for you by learning spells that literally defend you from harm!

Cinematic Descriptions for One with the Word

You can roleplay the damage negation by describing your spellbook reacting to teleport you slightly out of harm’s way, opening a portal to send a harmful blast into another dimension, or projecting a shield of force. It can also be a manifested parachute to save you from falling to your death. On that note, the fact that you need Manifest Mind active feeds into the roleplaying. The spectral mind of your spellbook morphs itself into a Green-Lantern-style object to deal with whatever threatens you. It becomes a tower shield to block a giant’s club, a wall of water to douse a fiery blast, or a Magneto helmet to guard your mind against a psychic onslaught. It can even become a Groot shield of wood to make you the sole survivor of a ship crash or massive explosion.

It’s easy to miss the detail that you gain advantage on Arcana checks while the book is on your person. This may be amazing or meh, depending on your gaming group’s style and rules. You can roleplay this advantage as your spellbook constantly using the Help action on you. The two of you discuss magic like professors in the teacher’s lounge. Your spellbook is your study buddy.

 

You Should Play an Order of Scribes Wizard!

I was already excited to play an Order of Scribes Wizard, but writing this article and brainstorming the roleplaying potential has taken my excitement to the next level. I hope you feel the same way! The Order of Scribes Wizard subclass is unique, and it deserves love from the narrators and roleplayers among us.

Would you please tell me your ideas for maneuvers, descriptions, and narratives involving the Order of the Scribes? Is there an actual ‘order’ in your game’s world, or is this subclass more like a scribe of its own? Tell me all about it by casting Message in the comments below.

Lastly, check out our other class and subclass articles before you go!

Thanks so much for reading and sharing this content. We’ll see you in the next article!

 


Categories: Characters

Koza (Kocroza Azniz)

“I am whatever I need to be to survive.”

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NPC
: [Koza]
Koza is a female Half-Elf (Drow). She is trained as a Monk by The Ulu Veldrin – A Drow Guild of Assassins.

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Description:
Were it not for her white hair and milky-grey skin, Koza could pass for any Half-Elf with her features. She is dressed in a commoners clothing, a simple dark dress, to give the impression she is nothing more than a commoner.

[ImageLink]

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Roleplaying
:
The NPC speaks and behaves this way.

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Objective and Motivations:

Currently, Koza wants nothing but revenge on the doppleganger who killed her best friend Vyerith and took her place in the Ulu Veldrin. If she can complete a contract on Nezznar the Black Spider at the same time, all the better

___________________________________
Background:

Though she has no memory of it, Koza was born on the surface, in Nesmé, where her Drow father was in hiding for several months. Her mother was a priestess at The Morninglords Solitary, the Nesme temple to Lathandar. She found Koza’s father wounded and near-death. She healed him and sheltered him until he was discovered.

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Combat Tactics
:
Koza is a stealth ranged fighter.
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Items Inventory
:
The things in the pack and on the back

___________________________________
References:
Links out to sources about character class, race, etc.

___________________________________
___________________________________

 

 

___________________________________
Character Stats:

Race and Size Half-Elf (Drow)
Alignment | Deity N | Unknown
AC |  HP 17 | 24
Speed | Lvl 40 | 3

 

___________________________________
Ability Scores:

Str +0 (10) Dex +4 (18) Con +0 (10)
Int +2 (14) Wis +3 (16) Cha +0 (10)

 

___________________________________
Skills, Senses, Languages:

Saving Throws: Str +2, Dex +6
Skill Proficiencies: Acr +6, Stealth +7, Perception +5
Senses: Darkvision 60ft, pPerception 15
Languages: Languages Common, Undercommon, Goblin, ?

 

___________________________________
Actions
:

Weapon Attack Damage Type Extra
Short Bow +7 1d6 +5 Piercing Ranged 80/120
Unarmed +6 1d4 +4 Bludgeoning Melee
Dagger +6 1d4 +4 Slashing Melee
Weapons        

 

___________________________________
Feats
:

Arcus Mark. You can use a bonus action and 1 Ki on your turn to make your attacks with a ranged weapon more deadly. When you do so, any target you successfully hit with a ranged attack takes extra damage. Add 1 Martial die to the damage roll. Increases to 2 Martial Die at Level 6, 3 at level 11, 4 at level 17.

 

___________________________________
Magic
:

Faerie Fire. Innate Spell. 1/day (Chr Based)

Each object in a 20-foot cube within range (60 ft) is outlined in violet light. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration (1min), objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Dancing Lights Innate Spell 1/day (Chr Based)

You create up to four torch-sized lights within range (120 ft ), making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

 

 

 

 


Categories: Characters

Sildar Hallwinter

 

It is in the character of very few men to honor without envy a friend who has prospered.”

