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Glinda (the Cute)

17 Level (0/265000 XP for level-up) the Hermit Background Gnome Race / Species / Heritage Chaotic neutral Alignment
Witch
Level 17
Hit Dice: 17/17
1d6+3 Class 1

STR
8
-1
DEX
19
+4
CON
16
+3
INT
19
+4
WIS
11
+0
CHA
13
+1
121
Hit Points
+4
Initiative (DEX)
14
Armor Class (AC)
+6
Prof. Bonus
25
Speed (walk/run/fly)
Spellcasting ...
+10 Attack mod
INT Ability
+4 Abi Mod
18 Save DC
+12 Expertise Bonus
+6 Proficiency Bonus
-1 Strength
+4 Dexterity
+9 Constitution
+10 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+4 Acrobatics DEX
+0 Animal Handling WIS
+10 Arcana INT
-1 Athletics STR
+1 Deception CHA
+4 History INT
+0 Insight WIS
+1 Intimidation CHA
+4 Investigation INT
skills
+0 Medicine WIS
+10 Nature INT
+0 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+4 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +10 DEX 1d4+4 Piercing
 Finesse, Light, Range, Thrown (20/60)
Light crossbow +10 DEX 1d8+4 Piercing
 80/320
Attacks

Spell Book

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Feather Fall
Mage Armor
Disguise Self

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Invisibilidad
Spider Climb
Darkness

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Aganazzar's Scorcher
Scorching Ray
Counterspell
Summon Lesser Demons
Bestow Curse

Level 4 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Blight
Conjure Minor Elementals
Banishment

Level 5 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Fireball
Protección contra energía
Animate Objects
Dominate Person

Level 6 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Circle of Death

Level 7 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Ice storm
Teleport
Wall of Fire

Level 8 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Feeblemind

Level 9 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Power Word Kill
Cloudkill
Cone of Cold
Coven of the devils

Devilish Curse
Starting at 3rd level, your hexes have been made cruel by a fiendish touch. Whenever you place a hex on a creature, and the hex requires a saving throw, you can choose to deal an additional 1d6 fire or cold damage (your choice). If they save against the hex, they only take half damage. If you place a Major Hex on a creature, the damage increases to 2d6, and increases to 3d6 for a Grand Hex.

This damage only happens once per hex casted and you can deal this additional damage a number of times equal to your Intelligence modifier.

The Devil's Tongue
Also at 3rd level, you learn the language of Devils. You know Infernal and can speak, read, and write it.

Deliverance of Souls
At 6th level, if you knock a creature to 0 Hit Points you can use your reaction to cause demonic flames to swirl around their body, turning it, and any flammable items on them, to ash. You gain a number of Temporary Hit Points equal to the creature's number of Hit Dice. You can use this feature once per short or long rest.

This has no effect on Undead or Constructs, though you gain twice as many Temporary Hit Points if they are celestial. This ability can not be used on any summoned or conjured creatures.

Devilish Power
At 14th level, you can bring out the full power of your coven. When you cast a witch spell that is between 1st- and 5th-level and deals fire or cold damage, you can choose to reroll the damage. You can use either roll. Once you use this ability, you must wait until you finish a short or long rest to use it again.

Devil Coven Spells
Witch level Spells
3rd Aganazzar's Scorcher, Scorching Ray
5th Fireball, Protection from Energy
7th Ice Storm, Wall of Fire
9th Cloudkill, Cone of Cold

Hexes:
Misfortune
As an action, you can expend a 1xt level spell slot or higher and make an unholy sign and target a creature within 30 feet of you. That creature must succeed on a Charisma saving throw or they have disadvantage on all ability checks, attack rolls and saving throws until the end of their next turn. A creature can only be targeted by this effect once a day.

On a successful save, they suffer disadvantage on their next ability check, attack roll or saving throw only. If a creature is immune to being charmed, they are not affected by this ability.

Good Fortune
As a bonus action, you can expend a 1st level spell slot or higher and bestow good fortune on the tasks of others. You touch a creature and they have advantage on all ability checks, attack rolls and saving throws until the end of their next turn. A creature can only benefit from this once per day.

