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Mindfire Adept

Arcane Controller
Colorless fire burns through the Mindfire Adept and leaks into the receptive world.
Name
Faith
Party
ClassWizard

Abilities and Skills

Distribute +3, +2, +1, +0 and -1 between abilities, then add +1 to any one ability.

Train 4 more skills of your choice. Arcana is already trained.

Strength
☐ Athletics
☐ Endurance
Dexterity
☐ Acrobatics
☐ Initiative
☐ Sleight of Hand
☐ Stealth
Intelligence
β˜‘ Arcana
☐ History
☐ Religion
Wisdom
☐ Dungeoneering
☐ Heal
☐ Insight
☐ Nature
☐ Perception
Charisma
☐ Bluff
☐ Diplomacy
☐ Intimidate
☐ Streetwise

Proficiencies

Weapons Dagger, sickle, club, quarterstaff

Armor None

Wands β˜‘ β˜‘ β˜‘

Equipment

  • β˜‘ Any weapon:
  • β˜‘ Any wand:
  • β˜‘ Any wand:
  • β˜‘ Any wand:
  • β˜‘ Cloth (+0 AC, already included)
  • ☐ 20gp of ritual components OR ☐ pen that belonged to an archdevil OR ☐ scribe's kit
  • β˜‘ Dungeoneer's pack (backpack, bedroll, flint & steel, belt pouch, 10 days rations, waterskin, 2 glowbaskets, 50' rope)

Loot and Plunder

gold pieces
silver pieces
copper pieces

In Play

Current HP
/
Max HP
Bloodied
Recoveries
Recovery Value
Impetusβ›ΊοΈŽLevel 3β›ΊοΈŽLevel 7β›ΊοΈŽ

Short rest (5 mins) Regain Impetus, spend recoveries to heal

Stamina🌣︎Level 5🌣︎Level 9🌣︎
Action Points

Long rest (6 hours) Regain Stamina, heal to maximum HP, regain all spent recoveries, set Action Points to 1

Feats

At levels 4, 7 and 10, add a feat from any you meet the requirements for.

Arcane Armor +2 feat bonus to AC while you wear cloth or no armor (already included).
Ancestry
Level 4
Level 7
Level 10
Other
Other

Talents

At levels 2, 6 and 10, add a talent from any skill you have proficiency in.

Fine Control Wizard Any power you use that targets creatures can instead target enemies if you wish.
Ancestry
Level 2
Level 6
Level 10
Other
Other
Other

Class Features

Morning Study After a long rest, you can replace one impetus or stamina power you know with a impetus or stamina power from the original list of options for that power, or replace one Arcana talent you know with one you are eligible to learn.

Fiery Soul +1 feat bonus to your damage with any fire attack and ignore the first 5 points of a target's fire resistance. Level 11: +2 instead. Level 21: +3 instead.

Powers

β’ΊοΈŽ Bomber, β›ΊοΈŽ Heighten spell, 🌣︎ ☐ Fireball or ☐ Drowsy.

β›ΊοΈŽ Levels 3 and 7 – choose one

  • ☐ Burning sheet
  • ☐ Force bludgeon
  • ☐ Illusory enemies
  • ☐ Fiery eruption
  • ☐ Sinister control
  • ☐ Gravity warp

🌣︎ Levels 5 and 9 – choose one

  • ☐ Quagmire
  • ☐ Burned over
  • ☐ Moths to a flame
  • ☐ Fireball
  • ☐ Drowsy

Ancestry

Paste your ancestry here
LevelAttack
(weapon / spell)
AC FortReflex WillSkills*
(trained / untrained)
HP (bloodied) / recoveryOtherXP for next
1+7 / +515121315+5 / +025 (12) / 61,000
2+8 / +616131416+6 / +129 (14) / 7Talent2,250
3+9 / +717141517+6 / +133 (16) / 8Impetus Power3,750
4+10 / +818151618+7 / +237 (18) / 9Feat5,500
5+11 / +919161719+7 / +241 (20) / 10Stamina Power7,500
6+12 / +1020171820+8 / +345 (22) / 11Talent10,000
7+13 / +1121181921+8 / +349 (24) / 12Feat, Impetus Power13,000
8+14 / +1222192022+9 / +453 (26) / 1316,500
9+15 / +1323202123+9 / +457 (28) / 14Stamina Power20,500
10+16 / +1424212224+10 / +561 (30) / 15Talent, Feat25,500

+2 AC and Reflex if equipped with a shield. Adjust AC if unarmored.

