Diffel Ironshade

Duergar raised by a gold dwarf jewel crafting mentor who got murdered. Studied as a DivWiz to get all the answers.

Description:

Character

  • Class: Wizard
  • Race: Duergar

Stats

  • STR: 10 (+0)
  • DEX: 14 (+2)
  • CON: 16 (+3)
  • INT: 15 (+3)
  • WIS: 11 (+0)
  • CHA: 14 (+2)

Proficiencies

  • Arcana +5
  • History +5
  • Insight +2

Features & traits

  • AC: 12
  • Spell save DC: 13
  • Spell attach bonus: +5
  • Speed: 25 feet
  • HP: 9
  • Age: 101
  • Alignment: Lawful neutral
  • Size: Medium
  • Super Darkvision: 120 feet
  • Languages. Dwarvish, common, undercommon, primordial
  • Advantage against illusions and being charmed or paralyzed
  • Sunlight sensitivity
  • Druergar magic

Weapons

  • Dagger 1d4 piercing
  • Darts 1d4 piercing
  • Sling 1d4 bludgeoning
  • Quarterstaff 1d6 bludgeoning
  • Light crossbow 1d8 piercing

Spell list

Cantrips

Firebolt

  • Casting time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 16th level (4d10).

True Strike

  • Casting time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration, up to 1 round

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.

Message

  • Casting time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a short piece of copper wire).
  • Duration: 1 round

You point your finger towards a creature within range and whisper a message. The Target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical Silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

Level 1 (2 slots)

Mage Armor

  • Casting time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of cured leather)
  • Duration: 8 hours

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Shield

  • Casting time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
  • Range: Self
  • Components: V, S
  • Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Alarm

  • Casting time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a tiny bell and a piece of fine silver wire)
  • Duration: 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you when ever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Sleep

  • Casting time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
  • Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creatures’ hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Magic Missile

  • Casting time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

Chromatic Orb

  • Casting time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a diamond worth at least 50 gp)
  • Duration: Instantaneous

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Bio:

Clearly of Underdark descent, but lived in Waterdeep for as long as he can remember. Raised by a Gold Dwarf who mentored him in the craft of gemcutting/jewelcrafting.

His mentor raised him as a Gold Dwarf, but he was murdered by an assassin, leaving no trace.

Left with no family, no real sense of heritage, he enrolled in an Arcane academy in Waterdeep and took an interest in the school of divination.

Diffel Ironshade

Bane of the Shadow King edibouazza george_valergas