Pyrite Cragmaw

Pyrite Cragmaw is one of the main Goblin player characters within the Out of the Abyss campaign.

Description
Pyrite Cragmaw is a squat and fairly chunky goblin. She is mostly muscle and that includes her brain.

She tries to keep her attire clean and wears whatever the equivalent of punk rock is for this goblin tribe. Definitely wears piercing. She definitely modeled herself off of the hobgoblins to some degree (wishing to be bigger and stronger than she is).

Her black hair is straight, messy and poorly self-cut. There is a few streaks of grey in her hair.

She polices her facial expressions quite a bit and usually looks stern/angry. When she relaxes, her face is eerily calm and she stares with sharp eyes off into the distance.

Background
After growing up with the chief as her father, she thought she knew luxury and authority as a child. She defied her father and other "respected" elders at every moment she could, but looked forward to the day when she could rule after her father. She "practiced" her leadership skills on the younger children and those her age that she could bully well enough.

Her father called her "little fool" or his "shining fool" when he found her bratty shenanigans funny.

After showing some aptitude towards magic, her father put her under the tutelage of Advisor Grennl. She grew into her sense of superiority not only over the children around her but the adults as well (as she found herself learning more than she *thought* they knew).

When her father was killed and deposed, she had, in fear, already run to a hiding spot far away. Seeing the hobgoblins usurp control, she began to see herself as older than she was and began her plans to usurp power in the same way that they did. She, guiltily, looked up to the hobgoblins somewhat (and feel as if any claim of her father being weak is an attack against herself).

She has worked hard on increasing her physical strength. Losing her authority as the chieftain's daughter, also, reshaped her understanding of loyalty, friendship, and authority. This is where she gained her fear of loneliness.

Relationships to Cragmaw Clan Members
= Mechanics =

Arcane Deflection
At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

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.

Cantrip Formulas
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.

Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Eldritch Adept
Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.

Whenever you gain a level, you can replace the invocation with another one from the warlock class.

Armor of Shadows
You can cast Mage Armor on yourself at will, without expending a spell slot or material components.

False Identity
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona.

Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

Fury of the Small
When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Nimble Escape
You can take the Disengage or Hide action as a bonus action on each of your turns.

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.

Tactical Wit
Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Spell Components

 * Mud/Soot - Friends
 * Sand - Sleep
 * Twig from Home - Witch Bolt
 * Tremble Hair - Hideous Laughter
 * Cured Leather - Mage Armor
 * Drop of Water - Ice Knife
 * Soot - Comprehend Languages
 * Fish Rind - Grease
 * Twig from Home & Braided Hair - Unseen Servant
 * Forked Bone - Locate Object
 * Broken Bit of Sword - Hold Person
 * Bat Guano - Fireball

Weapons

 * Piece of Flint (Dagger) - Given to Tremble
 * Wand of the War Caster +1

Magic Items

 * Potion of Resistance - Given to Tremble
 * Potion of Animal Friendship
 * Potion of Spider Climb - Drunken in the Crystal Grotto in the Mutant Drider fight
 * x3 Health Potion (Heal for 2d8) - Consumed