* Add the relevant ability, for example Strength for Athletics.

Current XP

Bomber

Encounter
You make a melee or ranged attack
If a melee attack, the attack instead becomes Near burst 1 (all creatures in area). If a ranged attack, the attack instead becomes Far spray 2 within 10 squares (all creatures in area).

Rally

Encounter
Spend a recovery and heal your recovery value. You are fortified until the end of your next turn.

Drowsy

🌣︎ Daily
A few lilting words, and eyes grow heavy.
🌣︎ Stamina
burst 2 within 20, all creatures
vs Will
The target is slowed (save ends). On their first failed save, the target falls unconscious instead until they take damage or makes a successful save, whichever happens sooner.
The target is slowed (save ends).
Creatures still unconscious at the end of the encounter sleep for an hour or until disturbed.
You can use drowsy multiple times a day, spending 1 Stamina each time.
You can enter a sleeping creature’s dreams by lightly touching them. You are expelled when they wake.

Fireball

🌣︎ Daily
🌣︎ Stamina
burst 2 within 10, all creatures
vs Reflex
4d8 + your level fire damage.
Half damage.
The area becomes a zone until the end of the encounter. Any creature that ends its turn in the zone takes 5 fire damage.
You can use fireball multiple times a day, spending 1 Stamina each time.
You can cause flames within 6 squares to flicker, brighten, dim, or change color as a swift action or create light as bright as a lantern from your hand or forehead.

Heighten Spell

β›ΊοΈŽ Encounter
β›ΊοΈŽ Impetus
You make an at-will spell attack
Choose one additional target for the attack, within 5 squares of another target of the attack. All targets of the attack take +1d10 damage if they are hit by the attack.
Level 17 +2d10 damage instead and you gain your choice of (a) 5 temporary HP, (b) shift up to 3 squares or (c) fortified until the end of your next turn. Level 21 +3d10 damage instead, and you gain all three instead of choosing.
You can use heighten spell multiple times an encounter, spending 1 Impetus each time.

Careful Slice

At-Will
weapon, one target
vs Reflex
1dW + level damage.
Level 21 2dW + level damage instead.
β˜‘οΈŽβœ‹οΈŽDagger 1d6 damage (Melee 1 or Ranged 5/10)
β˜οΈŽβœ‹οΈŽMisericorde 1d8 damage (Melee 1 or Ranged 5/10)
β˜οΈŽβœ‹οΈŽRapier 1d10 damage

Cleaving Slice

At-Will
weapon, one target
vs AC
2dW + double level damage. An enemy adjacent to the target takes 1dW damage.
Level 21 3dW + double level damage instead. An enemy adjacent to the target still takes 1dW damage.
β˜‘οΈŽβœ‹οΈŽSickle 1d8 damage
β˜οΈŽπŸ‘οΈŽScythe 1d10 damage
β˜οΈŽβœ‹οΈŽLongsword 1d10 damage
β˜οΈŽπŸ‘οΈŽGreatsword 1d12 damage

Double Attack

At-Will
Must have a melee weapon in each hand
weapon, two targets
vs AC
1dW + level damage.
Level 21 2dW + level damage.
Each attack must be with a different melee weapon and against a different target.

