Race : awakened doll -The awakened doll is a doll that was created, animated and became a living being through magical means or a spirit possessing a doll. ( Flavored into a witch hat)
Subrace : wizards child - Created by a wizard for a purpose, inside you is a mechanism that sounds like a beating heart that holds your soul. Usually created, though a skilled enough wizard can plant a chosen soul into a doll body. (Is a chromatic diamond inside the pointy part of the hat) You are usually created out of love and tend to lean towards a good alignment. Your creator usually treats you as if you were their own child and them as your parent.
Racial Traits :
Resistant and Magically enhanced
Ability Score Increase. Due to being made of a hard material and little need of armor they can take a bit more of a beating than the average fleshy counterpart. The artistic expression and effort put into these dolls are often breathtaking, making them alluring to those that see them. (+ 1 CON, +1 CHA)
Age. Awakened Dolls typically do not age in the proper sense, but they can show signs of wearing and tearing if proper maintenance is neglected. If properly maintained, a awakened doll is functionally immortal, never succumbing to the effects of old age or erosion.
Alignment. Lawful neutral
Speed. Your base float speed is 30 feet. Has access to hover. (Loses float and hover when possessing a target instead uses targets walking speed)
Living Construct. Normal bodily functions are not a necessary, your body does not have organs and runs on magic. Instead of sleeping you are able to leave your body and roam, however you must return to your body before sunrise or else loose its grasp. Dispel magic will also affect your body, while it won't kill you it can make it so your body is useless. Refer to ghost in monster manual for attacks at this point.
False Appearance (Object Form Only): While the mimic remains motionless, it is indistinguishable from an ordinary object.
Possession (Recharge 6): One Humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is Incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any Attack, spell, or other Effect, except ones that turn Undead, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's Statistics, but doesn't gain access to the target's knowledge, Class Features, or Proficiencies.
The possession lasts until the body drops to 0 Hit Points, the ghost ends it as a Bonus Action, or the ghost is turned or forced out by an Effect like the Dispel Evil and Good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Languages. You can speak, read, and write Common and one other language of your choice. (Common, Primordial, Elvish{from background})
Subrace Traits :
Ability Score Increase. You having spending lots of time with your creator were made to either be or almost be their equal, they have taught you much in your existence. ( +1 to INT)
Advantage. Your extensive knowledge on the arcane thanks to your creator give you advantage on arcana checks.
Knowledge of Magical Items. As a action, you can use the spell identify once a day per short rest
Class : Wizard lvl 1. Max hp: 8
Hit dice: 1. Ac : 10+ 1 = 11
Initiative: +1. Proficiency bonus : +2
Passive perception (WIS):10
Starting gold : 26 gp
Spell slots : 2 first levels
Ability scores
STR : 8
DEX : 13
CON : 14+1 =15
INT : 19+1 = 20
WIS : 10
CHA : 17+1 = 18
Modifiers
STR : -1
DEX : +1
CON : +2
INT : +5
WIS : 0
CHA : +4
Saving throws: +2
STR :-1
DEX :+1
CON :+2
INT :+5
WIS : 0
CHA :+4
Skills: +2
Athletic -1
Acrobatics+1
Sleight of Hand+1
Stealth+1
Arcana+5
History+5
Investigation+5
Nature+5
Religion+5
Animal Handling 0
Insight 0
Medicine 0
Perception 0
Survival 0
Deception +4
Intimidation +4
Performance +4
Persuasion +4
Attack and spell save : 8+5+2 = 15
Class features and traits:
Spellcasting
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
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.
Background : hermit
You lived in seclusion – either in a sheltered community such as a monastery, or entirely alone – for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.
Background features:
Life of seclusion: I was the caretaker of an ancient ruin or relic.
Personality traits:
I feel tremendous empathy for all who suffer.
I'm oblivious to etiquette and social expectations.
Ideals:Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
Bonds: I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
Flaws: I like keeping secrets and won't share them with anyone.
Skill Proficiency:
Arcana
Investigation
Medicine
Religion
Tool Proficiency:
Herbalism kit
Equipments: hermit
A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit.
Wizard:
Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: none
Equipment:
quarterstaff
a component pouch
A spellbook
an explorer's pack
( a backpack
a bedroll
a mess kit
a tinderbox
10 torches
10 days of rations
a waterskin
50 feet of hempen rope)
Character backstory:
Is a hat that has a few random knowledge but doesn't question where they came from all see knows is that she is a hat that has magic live in a old abandoned witch hut full of things both mundane and magical.