If a creature is immune to being charmed, they are not affected by this ability.
Rabbit's Foot
As an action, you can touch a creature and expend a 1st level spell slot and bestow on them the blessing of the rabbit. Their speed is doubled and their movement does not provoke Attacks of Opportunity, this effect lasts until the end of their next turn.

Warded
As an action, you can expend a 1st level spell slot and touch one creature, warding them from harm for the next hour. While they are warded, you are aware of where they are and their emotional state so long as they stay within 1 mile of you.

The next time the creature takes damage in the next hour, the ward explodes around them and they gain a number of temporary hit points equal to your proficiency bonus, which takes as much of the triggering damage as possible. Once the ward is activated, you can no longer locate them or sense their emotions.

If you expend a spell slot of 2nd level or higher, the target gains additional temporary hit points equal to your proficiency bonus times the level of the spell slot. You can only have one ward active at a time, if you attempt to ward a second creature, the first ward dissipates and the warded creature gains no benefits from it.

If you expend a spell slot of 2nd level or higher, the effect lasts for a number of additional rounds for each slot level above 1st.

Major hex:

Agony
As an action, you can expend a 5th level spell slot or higher and target a creature within 30 feet of you and twist their innards. They must succeed on a Constitution saving throw or become wracked with pain and they suffer one level of exhaustion. On subsequent turns, you can continue to use your action to twist their guts and they must continue to make Strength saving throws, suffering additional levels of exhaustion on a failed save.

On a successful save, the creature loses all levels of exhaustion and is no longer affected by this hex. A creature immune to being charmed automatically succeeds on this saving throw. If you do not use your action on this ability on subsequent turns, the target can repeat their saving throw at the end of their turn.

Grand hex:
Waxen Form
As an action, you create a crude and disturbing waxen doll of a creature you can see within 60 feet of you. They must succeed on a Charisma saving throw, or you gain a modicum of control over them. On subsequent turns, you can use an action to cause one of the following effects. This waxen doll is destroyed after a hour, or you use the doll a number of times equal to your Intelligence modifier. A target can repeat the saving throw after every time the doll is used.

Attack Self. You cause the target to strike itself with a weapon it is wielding. This attack automatically hits.

Attack Other. You cause the target to strike another creature within their range. Make a melee spell attack against the creature's AC, on a success the target hits the creature.

Drop Equipment. You cause the target to drop everything it is holding.

Forced Movement. You cause the target to walk up to its speed in a direction of your choice, if it can fly you can cause it to take off and fly or stop its wings from moving, plummeting it to the ground.

Pain. You can rip at the waxen figure, causing great tides of pain to course through the creature. You deal 6d10 necrotic damage to the figure, they can make a Constitution saving throw to take half.

You can use this feature once per long rest and you need 5 gp worth of special wax per use of this feature. A creature that is immune to being charmed automatically succeeds on their saving throw

Features & Traits
a dagger
A light crossbow and 20 bolts
a component pouch
Explorer's pack
Broom of Flying
Cloack of protection

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cantrips (4): guidance, toll the dead, infestation, prestidigation.
Hexes: 6
Spell Save DC = 8 + your proficiency bonus +
your Intelligence modifier
Spell attack modifier = your proficiency bonus +
your Intelligence modifier
Spellcasting
Armor: None
Weapons: Blowguns, daggers, darts, slings, quarterstaffs, light crossbows
Tools: Alchemist's Supplies or Herbalism Kit
Saving Throws: Constitution, Intelligence
Skills: Arcana, Nature

Languages & Proficiencies
A bit of an air-head, but can be dark and vengeful by nature.

Personality Traits
Knows Santa because she used to be his lover. He has rejected and left her, so she wants her revenge on him (to end him and steal the Core of Everfrost). Turned to black magic and hexes after he left her and got more powerful. Used to work as Santa's secretary.

Connection with person X: She heard about Person X´s plans to ruin Santa, so she wanted in.
Background: the hermit. After Santa left her, she withdrew in her office for most of the time to perform and practice hexes. X took me into their team because I have known Santa a bit more personally and might be able to give out his secrets and information about him. I have a strictly professional relationship with X and I also expect them to deliver and keep their promise of destroying Santa.

Gnome race: Rock Gnome

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the Dragonlance setting.

Ability Score Increase
Your Constitution score increases by 1.

Artificer’s Lore
Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinker
You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.

When you create a device, choose one of the following options:

Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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