Shillelagh

At-Will
weapon, one target
vs AC
2dW + double level damage and the target is dazed until the end of their next turn.
Level 21 3dW + double level damage instead.
β˜‘οΈŽβœ‹οΈŽClub 1d8 damage
β˜οΈŽπŸ‘οΈŽGreatclub 1d10 damage
β˜οΈŽβœ‹οΈŽLight mace 1d10 damage
β˜οΈŽπŸ‘οΈŽHeavy mace 1d12 damage

Staff Sweep

At-Will
weapon, one target
vs AC
2dW + level damage. Target must save or fall prone.
Level 21 3dW + level damage instead.
β˜‘οΈŽπŸ‘οΈŽQuarterstaff 1d10 damage

Blur

Daily
You become incorporeal until the end of your next turn.
Move

Feather Fall

Encounter
a falling creature (including yourself) within 10 squares
The target floats to earth, taking no damage from the fall and not falling prone afterwards.

Force Shield

Encounter
An attack would hit you.
You are fortified until the end of your next turn.

Sculpt Spell

Encounter
You use a Near or Far power.
The spell only targets creatures of your choice within the area of effect.

Suggestion

Encounter
You are about to make a Bluff, Diplomacy or Intimidate check.
Use your Arcana modifier for the check instead.

Burning Sheet

β›ΊοΈŽ Encounter
β›ΊοΈŽ Impetus
burst 3, all creatures
vs Fortitude
2d8 + level fire damage and 5 persistent fire damage (save ends).

Fiery Eruption

β›ΊοΈŽ Encounter
β›ΊοΈŽ Impetus
burst 2 within 20, all creatures
vs Reflex
4d6 + level fire damage.
Half damage.

Force Bludgeon

β›ΊοΈŽ Encounter
β›ΊοΈŽ Impetus
spray 5, all creatures
vs Will
2d6 + level force damage and the target is dazed until the end of their next turn.

Gravity Warp

β›ΊοΈŽ Encounter
β›ΊοΈŽ Impetus
burst 1 within 10, all creatures
vs Will
2d6 + level damage and the target is slowed until the end of their next turn. Shunt the target 2 squares.

Illusory Enemies

β›ΊοΈŽ Encounter
β›ΊοΈŽ Impetus
burst 1 within 10, all creatures
vs Will
Immobilized and rattled until the end of their next turn.
Slowed until the end of their next turn.

Lightning Spheres

β›ΊοΈŽ Encounter
β›ΊοΈŽ Impetus
burst 2 within 10, all creatures
vs Reflex
3d6 + level lightning damage.
Half damage.

Sinister Control

β›ΊοΈŽ Encounter
β›ΊοΈŽ Impetus
10, one creature
vs Will
The target makes a basic attack against an eligible target of your choice.
Shunt the target 2 squares.

Burned Over

🌣︎ Daily
🌣︎ Stamina
burst 2 within 10, all creatures
vs Fortitude
The target takes your level in fire damage. They are dazed and slowed (save ends both).
Half damage and the target is slowed until the end of their next turn.
You can spend 1 minute to remove a memory from the mind of a helpless or willing creature. Each creature can only lose one memory in this way.

Moths to a Flame

🌣︎ Daily
🌣︎ Stamina
burst 3 within 10, all creatures
vs Fortitude
Shunt the target 2 squares. If the target ends this unwilling movement next to another creature, both take 1d8 + level lightning damage. Each creature only takes this damage once even if they are affected multiple times.
You can take a standard action to create up to four torch-sized lights within 24 squares. You can move the lights up to 6 squares with a swift action. The lights disappear after one hour.

Quagmire

🌣︎ Daily
🌣︎ Stamina
burst 2 within 20, all creatures
vs Reflex
The target is immobilized (save ends).
The area becomes a zone of difficult terrain until the end of the encounter. If a creature ends their turn in the zone, they are immobilized until the end of their next turn.
You can cast quagmire without spending 1 Stamina if you take 10 minutes to cast it.