 

~Aeschylus

 

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NPC Basics:

Race and Size Human, Medium (Fighter)
Alignment LG
AC |  HP 20 | 50
Speed | CR 25 | 3

 

___________________________________
Ability Scores:

Str 18 +4 Int 14 +2
Dex 14 +2 Wis 16 +3
Con 16 +3 Cha 12 +1

 

___________________________________
Skills, Senses, Languages:

Saving Throws: Con +5 Wis +5
Skill Proficiencies: Skill List
Resistances: Fire
Senses: Darkvision 60ft, pPerception 15
Languages: Common

 

___________________________________
Actions
:

Weapon Attack Damage Type Extra
Great Sword +6 1d8 +4 Slashing Melee
Unarmed +4 1d4 +2 Bludgeoning Melee
Dagger +4 1d6 +2 Slashing Melee
Short Bow +4 1d6 +2 Piercing Ranged 80/120

 

___________________________________
Feats
:

Brave. Sildar has Advantage on saving throws against being frightened or intimidated
Multiattack. Sildar makes two Great Sword attacks per turn.
Parry (Reaction). Sildar adds 2 to its AC against one melee attack that would hit it. To do so, Sildar must see the attacker and be wielding a melee weapon. Once per turn.

 

___________________________________
Combat Tactics
:
Sildar was a member of the Griffon Calvary. He maintains still, very high ideals about combat and war. Life has value and honor demands we recognize that value. He will not move to make a killing blow, in fact, he might even block one against his enemy if he senses some moral capabilities.

 

___________________________________
Roleplaying
:
I like to imagine Sildar as somewhat like Worf from Star Trek. Speaks much of honor, but also does much from honor and never speaks of it. LG to the core.

___________________________________
Description:
This is how NPC appears to others – read-aloud text. (include picture – or link to picture – here)

 

___________________________________
Background and Motivations:

This is where NPC comes from and what motivates PC

___________________________________
Items Inventory
:
The things in the pack and on the back

 

___________________________________
References:
Links out to sources about character class, race, etc.

______________________________________________________________


Categories: Characters

Ryliatha Cannowbrook

“Something this character has said.”

___________________________________
NPC
: [NameLink]
This NPC is a Race ClassOccupation. They are this age.

___________________________________
Description:
This is how NPC appears to others

[ImageLink]

___________________________________
Roleplaying
:
The NPC speaks and behaves this way. How to best bring NPC to life when playing them.

___________________________________
Objective and Motivations:

This is what NPC wants and what motivates them to get it

___________________________________
Background:

This is where NPC comes from

___________________________________
Combat Tactics
:
This is how NPC prefers to engage in combat, if they do at all.
___________________________________
Items Inventory
:
The things in the pack and on the back

___________________________________
References:
Links out to sources about character class, race, etc.

___________________________________
___________________________________

 

 

___________________________________
NPC Basics:

Race and Size
Alignment NG
AC |  HP 13 | 30
Speed | CR 25 | 3

 

___________________________________
Ability Scores:

Str 12 +1 Int 12 +1
Dex 12 +1 Wis 12 +1
Con 12 +1 Cha 12 +1

 

___________________________________
Skills, Senses, Languages:

Saving Throws: Saving Throws
Skill Proficiencies: Skill List
Immunities:
Resistances:
Vulnerabilities:
Senses: Darkvision 60ft, pPerception
Languages: Languages

 

___________________________________
Actions
:

Weapon Attack Damage Type Extra
Unarmed +4 1d4 +2 Bludgeoning Melee
Sling +4 1d4 +2 Bludgeoning Ranged  30/120
Dagger +4 1d6 +2 Slashing Melee
Shortsword +4 1d6 +2 Slashing Melee
Short Bow +4 1d6 +2 Piercing Ranged 80/120
Weapons

 

___________________________________
Feats
:

FeatThing.  When the thing happens… roll.

 

___________________________________
Magic
:

MagicThing.  When/How the magic thing happens. Include magical items.

 

 


Categories: Characters

Guide Wildpath

“All stories matter much to an enchanted forest, and the life therein spend their days and nights telling them.”

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NPC
: [Guide Cahtris Wildpath]
Guide Cahtris Wildpath is a Half-elf Monk from the eastern Yuirwood forest.

___________________________________
Description:
This is how NPC appears to others

[ImageLink]

___________________________________
Roleplaying
:
The NPC speaks and behaves this way. How to best bring NPC to life when playing them.

___________________________________
Objective and Motivations:

This is what NPC wants and what motivates them to get it

___________________________________
Background:

This is where NPC comes from

___________________________________
Combat Tactics
:
This is how NPC prefers to engage in combat, if they do at all.
___________________________________
Items Inventory
:
The things in the pack and on the back

___________________________________
References:
Links out to sources about character class, race, etc.

___________________________________
___________________________________

 

 

___________________________________
NPC Basics:

Race and Size  
Alignment NG
AC |  HP 13 | 30
Speed | CR 25 | 3

 

___________________________________
Ability Scores:

Str 12 +1 Int 12 +1
Dex 12 +1 Wis 12 +1
Con 12 +1 Cha 12 +1

 

___________________________________
Skills, Senses, Languages:

Saving Throws: Saving Throws
Skill Proficiencies: Skill List
Immunities:  
Resistances:  
Vulnerabilities:  
Senses: Darkvision 60ft, pPerception
Languages: Languages

 

___________________________________
Actions
:

Weapon Attack Damage Type Extra
Unarmed +4 1d4 +2 Bludgeoning Melee
Sling +4 1d4 +2 Bludgeoning Ranged  30/120
Dagger +4 1d6 +2 Slashing Melee
Shortsword +4 1d6 +2 Slashing Melee
Short Bow +4 1d6 +2 Piercing Ranged 80/120
Weapons        

 

___________________________________
Feats
:

FeatThing.  When the thing happens… roll.