Dimension Door

Daily
20
Choose two unoccupied squares. Until the end of your next turn, a creature standing on either square can spend 1 square of movement to move to the other.
Swift

Wizard Feats

Improved Initiative +4 feat bonus to Initiative checks.
Maelstrom If you hit two or more creatures with a spell attack, the attack gets a +2 feat bonus to damage. Level 11, +3 instead. Level 21, +4 instead.
Wand Proficiency Repeatable Proficient with a wand: ______________________
Wand Proficiency Repeatable Proficient with a wand: ______________________
Skill Training Repeatable Become trained in a skill of your choice.
Skill Training Repeatable Become trained in a skill of your choice.
Skill Training Repeatable Become trained in a skill of your choice.
Skill Training Repeatable Become trained in a skill of your choice.
Seize Advantage Treat immobilized and slowed targets as off-guard. Level 11, Deafened and weakened targets are also off-guard.
Spiteful Energies You do +2 damage to creatures taking persistent damage. Level 11, +3 instead. Level 21, +4 instead.
Touch of Grace You get a +1 bonus on all saving throws. Level 11, +2 instead. Level 21, +3 instead.
Mindfire Adept

Arcana Talents

Blur Arcana Add Blur to your powers. Requires Level 6 or higher
Dimension Door Arcana Add Dimension door to your powers. Requires Level 10 or higher
Feather Fall Arcana Add Feather fall to your powers.
Force Shield Arcana Add Force shield to your powers.
Sculpt Spell Arcana Add Sculpt spell to your powers.
Suggestion Arcana Add Suggestion to your powers.
Detect Supernatural Arcana As a swift action, you know how many elemental, how many fey and how many shadow creatures are within 12 squares of you. They are not identified.

Nephilim

Ancestry
Medium outsider humanoid
Speed 6 squares
Languages β˜‘ Common, one of:
☐ Primordial  β˜ Draconic  β˜ Abyssal
Relentless Endurance The first time in an encounter that you are bloodied, you gain temporary HP equal to your level.
Ancestry Feat Add a nephilim feat.
Ancestry Talent Add a nephilim talent.

Nephilim Feats

Energy Resistance Repeatable Resist equal to 5 + your level: ☐ acid, ☐ cold, ☐ fire, ☐ force, ☐ lightning, ☐ necrotic, ☐ poison, ☐ psychic, ☐ radiant or ☐ thunder.
Energy Resistance Repeatable Resist equal to 5 + your level: ☐ acid, ☐ cold, ☐ fire, ☐ force, ☐ lightning, ☐ necrotic, ☐ poison, ☐ psychic, ☐ radiant or ☐ thunder.
Darkvision You can see in darkness or dim light as if it were bright light.
Made of Metal You do not make death saving throws. You still die if reduced to negative hit points equal to your maximum hit points. You do not sleep, breathe, eat or drink.

Nephilim Talents

Psychic Leap Nephilim Add Psychic leap to your powers.
Vengeance of the Pits Nephilim Add Vengeance of the pits to your powers.
Breath Weapon Nephilim Add Breath weapon to your powers.
Gargoyle's Rest Nephilim Add Gargoyle's rest to your powers.
Poisonous Nip Nephilim Add Poisonous nip to your powers.
Ingenuity Nephilim Add Ingenuity to your powers.

Breath Weapon

Encounter
spray 3, all creatures in area
vs Reflex
2d6 + level damage.
On gaining this power, choose which type of damage it does: ☐ acid, ☐ cold, ☐ fire, ☐ force, ☐ lightning, ☐ necrotic, ☐ poison, ☐ psychic, ☐ radiant or ☐ thunder.

Gargoyle's Rest

Encounter
Your turn ends immediately. You gain resistance to all damage 5 (10 at level 11, 15 at level 21) until the end of your next turn. At the beginning of your next turn, you may use your standard action to make a charge attack. If you do, increase your speed by 2 for the charge.

Ingenuity

Encounter
burst 5, one creature
Choose one: the target may shift up to 2 as a free action, make a saving throw, become honed until the end of their next turn or become guided until the end of their next turn.

Poisonous Nip

Encounter
1, one creature
vs AC
2d8 + level poison damage.

Psychic Leap

Encounter
burst 5, self or one ally
The target jumps up to 3 squares. This movement does not provoke opportunity attacks.

Vengeance of the Pits

Encounter
burst 10, one enemy
An attack by that enemy hits you.
The target takes 2d6 + level fire damage.