 

___________________________________
Magic
:

MagicThing.  When/How the magic thing happens. Include magical items.

Categories: Characters

Guide Greenhill

“Many stand year after year one step away from losing their mind. Such is life.”

___________________________________
NPC
: [Guide Greenhill]

Guide Greenhill is an aging male Genasi and Master Scribe who spent much of his life as a Keeper of Knowledge in the Quill Ward in Calimport.

___________________________________
Description:
Guide Greenhill is easily mistaken for a moon elf from a distance. He has light grayish-blue skin and white hair and the pointed ears of an elf. Its not until you are close enough to look into his eyes that you realize Greenhill is something else, something more. There are slight patterns in his skin that flow around like currents. Usually the movements are soft and slow, but when Greenhill is angry or agitated, the patterns rage around his body like a storm.

[ImageLink]

___________________________________
Roleplaying
:
Greenhill is reserved and quiet having spent much of his life in a vast library. He will never waste words, and he will rarely reveal his internal state unless anger takes hold of him.

___________________________________
Objective and Motivations:

Greenhill has a simple objective – to be useful. He poured so much of himself into the private library called “Bards Wisdom” in the Quill Ward. Over ten years ago, the private membership of the library declined drastically and new members were not accepted. His life work is now doing nothing but collecting dust. He could not bear the meaningless toil any longer and left to find a place for himself in a bard college – somewhere he could do meaningful work again.

___________________________________
Background:

This is where NPC comes from

___________________________________
Combat Tactics
:
This is how NPC prefers to engage in combat, if they do at all.
___________________________________
Items Inventory
:
The things in the pack and on the back

___________________________________
References:
Links out to sources about character class, race, etc.

___________________________________
___________________________________

 

 

___________________________________
NPC Basics:

Race and Class GenasiMaster Scribe
Alignment LG
AC |  HP 21 | ??
Speed | CR 35 | ??

 

___________________________________
Ability Scores:

Str 12 +1 Int 20 +5
Dex 12 +1 Wis 18 +4
Con 12 +1 Cha 16 +3

 

___________________________________
Skills, Senses, Languages:

Saving Throws: Saving Throws
Skill Proficiencies: Skill List
Immunities:  
Resistances:  
Vulnerabilities:  
Senses: Darkvision 60ft, pPerception
Languages: Languages

 

___________________________________
Actions
:

Weapon Attack Damage Type Extra
Unarmed +4 1d4 +2 Bludgeoning Melee
Sling +4 1d4 +2 Bludgeoning Ranged  30/120
Dagger +4 1d6 +2 Slashing Melee
Shortsword +4 1d6 +2 Slashing Melee
Short Bow +4 1d6 +2 Piercing Ranged 80/120
Weapons        

 

___________________________________
Feats
:

FeatThing.  When the thing happens… roll.

 

___________________________________
Magic
:

MagicThing.  When/How the magic thing happens. Include magical items.

Categories: Characters

Aide Camarie

“The purpose of life is not to be wealthy or happy or powerful. It is to be useful, to be honorable, to be compassionate, to make some mark that you have lived and lived well.”

___________________________________
NPC
: Aide Camarie
Aide Camarie is human assistant to Elder Arrodonn at the Treyvigg Winery. She is middle-aged.

___________________________________
Description:
Aide Camarie has long brunette hair that she keeps tied in a single tail. She wears the red and white robes of an aide.

 

[ImageLink]

___________________________________
Roleplaying
:
Aide Camarie is a caretaker, and she is perceptive to the needs of others. She is very concerned about everyones well-being and comfort.

___________________________________
Objective and Motivations:

This is what NPC wants and what motivates PC

___________________________________
Background:

This is where NPC comes from

___________________________________
Combat Tactics
:
This is how NPC prefers to engage in combat, if they do at all.
___________________________________
Items Inventory
:
The things in the pack and on the back

___________________________________
References:
Links out to sources about character class, race, etc.

___________________________________
___________________________________

 

 

___________________________________
NPC Basics:

Race and Size  
Alignment NG
AC |  HP 13 | 30
Speed | CR 25 | 3

 

___________________________________
Ability Scores:

Str 12 +1 Int 12 +1
Dex 12 +1 Wis 12 +1
Con 12 +1 Cha 12 +1

 

___________________________________
Skills, Senses, Languages:

Saving Throws: Saving Throws
Skill Proficiencies: Skill List
Immunities:  
Resistances:  
Vulnerabilities:  
Senses: Darkvision 60ft, pPerception
Languages: Languages